"May these foul creatures, preoccupied with tormenting each other in darkness, never attempt to enter the light forevermore."
In this world, there are many things that should not be. Be it fiendish, eldritch, or some other forsaken form, Unholy Beings are an embodiment of malevolence as a whole and can easily slaughter a village with ease even in their weakest form. They thrive off of bloodshed, the bended knee and pleading for mercy, and the power that comes over time to them as water slowly fills a lake.
A long time ago, these horrors were nonexistent. The Material Plane and the Heavens above stood alone as all in existence. Then, a group of mortals gathered together and, in foolishness and greed, summoned the first Unholy Beings.
The heavens fought valiantly to halt the threat. Naturally, they succeeded. However, something very peculiar happened. They came back. They were once more slaughtered, and they came back again. And again and again and again and again. So, the heavens came to a conclusion. They would, in order to prevent them from returning, banish them to a new plane- Tenebrae Sine Fine, also known as the Endless Dark or simply The Abyss. Infinite layers of void lie beyond Profanus, the twisted center of the perpetual shadows and the only layer the sacrilegious summons were given to begin with. Even now, Unholy Beings can be created in the mortal realm, but are quickly cast away. Another sigil on the summoning circle, another participant in the cycle of dread. Escape of the Endless Dark is impossible, but conquering it isn't.
You are one of these beings. Blood, Fealty, Time. Acquire these, grow stronger and stronger, and eventually mold a kingdom from the umbral expanse.
Hiya! :D The Endless Dark is a thread where you play as an Unholy Being, something forsaken and sent to purgatory. It has a unique levelling system where you gain XP from Blood (obliterating your foes), Fealty (other Beings pledging allegiance to you), and Time (self explanatory). Every time you gain enough XP, you gain a level and 5 Dread Points. These Dread Points can be used to buy special abilities, and if you want more you can take Flaws for free Dread Points. After climbing through 3 tiers and reaching Level 9 (the highest), you can gain dominance over a level of the Endless Dark and do basically whatever you want with it.
TL;DR of everything:
You play as an Unholy Being, a creature of darkness. Your job is to gain power through three sources: Blood (killing other beings), Fealty (Other beings pledging allegiance and XP to you), and Time (Allotted time periods). The levels are 1-9, with 1 being the weakest and 9 being the strongest. Level 9 Beings gain a layer that they have total dominion over, the name and description of which is up to you. Whenever you die, you lose everything; XP, power, and your layers. Every time you level up, you gain Dread points, which are used to upgrade your Being. It is strongly encouraged you read further into the leveling up rules, because they are very important.
Rules:
1. No need for swears and such. Those within here already have filthy souls, no need for filthy mouths too. If you want to swear then censor it instead.
2. This is an evil aligned thread, where evil characters are encouraged and evil actions are the same. But OOC, be respectful please. If arguments get out of hand then settle it in PMs, but try to prevent it from getting to that point.
3. Keep things appropriate. I'm not saying things can't be dark of course, but go easy on gory and brutal actions, and no 18+ stuff overall. We don't know how old the people reading this thread are or how comfortable they are with those types of things.
4. Please go easy on the quote chains so scrolling through them isn't purgatory.
5. When speaking OOC, structure it like *this*.
6. Please put the name of a fictional villain in your first post to show you read the rules.
7. Listen to the Mods: TheMadGibber, TheFriendlyArchfey/Little_Red_Hunting_Hood, tarasque2897, Platyboss and cynophobia_.
8. Combat with abilities isn't the only part of this thread. Please don't focus your character solely on finding OP combos and such and killing everyone, rather please report said OP stuff if you do find it.
NOTICE: You play as an Unholy Being in this tavern, but we aren't promoting devil worship or anything like that. This isn't the 80s, no need to be paranoid.
Levelling Up Rules:
XP can be gained in 3 ways: Blood, Fealty and Time. Blood is gaining all of the XP and Dread Points of an Unholy Being that you UTTERLY CONSUME (succesfully kill), Fealty is other beings bowing down to you and giving you XP/following your orders, and Time is gaining a certain amount of XP per day based on your level (lower then the average per day system because of the other sources). Every time you level up, gain 5 Dread Points.
FEALTY IN DEPTH: To swear fealty to another creature, you must undertake a ritual in which case you speak your true name to the creature you have sworn fealty to. While this creature knows your true name, you are considered charmed by them and any command they give affects you as if you were under the suggestion spell. A person cannot force a creature that has sworn fealty to it to harm itself directly. When you gain XP, ten percent of your daily XP is given to the creature you have sworn fealty to. You may also freely exchange Dread Points between yourself and any creature you have sworn fealty to. You can’t swear fealty to someone that has sworn fealty to you unless you are both affected by the marriage clause of the Ceremony spell. In addition, you can only have one character that has sworn fealty to another character of your own at any given time. You cannot be charmed into swearing fealty, and it must be of your full consent.
You can swear fealty to up to two separate creatures. If both issue contradictory commands, they must make a contested charisma check - the one that rolls higher has its command carried out.
If another creature you haven’t sworn fealty to has learned of your true name, each time they issue a command while speaking your name, you must make a DC 15 Wisdom save at disadvantage. On a fail, you are bound to carry out that command as if you were under the effects of the Suggestion spell.
You restart at Level 1 when you die, losing your XP, Dread Points, and ownership of your layer if you had one. Any fealty oaths to and from you are negated when you die, although ones from you don't get removed if certain abilities are involved (e.g True to Your Word).
Tier 1- Lesser Being
Level 1- 0-99 XP. Get 5 Dread Points to start off with, free of charge.
Level 2- 100-249 XP
Level 3- 250-499 XP
Tier 2- Greater Being
Level 4- 500-999 XP. When you reach level 4, you may choose a 500 by 500 ft area on a layer that does not belong to someone else (unless they have given you permission) and claim it as your lair. While in this area, you gain the use of Lair Actions. Your Unholy Being can only have up to 3 choices for lair actions. Once you have designated this area, you cannot move it until you level up again. You and any creature that has sworn fealty to you can teleport to this lair as a 10 minute ritual.
Level 5- 1000-1749 XP.
Level 6- 1750- 2749 XP
Tier 3- Supreme Being
Level 7- 2750- 4999 XP. When you reach level 7, you may choose to lay claim to one artifact. This can be an artifact that already exists in DND or you can make one yourself. If you create the artifact, you must send it to a mod for approval before using it. This artifact cannot be the Mighty Servant of Leuk-o (more may be added).
Level 8- 5000- 9999 XP
Level 9- 10,000+ XP. You may now create and lay claim to a layer of your own. This layer can be up to 5000 miles on any side. You choose the terrain and nature of this layer, but you cannot apply harmful environmental effects to creatures that are more than 10 miles from the center of the layer. This layer must also be accessible in some way, with at least three entrances linked to Profanus. You may change the weather with 1 hour ritual, as well as warp the environment by taking a day to do so. While you are within your layer, you gain a Mythic Action that would heal you 100 hp when you fall to 0 hp once per long rest.
When you die, said layer becomes a free zone that nobody can rule and is simply an unowned layer. Once you reach Level 9 again, you can choose to reclaim your old one or make a new one. If you choose the latter then the original crumbles into darkness once more.
And the XP per day:
Level 1- 20 XP per day.
Level 2- 30 XP per day.
Level 3- 50 XP per day.
Level 4- 100 XP per day.
Level 5- 150 XP per day.
Level 6- 200 XP per day.
Level 7- 375 XP per day.
Level 8- 500 XP per day.
Level 9- N/A
Lair Actions
More may be added in the future. We kinda forgot to add these until last second tbh
Spell Casting. Choose one spell, up to level (your level/3; round down), that does not have a range of self or touch. You are able to cast that spell as this lair action, originating from you. You can take this action multiple times, choosing a different spell each time.
Manipulate Environment. You manipulate the environment in a 10 (20 at level 7, 30 at level 9) foot sphere in your layer. When you choose this option, choose one of the following effects: Fog Cloud. The affected area fills with fog, making it heavily obscured. Earth Shift. All terrain in that area becomes difficult terrain for hostile creatures. Damaging Effect. The area becomes dangerous; perhaps growing spikes or having crushing rocks. When a creature ends its turn there, it must make a Dexterity saving throw. On a failed save, it takes 3d6 Bludgeoning, Piercing, or Slashing damage, or half on a successful one. You can choose this lair actions multiple times, choosing a different effect this time.
Summon Followers. You summon 2d4 minions. These minions act on your initiative, and you cannot take this Lair Action again while they live. The minions must be CR 1/2 or lower Beasts, Undead, Fiends, Humanoids, or Constructs.
Unholy Being Statblock, made by Arch:
Unholy Being
Large fiend or aberration, any non-good alignment
Armor Class
10 + your Dexterity modifier
Hit Points
110 (20d10) + 20 times your Constitution modifier
Speed
30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws
Any two
Skills
Any four
Senses
Passive Perception 10 + your bonus to Wisdom (Perception) checks.
Languages Abyssal, Common
Challenge
- (XP equal to your XP amount)
Proficiency Bonus: The Being's Level (e.g. Level 6 has a PB of 6. Level 1 characters have a PB of 2)
Unholy essence.
If the Unholy being dies, it reforms 24 hours (IRL) later in the city of Profanus, retaining all of its memories.
Actions
Rend.
Melee Weapon Attack: +(The Being's Strength modifier + it's proficiency bonus) to hit, reach 5 ft., one target. Hit: 17 (3d8+4) bludgeoning, piercing, or slashing damage.
Ability scores can be rearranged as people wish, like taking 4 out of Strength to put in Charisma and such, to a minimum of 5 and a maximum of 25.
Abilities:
Abilities are split into four categories. These are Unleashable, Passive, Standard and Flaws. Unleashable abilities are actions you choose when to use. Passive abilities are abilities that run in the background. Standard ones are just general upgrades to your stat block, and Flaws are essentially taking detriments for Dread Points. Think Unleashables as the actions area, passive as traits, Standard as something else and Flaws as downsides with no benefits besides DP.
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). If it is needed, your attack bonus for any ability is one of the aforementioned modifiers.
Variants of abilities are an alternate choice that gives both advantages and disadvantages compared to already existing abilities, you cannot take both of them at once.
You cannot take an ability multiple times unless it says otherwise.
You can spend Dread Points on abilities whenever you're not in combat.
More will be added in the future! We do monthly updates, specifically every first Saturday in the month. These updates will bring new abilities, refine stuff, etc. Although if something really needs to change we'll do so ASAP. When updates release you can immediately make whatever changes you want to your character's abilities.
Unleashables:
Peaceful Limbo (Recharges on a Short or Long Rest outside of the Limbo)- As a 5 minute ritual, you and up to 5 other willing people that you can see and are within 10 ft of you enter a limbo demiplane where nobody else can enter and no damage can be dealt in it. You decide it's appearance and leave when you want to (for a maximum of 24 hours IRL). However, you are unaware of anything happening outside of the limbo demiplane, you exit in the same place you entered, you cannot enter it while in combat, and there is something signifying where you will exit and when. 2 Dread Points
Rocket Jump- As an action on your turn, you can jump up to 40 feet in any direction. This distance is halved if you travel at an upward direction. 2 Dread Points
Fraudulent Disguise- You can take the form of someone you've seen as an action. You gain all of their physical traits (such as voice, appearance, etc) but retain all your previous statistics. This new form cannot give you a size or speed you do not have. Anyone who's sworn fealty to the person you're impersonating (and obviously said person) can see through the disguise. Any other creature must make a contested Investigation check as an action against your Deception check. 3 Dread Points
Arcane Blast- You gain a new attack. This attack uses Intelligence, Charisma, or Wisdom as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + (the modifier of the ability you chose) damage. The damage this deals is chosen when you pick this feature and can be changed when you level up. Your options are Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. 3 Dread Points
Two Truths (Once per Long Rest)- You can turn invisible as an action, becoming incorporeal. While invisible this way, you cannot be detected by truesight, blindsight, tremorsense, see invisibility, or scrying. You cannot physically interact with any being on the plane you currently on, and as soon as you make an attack or cast a spell, your invisibility ends. You can end this invisibility as an action. You take 15 damage for every three hours IRL invisible this way, and when you take 40 damage this way you exit this invisibility. This damage cannot be reduced in any way.
You also summon an illusionary clone when you take this action that can only be detected as a clone through magic or a successful perception, insight, or investigation check equal to *. You can talk though this clone - it cannot take actions, cast spells, and it has an AC equal to your AC, as well as 1 hp. You may see through this clone as if it were you, using any senses that you have, and it has any movement speeds you have. . * = 8 + your arcana or deception (Your choice). 3 Dread Points
Restoring Touch(2/Day)- You may touch a creature as an action, causing it to regenerate. Over the next minute, it regains 1 hp per round at the start of its turn unless it starts its turn incapacitated or at 0 hp. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. In addition, you may touch a single creature and remove the petrified condition as an action. 3 Dread Points.
Celestial Fragment (3/Long rest)- You have somehow gained a fraction of divine magic. As a bonus action on your turn, you can regain a number of hitpoints equal to your Constitution modifier plus your PB. Additionally, you may choose another creature within 5 ft of you and expend a use of this feature to heal them instead. 3 Dread Points
Self Invited Summons- As a 5 minute ritual, you can teleport to an unoccupied location within 5-30 feet of anyone that has sworn fealty to you. 3 Dread Points
Frightful Presence - As an action, you may force any creature within 60 feet of you to make a Wisdom save against you or be frightened of you for the next minute. At the start of their turn they can make the save again, ending the effect on a success. Someone who succeeds the save is immune to your Frightful Presence for 24 hours. 4 Dread Points
Traded Life(Prerequisite Level 4, 1/Day)- When a creature you can see within 60 ft of you drops to 0 HP, you may use your reaction to transfer half of your health to that creature, and it regains a number of hp equal to the health you lost. Both you and that creature gain one level of exhaustion for the next eight hours. In addition, when there is a willing creature within 30 ft of you that you can see, as a reaction when you would drop to 0 hp you can instead drop to 1 hp, and that creature suffers one point of damage to its hp maximum until its next long rest. 4 Dread Points.
Suffer For Other's Sake- As a bonus action on your turn, you may transfer any amount of health from yourself to a creature of your choice that you can see within 15 ft of you. You cannot heal a creature past their HP maximum. If this is used on a creature that has sworn fealty to you or that you have sworn fealty to, the range increases to 100 ft. 4 Dread Points
Call for Help(3/day)(Prerequisite Level 3)- As an action, you may attempt to summon one of the creatures that has sworn fealty to you(as long as it is alive and not incapacitated, unconscious, or paralyzed). Roll a 1d100. On a 30 or higher, you succeed, and the creature you summon appears in a spot within 60 ft of you that you can see on a surface that can support its weight. You may take this ability twice. When you take it a second time, you may summon two creatures at once when you use this action. 4 Dread Points.
Emanation of Wrath (Recharge 6)- As an action, you can emit a burst of power in a 30-foot radius. Creatures in this range must make a Dexterity Saving Throw. On a fail, they take (your level+4)d8+(your ability modifier that you chose for the DC) damage, the damage type being Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, your choice when you choose this ability. On a success, a creature takes half damage You may change the damage type of this feature at the end of a long rest.
When you drop to 0 hp or die, this ability automatically activates. When it does so, it has a 60 ft range and deals 3 extra dice of damage. 5 Dread Points
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
The Bell Tolls For Thee (Once Per Long Rest)- As an action, you place a curse on a creature of your choice that you can see. They know you cursed them and always know your location so long as the curse is placed. You concentrate on this ability as if it were a spell, to a maximum of 10 minutes. For every round this ability is active, 1d12 is added to a damage count. Whenever you lose concentration, the creature becomes 100 feet or more away from you, or when you choose to end concentration, the creature takes all of the accumulated damage. 5 Dread Points
Destructo-Beam (Recharges after a Long rest)- You can unleash a blast of powerful destruction. As an action on your turn, you can unleash a line of destruction: 15 feet wide and 100 feet long. Any creature caught in this ray must make a Dexterity Saving throw or take a number of damage equal to (your level+6)d10s. This damage can be either Necrotic, Radiant, Lightning, or Fire damage. 5 Dread Points
Lifestealer- You drink from the blood of your enemies as they bleed in battle. Once per turn as a reaction when you hit a creature with an attack, you can move forward up to half your speed. If you start your turn within 5 feet of the target of your attack, you regain 1d4 + your PB hitpoints. 5 Dread Points
Embalming Aura(Recharge 6)- As an action, you emit a healing light within a 30 ft radius. You may choose a number of creatures up to your level + 3 within this radius that you can see, and those creatures regain a number of HP equal to (your level + 2)d6 hit points. Any creature that is suffering from a condition caused by an ability or spell (level 5 or lower) while this aura is effecting them may remake their save, ending the condition on a success. You do not heal from this aura. 5 Dread Points.
Hateful Curse(Prerequisite Level 3)- When you would drop to 0 hp or die outright, the creature that killed you is cursed for a number of days equal to your level. While cursed, it has one of the following effects applied to it of your choice:
The creature cannot gain HP or take long or short rests
The creature has two of its ability scores reduced to 5
The creature does not benefit from fealty oaths and all creatures that have sworn fealty are free for the duration
The creature cannot make attacks, using damaging abilities, or cast damaging spells
5 Dread Points
Swallow(Prerequisite Level 3)- As an action, you may make one Rend attack against a creature that you are grappling and is one or more sizes smaller than you are. If that attack hits, the creature takes damage as normal and is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 21 (6d6) acid damage at the start of each of your turns.
If you take 30 damage or more on a single turn from a creature inside you, you must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. The DC equals the amount of damage taken, divided by 2. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse using 15 feet of movement, exiting prone. 5 Dread Points.
Draconic Breath(Prerequisite, dragon creature type or was once dragon creature type)(Recharge 6)- You exhale the breath of your lineage’s damage type. This may be Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, your choice when you choose this ability. This area is a 60 ft cone originating from you, and each creature within it must make a Dexterity save. On a fail, they take (5+your level)d6 of your previously selected damage type, taking only half on a success. 5 Dread Points
Profane Smithing- You are trained in the arts of smithing, and you have learned to use the resources available to you to craft several objects. The first time you take this feature, you learn to craft Nonmagical items and Structures up to the Large size class, as well as Common and Uncommon magic items (if you meet the level requirement). When you take this feature again, you can now craft Huge structures and items, as well as Rare and Very Rare magic items. After taking this ability for the third time, you can craft Gargantuan structures and items as well as Legendary and Artifact magic items. When you craft a magic item, you may choose to use your pool of Dread Points or XP to craft it. When you are using XP to craft an item, you lose that XP at the start of every day it takes to craft the item. If you fall below the level requirement needed to craft that weapon by this XP loss, the process of smithing it is interrupted and you must wait until you are of suitable level before you try again. You can have a total number of magic items made equal to your proficiency bonus. The chart below details the cost to craft items:
Rarity
Number of items
Level Requirement
XP cost
DP cost
Time Taken
Common
Up to your PB
Level 1
Half of the amount of XP that you would gain per day
1 DP
2 days
Uncommon
Up to half of your PB
Level 3
Half of the amount of XP you would gain in a day plus 50
2 DP
3 days
Rare
Three at any given time
Level 5
The amount of XP you would gain in a day
3 DP
4 days
Very Rare
Two at any given time
Level 7
The amount of XP you would gain in a day plus 50
5 DP
5 days
Legendary
Two at any given time
Level 8
The amount of XP you would gain in a day plus 100
7 DP
8 days
Artifact
One at any given time (not including the one you get from leveling up)
Level 9
Double the amount of XP you would gain in a day
10 DP
10 days
When you are crafting a homebrew magic item, you must send it to a mod for approval first. For every item you make, you must roll a 1d100 on the day you finish it. On a 30 or lower, the item is cursed - either you can make this curse or a mod can do it for you.
While smithing magic items, the items you need are assumed to be in your possession. When you are crafting nonmagical items that are not costly spell components, you can use your own blood or bones to make these, sacrificing a number of HP equal to your level times 3 at the start of the next three days. After those days are completed, you have crafted the item. For every size larger than Medium the item is, you take two extra days to craft it. An item meant to be worn or carried by a creature must be the same size as that creature. If you are building a structure, the daily health sacrifice requirement is equal to your level times 5, plus an extra 5 damage and extra 2 days for every size larger the structure is than Large.
When you are creating a component for a spell that has a cost, you must spend an amount of XP equal to the cost of that item to craft it. The amount of time it takes to craft the item is equal to 10 minus your proficiency bonus (to a minimum of 1).
After you finish an item or structure, you must take a full day’s rest before working on another item. Finishing an item or structure that is Gargantuan, an Artifact, or a Legendary gives you two levels of exhaustion that are removed on your next two long rests. This exhaustion cannot be negated in any other way. 5 Dread Points
Sacred Watcher of the Dead(Prerequisite Level 3)- You may choose a creature that has died within the past 200 years. When doing so, you must have the body of the creature or a piece of its Broken Soul item. If you have sworn fealty to this creature in the past or it has sworn fealty to you, you do not need the items for your ritual. As a 10 day ritual, you may attempt to bring this creature to life if its soul is willing. You may complete this ritual once per month. 6 Dread Points.
Arcane Siphon(Prerequisite Level 5)(1/LR)- As an action, you may choose to emit a 10 ft field of temporary antimagic. This field affects spells that are equal to your level or lower. While this field is active, all creatures within 10 ft are under effect by the Antimagic Field spell. You may take this ability again at Level 9 for another use of it. 6 Dread points.
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Passive:
Grappling Strike(Prerequisite Level 2)- When you hit a creature with a Rend attack, you may choose to grapple as a part of that attack. 1 Dread Point.
All Hearing- You can hear even the smallest sounds and detect said sounds' origin. You have expertise with the Perception skill, losing this benefit while Deafened. In addition, You cannot be surprised as long as you are not deafened. Can't be used with Hear No Evil. 2 Dread Points
Amorphous- You can fit through spaces as narrow as one inch wide. While you are in a space that requires you to be smaller than your typical size, you cannot make attacks, use abilities that require an action, or cast spells. 2 Dread Points
Multiple Heads- You have advantage on perception checks and saving throws against being blinded or knocked unconscious. 2 Dread Points.
Giant Slayer- You have advantage on weapon attack rolls against creatures larger than you (by DND size rules, such as Large, Huge, etc) and you deal an extra die of damage against them. Creatures larger than you don’t benefit from advantage on grappling you. 2 Dread points.
Dipped Talons and Blades- Your Rend and Blades of the Unholy attacks now count as Silvered Weapons. When you hit a creature with a melee weapon attack, its speed is reduced by 10 ft until the start of your next turn. 2 Dread Points.
Skirmisher- When you hit a creature with a weapon attack, you don’t provoke opportunity attacks from that creature until the start of your next turn. 2 Dread Points
Crushing Blows(Prerequisite Level 2)- When you hit a creature with a Rend attack, you may force that creature to make a Strength save against your ability DC. On a fail, it falls prone. 2 Dread Points
Clerical Prowess- When you heal a creature other than yourself, you may roll an extra die to determine the healing they receive. In addition, any creature you heal has a +1 to their next attack roll. 2 Dread Points.
All Seeing(Prerequisite 3rd level)- Your sight is far reaching, and you can see up to two miles from your current location. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. If you are on a plane that you own, you can see up to the edges of that plane. You have advantage on Perception checks when you aren’t blinded. Creatures within 60 ft of you have advantage on Stealth checks. Can't be used with See No Evil. 3 Dread Points
Blades of the Unholy- When you choose this feature, you can use your action to create a weapon in your empty hand. You choose the form that this weapon takes when you take this ability. You are proficient with it while you wield it, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Any ammunition that the weapon needs is summoned when you make the attack, disappearing once it hits or misses.
Your weapon disappears if it is more than 15 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your unholy weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you summon your unholy weapon thereafter. A sentient item must agree to be your unholy weapon, otherwise you cannot perform the ritual with it. The weapon ceases being your unholy weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
The amount of dread points a weapon costs depends on what type of weapon it is.
Simple Melee Weapons: 1 Dread point. This weapon deals the amount of damage your base Rend does, and you may add your proficiency bonus to damage rolls with this weapon. Abilities that boost your Rend do not boost your weapon.
Simple Ranged Weapons: 1 Dread Point. This weapon deals one extra damage dice of its weapon damage, and you have a +2 to attack rolls with it.
Martial Melee Weapons: 2 Dread Points. When you make a Rend attack and you have one hand free, you may make an attack with your weapon as a bonus action. If you are wielding a two handed weapon, you deal one extra damage dice with that weapon and gain the benefits of the Sentinel or Great Weapon Master feat (your choice when you choose your weapon).
Martial Ranged Weapons: 3 Dread Points. You gain the benefits of the Sharpshooter feat, and gain a +1 to attack rolls with this weapon.
Firearms: 4 Dread Points. You may only use Renaissance firearms when you use this feature. These include the Pistol(non automatic) and the Musket. You have a +2 to hit with ranged attacks with these weapons, also gaining the benefits of the Gunner feat.
Weapon Master(Prerequisite Blades of the Unholy)- As a bonus action, you may change the form of your Unholy weapon to a different type of weapon. 1 Dread Point.
Send Them to Hell (Prerequisite Level 2, Blades of the Unholy)- When you hit a creature with a weapon attack, your attack deals an additional 1d8 damage. You choose the damage type when you pick this ability, from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage. 2 Dread Points
Strike Twice (Prerequisite Blades of the Unholy)- When you hit a creature with your unholy weapon, you may use your bonus action to make another weapon attack against that creature. Additionally, if you have cantrips, you may instead cast a cantrip as a bonus action. 2 Dread Points
Beyond Fear (Prerequisite Blades of the Unholy, Melee weapon)- On the start of your first turn in combat when you enter or start within 10 ft of another creature, you may roll a contested intimidation check against it. On a success, the other creature is flinched and they cannot willingly move closer to you until the end of their next turn. In addition, they have disadvantage on attacks against you, their movement speed is halved, and they have a -2 penalty to their AC. These effects last until the end of their next turn, and this ability can be used once per combat. 4 Dread Points
Assorted Poisons(Prerequisite Level 3, Blades of the Unholy)(PB/Long Rest)- As a bonus action, you may choose to coat your weapon or ammunition in one of the poisons you carry. Your next Blades of the Unholy attack deals an extra 2d6 poison damage, and you may force that creature to make a Constitution save against your ability DC. On a fail, you can apply one of the following conditions:
Poisoned for the next minute
Paralyzed until the end of its next turn
Stunned until the end of its next turn
Charmed for the next minute, remaking the save when it takes damage
4 Dread Points
In the Language of Thought- You can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 2 Dread Points
Promises to Keep- Other creatures cannot willingly break promises or deals they made with you, and they do not break fealty oaths to you upon their death. You can have a number of creatures affected by this equal to your charisma modifier. 3 Dread Points
Grafted Armor- You have taken a set of armor that has fit your form and melded it into your flesh, until it is a part of you. When you take this feature, you lose any benefits you would gain from being unarmored. You choose which type of armor you have, listed below:
Light Armor. Your AC equals 12 plus your dexterity bonus
Medium Armor. Your AC equals 16 plus your dexterity bonus to a maximum of 2
Heavy Armor(Level 3). Your AC equals 18. While wearing heavy armor, your fly speed is halved.
3 Dread Points.
Adamantine Skin- Any critical hit against you becomes a normal hit, and you have a damage threshold of 5. Anything that deals 5 or less damage to you in a turn instead deals no damage to you. 3 Dread Points.
Healing Strike (Prerequisite, Arcane Blast)- When you make an Arcane Blast attack against a creature, you may instead choose to heal it instead of damaging it. On a hit, the creature heals an amount of hit points that your damage would have dealt. You may use this feature a number of times equal to your proficiency bonus divided by two per long rest. 3 Dread Points.
Dauntless Aura(Prerequisite level 6)- All friendly creatures within 30 ft of you while you are conscious gain immunity to the charmed condition, and cannot have their speed reduced. 4 Dread Points.
Defense of Pain- Choose a damage type when you select this of either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage. When someone comes into physical contact with you or hits you with a melee weapon attack, they take 1d8 of that damage type. You may take this up to two times, either choosing the same or a different damage type when you pick it. 4 Dread Points
Fealty’s Brand(Prerequisite Level 3)- When a creature swears fealty to you, you may brand or mark that creature in some way. While they bear this brand, you may telepathically communicate with them while they are on the same plane as you. 4 Dread Points.
Blasphemous Resilience(Prerequisite Level 6)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Master of Pain- Choose an ability score. You may add half of that ability score’s modifier(rounded down) to the attack and damage rolls of a weapon, spell, or Rend ability you have. Alternatively, you may choose to use that ability score to determine the attack and damage rolls of that attack you chose (such as using Charisma for Rend etc). 5 Dread Points
Unholy Magic- You gain the access to spells from the Warlock spell list. Your ability modifier for your spells is Charisma, Wisdom, or Intelligence. You have 3 cantrips and 1 spell slot. This spell slot replenishes on a short rest, and you know 2 spells from the warlock spell list, as well as 2 1st level spells from a Warlock subclass of your choice. You gain one spell slot each time you take this feature, as well as learn one more spell of your choice. At level 3, you may learn 2nd level spells, and your spell slots now are cast at 2nd level. You also learn your subclass’s 2nd level spells. At level 5, you may learn 3rd level spells and your spell slots now cast your spells at 3rd level. You also learn your subclass’s 3rd level spells. At level 7, you may learn 4th level spells and your spell slots now cast your spells at 4th level. You also learn your subclass’s 4th level spells. At level 9, you may learn 5th level spells and your spell slots now cast your spells at 5th level. You also learn your subclass’s 5th level spells. Your cantrips scale according to the level spells you can cast. 5 Dread Points
Leer- When you hit a creature that can see you with an attack, that creature must make a Wisdom save. On a fail, the creature is frightened of you for the next minute. A creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Leer for the next 24 hours. 5 Dread Points.
Regeneration(Prerequisite Level 6)- You regain 10 hit points at the start of your turn. If you take damage from either one of two damage types you select when you choose this ability (you cannot be immune or resistant to these types of damage), this trait doesn't function at the start of your next turn. Of the two damage types you choose, they must be either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Silvered Weapon damage. While you are at 0 hp, you don’t regenerate. This regeneration can restore missing limbs and other body parts as part of the Regeneration spell. 5 Dread Points.
Standard
Easygoing- You gain one extra hit dice. Your total health cannot exceed 700(You can take this feature multiple times to gain more health). 1 Dread Point.
Hunger for Violence- +1 to hit on Rend. You can take this ability up to 3 times. 1 Dread Point.
Rune Reader- You learn one language of your choice, and can now speak, read, and write it. This includes sign languages. 1 Dread Point
Greed for Power- +2 to an ability score of your choice, up to a maximum of 25. You can take this ability more than once. If you are level 6 or above, you can increase your score to a maximum of 30. 2 Dread Points.
Cannot Be Outrun- +10 to your speed. You can choose which speed this is (walking, flying, swimming, etc), and can do so whether or not you had any feet in that speed to begin with. You can choose this ability multiple times, choosing a different speed each time. You cannot have any speed exceed 200 ft, and for every 10 ft of fly speed you have over 60 ft, you must subtract 10 ft of walk speed. You cannot go below 0 walk speed. The fly speed you gain from this trait does not have the hover property.
At level 3, you may choose a burrow speed if you take this trait. This burrow speed cannot exceed 30 ft, and you don’t have the earth glide trait. 2 Dread Points.
Bloodlust (Prerequisite Level 3)- +1 damage dice to Rend. You can take this ability again at Level 6 and again at Level 9. 2 Dread Points.
Sinful Shield- +2 AC. You can take this ability up to 3 times, but your AC cannot exceed 25 before any active effects are applied. 2 Dread Points.
Greater Detection- Gain 120 ft in any one sense. If the sense is darkvision, the distance is 180 ft, and if it is blindsight, tremorsense, or truesight, the distance is 60 ft. You can take this multiple times for different senses. 2 Dread Points
Unholy Strengths- Your proficiency bonus is two higher than it normally would be. 2 Dread Points
Finessed Strikes- You can use Dexterity in the place of Strength for your Rend attack. 2 Dread Points.
Strike of Vengeance- When a creature within reach of your Rend attack hits you with an attack, you may make one Rend attack as a reaction against that creature. 2 Dread Points.
Extra Talents- You gain proficiency in one skill, instrument, or tool of your choice. You may only have 8 skill proficiencies total, not including tools or instruments. 2 Dread Points
Bolstered Knack(Prerequisite Level 2)- You gain expertise in a skill you are proficient in. You can take this feature up to four times. 2 Dread Points
Bolstered Blades(Prerequisite Blades of the Unholy)- Your damage die for your Blades of the Unholy attacks increase by 1. You may take this ability again at level 6. 2 Dread Points.
Eye for Open Wounds(Prerequisite Level 3, Blades of the Unholy)- You now score a critical hit on a 19 or 20. When you reach level 7, you may take this feature again to score a critical hit on an 18, 19, or 20. 2 Dread Points.
Monstrous Technique- You can choose a feat off of the 2014 rules feat list (including all sourcebooks, no UA or homebrew) and add it to your Unholy Being statblock. If this feat grants you an ability score increase or has a racial requirement, it costs one extra dread point. You can take this ability up to four times. 2 Dread Points.
Laugh In Fear's Smiling Face- You have advantage on saving throws against being frightened. At level 6, you become immune to the frightened condition. 3 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
3 Dread Points
Multiattack (Prerequisite 3rd level)- When you take the Attack action using Rend or Blades of the Unholy, you may make two attacks instead of one.
If you have the Blades of the Unholy feature, you may take this ability again at level 7, gaining three attacks with your unholy blade instead of two. 4 Dread Points.
Arcane Mastery (Prerequisite 8th Level)- Choose one 1st level spell and 1 second level spell from the Wizard spell list. You can cast these spells at will, using Intelligence, Wisdom, or Charisma as your spellcasting modifier. 5 Dread Points
Blood of the Loyal (Prerequisite 6th Level) (Once per Long Rest)- As a reaction when you would drop to 0 HP or die outright, if a creature that has sworn fealty to you is within 100 ft of you and you can see them, you can instead transfer that damage or effect that would have killed you to that creature. 5 Dread Points
Aura of the General (Prerequisite 6th Level)- For every creature that has sworn fealty to you within 30 ft of you, you gain a +1 to your attack and damage rolls with your Rend, Arcane Blast, or Blades of the Unholy. In addition, creatures that have sworn fealty (up to a number equal to your charisma modifier) within 30 ft of you may use your attack bonus to your Rend, Arcane Blast, or Blades of the Unholy for any weapon or spell attack they make instead of their own. When doing so, they use your attack bonus before the effects of your Aura are applied. 5 Dread Points
Flaws
Signs Clear As Glass- You give obvious signals when you're going to attack. As a reaction when you target a creature with an attack, that creature may add +2 to their AC against that attack. +2 Dread Points
Broken Stride- Opportunity attacks against you have advantage, and if they hit, your speed becomes zero until the start of your next turn. +2 Dread Points.
Fatal Vulnerability- Choose one damage type. You are now vulnerable to it. While vulnerable to this damage type, you cannot gain any form of resistance or immunity to it. Nobody but you knows what this damage type is. (Relying on the honor system here) This can be taken multiple times for different damage types. +3 Dread Points
Gluttony- You require food and water to survive, and must eat or drink at least once per day. For every day you go without food or water, you suffer one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest. +3 Dread Points
Half a Life- You cannot regain hp during combat. +3 Dread Points.
See No Evil- Permanently Blinded. Can't be used with All Seeing. +4 Dread Points
Speak No Evil- You can't knowingly tell a lie. +3 Dread Points
Hear No Evil- Permanently Deafened. Can't be used with All Hearing. +3 Dread Points
Think No Evil- When you're killed, you don't have the memories of who killed you or the final battle. Can't be taken with No Regrets. +3 Dread Points
No Regrets- When you die, you lose all knowledge of your previous life. Can't be taken with Think No Evil. +5 Dread Points
Do No Evil- When you are killed, you can be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, you are considered under the paralyzed condition. To free you, someone else needs to go to you and apply the same amount of XP that was used in the creation of the chains. +5 Dread Points
True To Your Word- You cannot willingly break a spoken promise or deal. Upon your death, the fealty oaths you swore remain. +4 Dread Points
Imperfect Hatred- If you are reduced to half of your health or below, you are blinded by rage, causing -1 to your attack rolls and saving throws for every 10 Hit Points lost below half of your health. Killing your opponent or the battle ending ends this condition.+4 Dread Points
Broken Soul- Your soul is stored in an item that you choose (no larger then the Medium size), and it cannot be invisible. The item has an AC of 15 and a number of HP equal to your level + your proficiency bonus. It is resistant to Nonmagical Bludgeoning, Slashing, and Piercing damage, and it is immune to psychic damage. This item cannot be targeted by spells that require it to make saving throws. This item must also be within 5 ft of you and in physical contact with you during a Long Rest, or you do not gain the benefits of that long rest. If that item is broken, you do not reform when you die. +5 Dread Points.
Corroding Soul- Your body is slowly crumbling to pieces. At the end of every Long Rest, you must make a DC 18 Constitution Saving Throw. On a failed save, you take 4d4 Necrotic damage, and you gain no benefits from completing that rest. This effect also occurs every time someone hits you with a weapon attack. In addition, at the end of every Long Rest, you take 6d8 Necrotic Damage, and your hit point maximum is reduced by that amount until you take your next rest. You cannot gain resistance or immunity to Necrotic damage when you have this feature. +10 Dread Points
Pacifist- You cannot willingly deal damage to another creature. +10 Dread Points
Layers (so far :])
Layer 1: Profanus (Unowned)
Profanus is the area where all Beings emerge in the beginning. It is the center of Tenebrae Sine Fine, and at the very center of that center lies a summoning circle. This summoning circle is where all Beings start, showing a unique sigil right before summoning them for some flavor. Black and red architecture surrounds this area, but beyond it lies a vast realm with nature similar to the Material Plane, only twisted. Inexplicable structures can be found if one ventures out far enough, which anyone is free to make up. These structures can have never been seen before, or be the relic of a wonder now gone in the mortal realm. Also, entrances to all of the claimed layers can be found here if you look hard enough.
Layer 2: TBD
Other threads for this: Tarasque runs the Darchive, where you can document stuff. Platy runs the Suggestion Box, where you can help point out unbalanced stuff and propose new abilities and such.
This was a big project that took a lot of time, but it's nice to see it finally finished!
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
*Feels kinda like demonic Universe Smorgasbord. I like it*
Rollback Post to RevisionRollBack
My Hero Academia weeb, and proud of it.
Jeff main in Marvel Rivals. Terrible at competitive gaming.
All around I'm a mess made up of original characters, game lore, and the remnants of the worlds I never finished. In other words, I'm slightly off my rocker.
Jeff main in Marvel Rivals. Terrible at competitive gaming.
All around I'm a mess made up of original characters, game lore, and the remnants of the worlds I never finished. In other words, I'm slightly off my rocker.
*Question. If you swear fealty to someone, and they swear fealty to someone else, and taht person swears fealty to you, wouldn't taht be an infinite XP loop?*
Rollback Post to RevisionRollBack
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
*Question. If you swear fealty to someone, and they swear fealty to someone else, and taht person swears fealty to you, wouldn't taht be an infinite XP loop?*
*I know we accounted for swearing fealty to each other, but I guess not a triangle or beyond. Idk, but I'll add a specifier in the OP just to be safe.*
A masked critter appears in the void in a burst of pixie dust. He looks around, small and fluffy and wrapped in filthy leather and furs. His wooden shoes clop against the ground.
"Hello?" He asks into the night, running his finger along the blade of a strange device in his hands. It looks like someone attached a buzz saw to a belt grinder and modified it into some sort of crude tool for mutilation.
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.
Near the center of Profanus, shortly after a new Unholy being was summoned-which quickly scurried off into the shadows, nobody got a good look at it- a stage has been constructed out of the strange wood of the strange trees in Profanus, and a building is being built around that. Creatures and unholy beings are drawn to the stage, upon which stands-… a human? No, an unholy being- it just looks like a human. With ginger hair, fair white skin, a powdered face with over-the-top makeup, smeared lipstick, blue eyeshadow, an ungodly amount of blush- and a Green Party hat on top of his head, secured by a string under his chin. His eyes, bright, striking blue, observe the crowd with manic joy. His gloved hands beckon others to join the crowd.
”Willkommen, bienvenue, welcome! Fremde, etranger, stranger. Gluklich zu sehen, je suis enchante, Happy to see you, bleibe, reste, stay! Leave your troubles… outside! For inside, we have no troubles here… for here, life is beautiful!”
introducing… The Conferencier of the Curseater Cabaret.
A masked critter appears in the void in a burst of pixie dust. He looks around, small and fluffy and wrapped in filthy leather and furs. His wooden shoes clop against the ground.
"Hello?" He asks into the night, running his finger along the blade of a strange device in his hands. It looks like someone attached a buzz saw to a belt grinder and modified it into some sort of crude tool for mutilation.
A large figure seemingly made of black fog and a heavy smoke waves to them, most likely towering over them (Size garg), with their glowing eyes. "Hello. Would you like a tea?"
*Can greater detection be used with See No evil as blindsight?*
Rollback Post to RevisionRollBack
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
In this world, there are many things that should not be. Be it fiendish, eldritch, or some other forsaken form, Unholy Beings are an embodiment of malevolence as a whole and can easily slaughter a village with ease even in their weakest form. They thrive off of bloodshed, the bended knee and pleading for mercy, and the power that comes over time to them as water slowly fills a lake.
A long time ago, these horrors were nonexistent. The Material Plane and the Heavens above stood alone as all in existence. Then, a group of mortals gathered together and, in foolishness and greed, summoned the first Unholy Beings.
The heavens fought valiantly to halt the threat. Naturally, they succeeded. However, something very peculiar happened. They came back. They were once more slaughtered, and they came back again. And again and again and again and again. So, the heavens came to a conclusion. They would, in order to prevent them from returning, banish them to a new plane- Tenebrae Sine Fine, also known as the Endless Dark or simply The Abyss. Infinite layers of void lie beyond Profanus, the twisted center of the perpetual shadows and the only layer the sacrilegious summons were given to begin with. Even now, Unholy Beings can be created in the mortal realm, but are quickly cast away. Another sigil on the summoning circle, another participant in the cycle of dread. Escape of the Endless Dark is impossible, but conquering it isn't.
You are one of these beings. Blood, Fealty, Time. Acquire these, grow stronger and stronger, and eventually mold a kingdom from the umbral expanse.
Hiya! :D The Endless Dark is a thread where you play as an Unholy Being, something forsaken and sent to purgatory. It has a unique levelling system where you gain XP from Blood (obliterating your foes), Fealty (other Beings pledging allegiance to you), and Time (self explanatory). Every time you gain enough XP, you gain a level and 5 Dread Points. These Dread Points can be used to buy special abilities, and if you want more you can take Flaws for free Dread Points. After climbing through 3 tiers and reaching Level 9 (the highest), you can gain dominance over a level of the Endless Dark and do basically whatever you want with it.
TL;DR of everything:
You play as an Unholy Being, a creature of darkness. Your job is to gain power through three sources: Blood (killing other beings), Fealty (Other beings pledging allegiance and XP to you), and Time (Allotted time periods). The levels are 1-9, with 1 being the weakest and 9 being the strongest. Level 9 Beings gain a layer that they have total dominion over, the name and description of which is up to you. Whenever you die, you lose everything; XP, power, and your layers. Every time you level up, you gain Dread points, which are used to upgrade your Being. It is strongly encouraged you read further into the leveling up rules, because they are very important.
Rules:
1. No need for swears and such. Those within here already have filthy souls, no need for filthy mouths too. If you want to swear then censor it instead.
2. This is an evil aligned thread, where evil characters are encouraged and evil actions are the same. But OOC, be respectful please. If arguments get out of hand then settle it in PMs, but try to prevent it from getting to that point.
3. Keep things appropriate. I'm not saying things can't be dark of course, but go easy on gory and brutal actions, and no 18+ stuff overall. We don't know how old the people reading this thread are or how comfortable they are with those types of things.
4. Please go easy on the quote chains so scrolling through them isn't purgatory.
5. When speaking OOC, structure it like *this*.
6. Please put the name of a fictional villain in your first post to show you read the rules.
7. Listen to the Mods: TheMadGibber, TheFriendlyArchfey/Little_Red_Hunting_Hood, tarasque2897, Platyboss and cynophobia_.
8. Combat with abilities isn't the only part of this thread. Please don't focus your character solely on finding OP combos and such and killing everyone, rather please report said OP stuff if you do find it.
NOTICE: You play as an Unholy Being in this tavern, but we aren't promoting devil worship or anything like that. This isn't the 80s, no need to be paranoid.
Levelling Up Rules:
XP can be gained in 3 ways: Blood, Fealty and Time. Blood is gaining all of the XP and Dread Points of an Unholy Being that you UTTERLY CONSUME (succesfully kill), Fealty is other beings bowing down to you and giving you XP/following your orders, and Time is gaining a certain amount of XP per day based on your level (lower then the average per day system because of the other sources). Every time you level up, gain 5 Dread Points.
FEALTY IN DEPTH: To swear fealty to another creature, you must undertake a ritual in which case you speak your true name to the creature you have sworn fealty to. While this creature knows your true name, you are considered charmed by them and any command they give affects you as if you were under the suggestion spell. A person cannot force a creature that has sworn fealty to it to harm itself directly. When you gain XP, ten percent of your daily XP is given to the creature you have sworn fealty to. You may also freely exchange Dread Points between yourself and any creature you have sworn fealty to. You can’t swear fealty to someone that has sworn fealty to you unless you are both affected by the marriage clause of the Ceremony spell. In addition, you can only have one character that has sworn fealty to another character of your own at any given time. You cannot be charmed into swearing fealty, and it must be of your full consent.
You can swear fealty to up to two separate creatures. If both issue contradictory commands, they must make a contested charisma check - the one that rolls higher has its command carried out.
If another creature you haven’t sworn fealty to has learned of your true name, each time they issue a command while speaking your name, you must make a DC 15 Wisdom save at disadvantage. On a fail, you are bound to carry out that command as if you were under the effects of the Suggestion spell.
You restart at Level 1 when you die, losing your XP, Dread Points, and ownership of your layer if you had one. Any fealty oaths to and from you are negated when you die, although ones from you don't get removed if certain abilities are involved (e.g True to Your Word).
Tier 1- Lesser Being
Level 1- 0-99 XP. Get 5 Dread Points to start off with, free of charge.
Level 2- 100-249 XP
Level 3- 250-499 XP
Tier 2- Greater Being
Level 4- 500-999 XP. When you reach level 4, you may choose a 500 by 500 ft area on a layer that does not belong to someone else (unless they have given you permission) and claim it as your lair. While in this area, you gain the use of Lair Actions. Your Unholy Being can only have up to 3 choices for lair actions. Once you have designated this area, you cannot move it until you level up again. You and any creature that has sworn fealty to you can teleport to this lair as a 10 minute ritual.
Level 5- 1000-1749 XP.
Level 6- 1750- 2749 XP
Tier 3- Supreme Being
Level 7- 2750- 4999 XP. When you reach level 7, you may choose to lay claim to one artifact. This can be an artifact that already exists in DND or you can make one yourself. If you create the artifact, you must send it to a mod for approval before using it. This artifact cannot be the Mighty Servant of Leuk-o (more may be added).
Level 8- 5000- 9999 XP
Level 9- 10,000+ XP. You may now create and lay claim to a layer of your own. This layer can be up to 5000 miles on any side. You choose the terrain and nature of this layer, but you cannot apply harmful environmental effects to creatures that are more than 10 miles from the center of the layer. This layer must also be accessible in some way, with at least three entrances linked to Profanus. You may change the weather with 1 hour ritual, as well as warp the environment by taking a day to do so. While you are within your layer, you gain a Mythic Action that would heal you 100 hp when you fall to 0 hp once per long rest.
When you die, said layer becomes a free zone that nobody can rule and is simply an unowned layer. Once you reach Level 9 again, you can choose to reclaim your old one or make a new one. If you choose the latter then the original crumbles into darkness once more.
And the XP per day:
Level 1- 20 XP per day.
Level 2- 30 XP per day.
Level 3- 50 XP per day.
Level 4- 100 XP per day.
Level 5- 150 XP per day.
Level 6- 200 XP per day.
Level 7- 375 XP per day.
Level 8- 500 XP per day.
Level 9- N/A
Lair Actions
More may be added in the future. We kinda forgot to add these until last second tbh
Spell Casting. Choose one spell, up to level (your level/3; round down), that does not have a range of self or touch. You are able to cast that spell as this lair action, originating from you. You can take this action multiple times, choosing a different spell each time.
Manipulate Environment. You manipulate the environment in a 10 (20 at level 7, 30 at level 9) foot sphere in your layer. When you choose this option, choose one of the following effects: Fog Cloud. The affected area fills with fog, making it heavily obscured. Earth Shift. All terrain in that area becomes difficult terrain for hostile creatures. Damaging Effect. The area becomes dangerous; perhaps growing spikes or having crushing rocks. When a creature ends its turn there, it must make a Dexterity saving throw. On a failed save, it takes 3d6 Bludgeoning, Piercing, or Slashing damage, or half on a successful one. You can choose this lair actions multiple times, choosing a different effect this time.
Summon Followers. You summon 2d4 minions. These minions act on your initiative, and you cannot take this Lair Action again while they live. The minions must be CR 1/2 or lower Beasts, Undead, Fiends, Humanoids, or Constructs.
Unholy Being Statblock, made by Arch:
Unholy Being
Large fiend or aberration, any non-good alignment
Armor Class
10 + your Dexterity modifier
Hit Points
110 (20d10) + 20 times your Constitution modifier
Speed
30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws
Any two
Skills
Any four
Senses
Passive Perception 10 + your bonus to Wisdom (Perception) checks.
Languages Abyssal, Common
Challenge
- (XP equal to your XP amount)
Proficiency Bonus: The Being's Level (e.g. Level 6 has a PB of 6. Level 1 characters have a PB of 2)
Unholy essence.
If the Unholy being dies, it reforms 24 hours (IRL) later in the city of Profanus, retaining all of its memories.
Actions
Rend.
Melee Weapon Attack: +(The Being's Strength modifier + it's proficiency bonus) to hit, reach 5 ft., one target. Hit: 17 (3d8+4) bludgeoning, piercing, or slashing damage.
Ability scores can be rearranged as people wish, like taking 4 out of Strength to put in Charisma and such, to a minimum of 5 and a maximum of 25.
Abilities:
Abilities are split into four categories. These are Unleashable, Passive, Standard and Flaws. Unleashable abilities are actions you choose when to use. Passive abilities are abilities that run in the background. Standard ones are just general upgrades to your stat block, and Flaws are essentially taking detriments for Dread Points. Think Unleashables as the actions area, passive as traits, Standard as something else and Flaws as downsides with no benefits besides DP.
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). If it is needed, your attack bonus for any ability is one of the aforementioned modifiers.
Variants of abilities are an alternate choice that gives both advantages and disadvantages compared to already existing abilities, you cannot take both of them at once.
You cannot take an ability multiple times unless it says otherwise.
You can spend Dread Points on abilities whenever you're not in combat.
More will be added in the future! We do monthly updates, specifically every first Saturday in the month. These updates will bring new abilities, refine stuff, etc. Although if something really needs to change we'll do so ASAP. When updates release you can immediately make whatever changes you want to your character's abilities.
Unleashables:
Peaceful Limbo (Recharges on a Short or Long Rest outside of the Limbo)- As a 5 minute ritual, you and up to 5 other willing people that you can see and are within 10 ft of you enter a limbo demiplane where nobody else can enter and no damage can be dealt in it. You decide it's appearance and leave when you want to (for a maximum of 24 hours IRL). However, you are unaware of anything happening outside of the limbo demiplane, you exit in the same place you entered, you cannot enter it while in combat, and there is something signifying where you will exit and when. 2 Dread Points
Rocket Jump- As an action on your turn, you can jump up to 40 feet in any direction. This distance is halved if you travel at an upward direction. 2 Dread Points
Fraudulent Disguise- You can take the form of someone you've seen as an action. You gain all of their physical traits (such as voice, appearance, etc) but retain all your previous statistics. This new form cannot give you a size or speed you do not have. Anyone who's sworn fealty to the person you're impersonating (and obviously said person) can see through the disguise. Any other creature must make a contested Investigation check as an action against your Deception check. 3 Dread Points
Arcane Blast- You gain a new attack. This attack uses Intelligence, Charisma, or Wisdom as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + (the modifier of the ability you chose) damage. The damage this deals is chosen when you pick this feature and can be changed when you level up. Your options are Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. 3 Dread Points
Two Truths (Once per Long Rest)- You can turn invisible as an action, becoming incorporeal. While invisible this way, you cannot be detected by truesight, blindsight, tremorsense, see invisibility, or scrying. You cannot physically interact with any being on the plane you currently on, and as soon as you make an attack or cast a spell, your invisibility ends. You can end this invisibility as an action. You take 15 damage for every three hours IRL invisible this way, and when you take 40 damage this way you exit this invisibility. This damage cannot be reduced in any way.
You also summon an illusionary clone when you take this action that can only be detected as a clone through magic or a successful perception, insight, or investigation check equal to *. You can talk though this clone - it cannot take actions, cast spells, and it has an AC equal to your AC, as well as 1 hp. You may see through this clone as if it were you, using any senses that you have, and it has any movement speeds you have. . * = 8 + your arcana or deception (Your choice). 3 Dread Points
Restoring Touch(2/Day)- You may touch a creature as an action, causing it to regenerate. Over the next minute, it regains 1 hp per round at the start of its turn unless it starts its turn incapacitated or at 0 hp. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. In addition, you may touch a single creature and remove the petrified condition as an action. 3 Dread Points.
Celestial Fragment (3/Long rest)- You have somehow gained a fraction of divine magic. As a bonus action on your turn, you can regain a number of hitpoints equal to your Constitution modifier plus your PB. Additionally, you may choose another creature within 5 ft of you and expend a use of this feature to heal them instead. 3 Dread Points
Self Invited Summons- As a 5 minute ritual, you can teleport to an unoccupied location within 5-30 feet of anyone that has sworn fealty to you. 3 Dread Points
Frightful Presence - As an action, you may force any creature within 60 feet of you to make a Wisdom save against you or be frightened of you for the next minute. At the start of their turn they can make the save again, ending the effect on a success. Someone who succeeds the save is immune to your Frightful Presence for 24 hours. 4 Dread Points
Traded Life(Prerequisite Level 4, 1/Day)- When a creature you can see within 60 ft of you drops to 0 HP, you may use your reaction to transfer half of your health to that creature, and it regains a number of hp equal to the health you lost. Both you and that creature gain one level of exhaustion for the next eight hours. In addition, when there is a willing creature within 30 ft of you that you can see, as a reaction when you would drop to 0 hp you can instead drop to 1 hp, and that creature suffers one point of damage to its hp maximum until its next long rest. 4 Dread Points.
Suffer For Other's Sake- As a bonus action on your turn, you may transfer any amount of health from yourself to a creature of your choice that you can see within 15 ft of you. You cannot heal a creature past their HP maximum. If this is used on a creature that has sworn fealty to you or that you have sworn fealty to, the range increases to 100 ft. 4 Dread Points
Call for Help(3/day)(Prerequisite Level 3)- As an action, you may attempt to summon one of the creatures that has sworn fealty to you(as long as it is alive and not incapacitated, unconscious, or paralyzed). Roll a 1d100. On a 30 or higher, you succeed, and the creature you summon appears in a spot within 60 ft of you that you can see on a surface that can support its weight. You may take this ability twice. When you take it a second time, you may summon two creatures at once when you use this action. 4 Dread Points.
Emanation of Wrath (Recharge 6)- As an action, you can emit a burst of power in a 30-foot radius. Creatures in this range must make a Dexterity Saving Throw. On a fail, they take (your level+4)d8+(your ability modifier that you chose for the DC) damage, the damage type being Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, your choice when you choose this ability. On a success, a creature takes half damage You may change the damage type of this feature at the end of a long rest.
When you drop to 0 hp or die, this ability automatically activates. When it does so, it has a 60 ft range and deals 3 extra dice of damage. 5 Dread Points
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
The Bell Tolls For Thee (Once Per Long Rest)- As an action, you place a curse on a creature of your choice that you can see. They know you cursed them and always know your location so long as the curse is placed. You concentrate on this ability as if it were a spell, to a maximum of 10 minutes. For every round this ability is active, 1d12 is added to a damage count. Whenever you lose concentration, the creature becomes 100 feet or more away from you, or when you choose to end concentration, the creature takes all of the accumulated damage. 5 Dread Points
Destructo-Beam (Recharges after a Long rest)- You can unleash a blast of powerful destruction. As an action on your turn, you can unleash a line of destruction: 15 feet wide and 100 feet long. Any creature caught in this ray must make a Dexterity Saving throw or take a number of damage equal to (your level+6)d10s. This damage can be either Necrotic, Radiant, Lightning, or Fire damage. 5 Dread Points
Lifestealer- You drink from the blood of your enemies as they bleed in battle. Once per turn as a reaction when you hit a creature with an attack, you can move forward up to half your speed. If you start your turn within 5 feet of the target of your attack, you regain 1d4 + your PB hitpoints. 5 Dread Points
Embalming Aura(Recharge 6)- As an action, you emit a healing light within a 30 ft radius. You may choose a number of creatures up to your level + 3 within this radius that you can see, and those creatures regain a number of HP equal to (your level + 2)d6 hit points. Any creature that is suffering from a condition caused by an ability or spell (level 5 or lower) while this aura is effecting them may remake their save, ending the condition on a success. You do not heal from this aura. 5 Dread Points.
Hateful Curse(Prerequisite Level 3)- When you would drop to 0 hp or die outright, the creature that killed you is cursed for a number of days equal to your level. While cursed, it has one of the following effects applied to it of your choice:
5 Dread Points
Swallow(Prerequisite Level 3)- As an action, you may make one Rend attack against a creature that you are grappling and is one or more sizes smaller than you are. If that attack hits, the creature takes damage as normal and is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 21 (6d6) acid damage at the start of each of your turns.
If you take 30 damage or more on a single turn from a creature inside you, you must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. The DC equals the amount of damage taken, divided by 2. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse using 15 feet of movement, exiting prone. 5 Dread Points.
Draconic Breath(Prerequisite, dragon creature type or was once dragon creature type)(Recharge 6)- You exhale the breath of your lineage’s damage type. This may be Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, your choice when you choose this ability. This area is a 60 ft cone originating from you, and each creature within it must make a Dexterity save. On a fail, they take (5+your level)d6 of your previously selected damage type, taking only half on a success. 5 Dread Points
Profane Smithing- You are trained in the arts of smithing, and you have learned to use the resources available to you to craft several objects. The first time you take this feature, you learn to craft Nonmagical items and Structures up to the Large size class, as well as Common and Uncommon magic items (if you meet the level requirement). When you take this feature again, you can now craft Huge structures and items, as well as Rare and Very Rare magic items. After taking this ability for the third time, you can craft Gargantuan structures and items as well as Legendary and Artifact magic items. When you craft a magic item, you may choose to use your pool of Dread Points or XP to craft it. When you are using XP to craft an item, you lose that XP at the start of every day it takes to craft the item. If you fall below the level requirement needed to craft that weapon by this XP loss, the process of smithing it is interrupted and you must wait until you are of suitable level before you try again. You can have a total number of magic items made equal to your proficiency bonus. The chart below details the cost to craft items:
Rarity
Number of items
Level Requirement
XP cost
DP cost
Time Taken
Common
Up to your PB
Level 1
Half of the amount of XP that you would gain per day
1 DP
2 days
Uncommon
Up to half of your PB
Level 3
Half of the amount of XP you would gain in a day plus 50
2 DP
3 days
Rare
Three at any given time
Level 5
The amount of XP you would gain in a day
3 DP
4 days
Very Rare
Two at any given time
Level 7
The amount of XP you would gain in a day plus 50
5 DP
5 days
Legendary
Two at any given time
Level 8
The amount of XP you would gain in a day plus 100
7 DP
8 days
Artifact
One at any given time (not including the one you get from leveling up)
Level 9
Double the amount of XP you would gain in a day
10 DP
10 days
When you are crafting a homebrew magic item, you must send it to a mod for approval first. For every item you make, you must roll a 1d100 on the day you finish it. On a 30 or lower, the item is cursed - either you can make this curse or a mod can do it for you.
While smithing magic items, the items you need are assumed to be in your possession. When you are crafting nonmagical items that are not costly spell components, you can use your own blood or bones to make these, sacrificing a number of HP equal to your level times 3 at the start of the next three days. After those days are completed, you have crafted the item. For every size larger than Medium the item is, you take two extra days to craft it. An item meant to be worn or carried by a creature must be the same size as that creature. If you are building a structure, the daily health sacrifice requirement is equal to your level times 5, plus an extra 5 damage and extra 2 days for every size larger the structure is than Large.
When you are creating a component for a spell that has a cost, you must spend an amount of XP equal to the cost of that item to craft it. The amount of time it takes to craft the item is equal to 10 minus your proficiency bonus (to a minimum of 1).
After you finish an item or structure, you must take a full day’s rest before working on another item. Finishing an item or structure that is Gargantuan, an Artifact, or a Legendary gives you two levels of exhaustion that are removed on your next two long rests. This exhaustion cannot be negated in any other way. 5 Dread Points
Sacred Watcher of the Dead(Prerequisite Level 3)- You may choose a creature that has died within the past 200 years. When doing so, you must have the body of the creature or a piece of its Broken Soul item. If you have sworn fealty to this creature in the past or it has sworn fealty to you, you do not need the items for your ritual. As a 10 day ritual, you may attempt to bring this creature to life if its soul is willing. You may complete this ritual once per month. 6 Dread Points.
Arcane Siphon(Prerequisite Level 5)(1/LR)- As an action, you may choose to emit a 10 ft field of temporary antimagic. This field affects spells that are equal to your level or lower. While this field is active, all creatures within 10 ft are under effect by the Antimagic Field spell. You may take this ability again at Level 9 for another use of it. 6 Dread points.
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Passive:
Grappling Strike(Prerequisite Level 2)- When you hit a creature with a Rend attack, you may choose to grapple as a part of that attack. 1 Dread Point.
All Hearing- You can hear even the smallest sounds and detect said sounds' origin. You have expertise with the Perception skill, losing this benefit while Deafened. In addition, You cannot be surprised as long as you are not deafened. Can't be used with Hear No Evil. 2 Dread Points
Amorphous- You can fit through spaces as narrow as one inch wide. While you are in a space that requires you to be smaller than your typical size, you cannot make attacks, use abilities that require an action, or cast spells. 2 Dread Points
Multiple Heads- You have advantage on perception checks and saving throws against being blinded or knocked unconscious. 2 Dread Points.
Giant Slayer- You have advantage on weapon attack rolls against creatures larger than you (by DND size rules, such as Large, Huge, etc) and you deal an extra die of damage against them. Creatures larger than you don’t benefit from advantage on grappling you. 2 Dread points.
Dipped Talons and Blades- Your Rend and Blades of the Unholy attacks now count as Silvered Weapons. When you hit a creature with a melee weapon attack, its speed is reduced by 10 ft until the start of your next turn. 2 Dread Points.
Skirmisher- When you hit a creature with a weapon attack, you don’t provoke opportunity attacks from that creature until the start of your next turn. 2 Dread Points
Crushing Blows(Prerequisite Level 2)- When you hit a creature with a Rend attack, you may force that creature to make a Strength save against your ability DC. On a fail, it falls prone. 2 Dread Points
Clerical Prowess- When you heal a creature other than yourself, you may roll an extra die to determine the healing they receive. In addition, any creature you heal has a +1 to their next attack roll. 2 Dread Points.
All Seeing(Prerequisite 3rd level)- Your sight is far reaching, and you can see up to two miles from your current location. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. If you are on a plane that you own, you can see up to the edges of that plane. You have advantage on Perception checks when you aren’t blinded. Creatures within 60 ft of you have advantage on Stealth checks. Can't be used with See No Evil. 3 Dread Points
Blades of the Unholy- When you choose this feature, you can use your action to create a weapon in your empty hand. You choose the form that this weapon takes when you take this ability. You are proficient with it while you wield it, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Any ammunition that the weapon needs is summoned when you make the attack, disappearing once it hits or misses.
Your weapon disappears if it is more than 15 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your unholy weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you summon your unholy weapon thereafter. A sentient item must agree to be your unholy weapon, otherwise you cannot perform the ritual with it. The weapon ceases being your unholy weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
The amount of dread points a weapon costs depends on what type of weapon it is.
Simple Melee Weapons: 1 Dread point. This weapon deals the amount of damage your base Rend does, and you may add your proficiency bonus to damage rolls with this weapon. Abilities that boost your Rend do not boost your weapon.
Simple Ranged Weapons: 1 Dread Point. This weapon deals one extra damage dice of its weapon damage, and you have a +2 to attack rolls with it.
Martial Melee Weapons: 2 Dread Points. When you make a Rend attack and you have one hand free, you may make an attack with your weapon as a bonus action. If you are wielding a two handed weapon, you deal one extra damage dice with that weapon and gain the benefits of the Sentinel or Great Weapon Master feat (your choice when you choose your weapon).
Martial Ranged Weapons: 3 Dread Points. You gain the benefits of the Sharpshooter feat, and gain a +1 to attack rolls with this weapon.
Firearms: 4 Dread Points. You may only use Renaissance firearms when you use this feature. These include the Pistol(non automatic) and the Musket. You have a +2 to hit with ranged attacks with these weapons, also gaining the benefits of the Gunner feat.
Weapon Master(Prerequisite Blades of the Unholy)- As a bonus action, you may change the form of your Unholy weapon to a different type of weapon. 1 Dread Point.
Send Them to Hell (Prerequisite Level 2, Blades of the Unholy)- When you hit a creature with a weapon attack, your attack deals an additional 1d8 damage. You choose the damage type when you pick this ability, from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage. 2 Dread Points
Strike Twice (Prerequisite Blades of the Unholy)- When you hit a creature with your unholy weapon, you may use your bonus action to make another weapon attack against that creature. Additionally, if you have cantrips, you may instead cast a cantrip as a bonus action. 2 Dread Points
Beyond Fear (Prerequisite Blades of the Unholy, Melee weapon)- On the start of your first turn in combat when you enter or start within 10 ft of another creature, you may roll a contested intimidation check against it. On a success, the other creature is flinched and they cannot willingly move closer to you until the end of their next turn. In addition, they have disadvantage on attacks against you, their movement speed is halved, and they have a -2 penalty to their AC. These effects last until the end of their next turn, and this ability can be used once per combat. 4 Dread Points
Assorted Poisons(Prerequisite Level 3, Blades of the Unholy)(PB/Long Rest)- As a bonus action, you may choose to coat your weapon or ammunition in one of the poisons you carry. Your next Blades of the Unholy attack deals an extra 2d6 poison damage, and you may force that creature to make a Constitution save against your ability DC. On a fail, you can apply one of the following conditions:
4 Dread Points
In the Language of Thought- You can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 2 Dread Points
Promises to Keep- Other creatures cannot willingly break promises or deals they made with you, and they do not break fealty oaths to you upon their death. You can have a number of creatures affected by this equal to your charisma modifier. 3 Dread Points
Grafted Armor- You have taken a set of armor that has fit your form and melded it into your flesh, until it is a part of you. When you take this feature, you lose any benefits you would gain from being unarmored. You choose which type of armor you have, listed below:
Light Armor. Your AC equals 12 plus your dexterity bonus
Medium Armor. Your AC equals 16 plus your dexterity bonus to a maximum of 2
Heavy Armor(Level 3). Your AC equals 18. While wearing heavy armor, your fly speed is halved.
3 Dread Points.
Adamantine Skin- Any critical hit against you becomes a normal hit, and you have a damage threshold of 5. Anything that deals 5 or less damage to you in a turn instead deals no damage to you. 3 Dread Points.
Healing Strike (Prerequisite, Arcane Blast)- When you make an Arcane Blast attack against a creature, you may instead choose to heal it instead of damaging it. On a hit, the creature heals an amount of hit points that your damage would have dealt. You may use this feature a number of times equal to your proficiency bonus divided by two per long rest. 3 Dread Points.
Dauntless Aura(Prerequisite level 6)- All friendly creatures within 30 ft of you while you are conscious gain immunity to the charmed condition, and cannot have their speed reduced. 4 Dread Points.
Defense of Pain- Choose a damage type when you select this of either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage. When someone comes into physical contact with you or hits you with a melee weapon attack, they take 1d8 of that damage type. You may take this up to two times, either choosing the same or a different damage type when you pick it. 4 Dread Points
Fealty’s Brand(Prerequisite Level 3)- When a creature swears fealty to you, you may brand or mark that creature in some way. While they bear this brand, you may telepathically communicate with them while they are on the same plane as you. 4 Dread Points.
Blasphemous Resilience(Prerequisite Level 6)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Master of Pain- Choose an ability score. You may add half of that ability score’s modifier(rounded down) to the attack and damage rolls of a weapon, spell, or Rend ability you have. Alternatively, you may choose to use that ability score to determine the attack and damage rolls of that attack you chose (such as using Charisma for Rend etc). 5 Dread Points
Unholy Magic- You gain the access to spells from the Warlock spell list. Your ability modifier for your spells is Charisma, Wisdom, or Intelligence. You have 3 cantrips and 1 spell slot. This spell slot replenishes on a short rest, and you know 2 spells from the warlock spell list, as well as 2 1st level spells from a Warlock subclass of your choice. You gain one spell slot each time you take this feature, as well as learn one more spell of your choice. At level 3, you may learn 2nd level spells, and your spell slots now are cast at 2nd level. You also learn your subclass’s 2nd level spells. At level 5, you may learn 3rd level spells and your spell slots now cast your spells at 3rd level. You also learn your subclass’s 3rd level spells. At level 7, you may learn 4th level spells and your spell slots now cast your spells at 4th level. You also learn your subclass’s 4th level spells. At level 9, you may learn 5th level spells and your spell slots now cast your spells at 5th level. You also learn your subclass’s 5th level spells. Your cantrips scale according to the level spells you can cast. 5 Dread Points
Leer- When you hit a creature that can see you with an attack, that creature must make a Wisdom save. On a fail, the creature is frightened of you for the next minute. A creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Leer for the next 24 hours. 5 Dread Points.
Regeneration(Prerequisite Level 6)- You regain 10 hit points at the start of your turn. If you take damage from either one of two damage types you select when you choose this ability (you cannot be immune or resistant to these types of damage), this trait doesn't function at the start of your next turn. Of the two damage types you choose, they must be either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Silvered Weapon damage. While you are at 0 hp, you don’t regenerate. This regeneration can restore missing limbs and other body parts as part of the Regeneration spell. 5 Dread Points.
Standard
Easygoing- You gain one extra hit dice. Your total health cannot exceed 700(You can take this feature multiple times to gain more health). 1 Dread Point.
Hunger for Violence- +1 to hit on Rend. You can take this ability up to 3 times. 1 Dread Point.
Rune Reader- You learn one language of your choice, and can now speak, read, and write it. This includes sign languages. 1 Dread Point
Greed for Power- +2 to an ability score of your choice, up to a maximum of 25. You can take this ability more than once. If you are level 6 or above, you can increase your score to a maximum of 30. 2 Dread Points.
Cannot Be Outrun- +10 to your speed. You can choose which speed this is (walking, flying, swimming, etc), and can do so whether or not you had any feet in that speed to begin with. You can choose this ability multiple times, choosing a different speed each time. You cannot have any speed exceed 200 ft, and for every 10 ft of fly speed you have over 60 ft, you must subtract 10 ft of walk speed. You cannot go below 0 walk speed. The fly speed you gain from this trait does not have the hover property.
At level 3, you may choose a burrow speed if you take this trait. This burrow speed cannot exceed 30 ft, and you don’t have the earth glide trait. 2 Dread Points.
Bloodlust (Prerequisite Level 3)- +1 damage dice to Rend. You can take this ability again at Level 6 and again at Level 9. 2 Dread Points.
Sinful Shield- +2 AC. You can take this ability up to 3 times, but your AC cannot exceed 25 before any active effects are applied. 2 Dread Points.
Greater Detection- Gain 120 ft in any one sense. If the sense is darkvision, the distance is 180 ft, and if it is blindsight, tremorsense, or truesight, the distance is 60 ft. You can take this multiple times for different senses. 2 Dread Points
Unholy Strengths- Your proficiency bonus is two higher than it normally would be. 2 Dread Points
Finessed Strikes- You can use Dexterity in the place of Strength for your Rend attack. 2 Dread Points.
Strike of Vengeance- When a creature within reach of your Rend attack hits you with an attack, you may make one Rend attack as a reaction against that creature. 2 Dread Points.
Extra Talents- You gain proficiency in one skill, instrument, or tool of your choice. You may only have 8 skill proficiencies total, not including tools or instruments. 2 Dread Points
Bolstered Knack(Prerequisite Level 2)- You gain expertise in a skill you are proficient in. You can take this feature up to four times. 2 Dread Points
Bolstered Blades(Prerequisite Blades of the Unholy)- Your damage die for your Blades of the Unholy attacks increase by 1. You may take this ability again at level 6. 2 Dread Points.
Eye for Open Wounds(Prerequisite Level 3, Blades of the Unholy)- You now score a critical hit on a 19 or 20. When you reach level 7, you may take this feature again to score a critical hit on an 18, 19, or 20. 2 Dread Points.
Monstrous Technique- You can choose a feat off of the 2014 rules feat list (including all sourcebooks, no UA or homebrew) and add it to your Unholy Being statblock. If this feat grants you an ability score increase or has a racial requirement, it costs one extra dread point. You can take this ability up to four times. 2 Dread Points.
Laugh In Fear's Smiling Face- You have advantage on saving throws against being frightened. At level 6, you become immune to the frightened condition. 3 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
3 Dread Points
Multiattack (Prerequisite 3rd level)- When you take the Attack action using Rend or Blades of the Unholy, you may make two attacks instead of one.
If you have the Blades of the Unholy feature, you may take this ability again at level 7, gaining three attacks with your unholy blade instead of two. 4 Dread Points.
Arcane Mastery (Prerequisite 8th Level)- Choose one 1st level spell and 1 second level spell from the Wizard spell list. You can cast these spells at will, using Intelligence, Wisdom, or Charisma as your spellcasting modifier. 5 Dread Points
Blood of the Loyal (Prerequisite 6th Level) (Once per Long Rest)- As a reaction when you would drop to 0 HP or die outright, if a creature that has sworn fealty to you is within 100 ft of you and you can see them, you can instead transfer that damage or effect that would have killed you to that creature. 5 Dread Points
Aura of the General (Prerequisite 6th Level)- For every creature that has sworn fealty to you within 30 ft of you, you gain a +1 to your attack and damage rolls with your Rend, Arcane Blast, or Blades of the Unholy. In addition, creatures that have sworn fealty (up to a number equal to your charisma modifier) within 30 ft of you may use your attack bonus to your Rend, Arcane Blast, or Blades of the Unholy for any weapon or spell attack they make instead of their own. When doing so, they use your attack bonus before the effects of your Aura are applied. 5 Dread Points
Flaws
Signs Clear As Glass- You give obvious signals when you're going to attack. As a reaction when you target a creature with an attack, that creature may add +2 to their AC against that attack. +2 Dread Points
Broken Stride- Opportunity attacks against you have advantage, and if they hit, your speed becomes zero until the start of your next turn. +2 Dread Points.
Fatal Vulnerability- Choose one damage type. You are now vulnerable to it. While vulnerable to this damage type, you cannot gain any form of resistance or immunity to it. Nobody but you knows what this damage type is. (Relying on the honor system here) This can be taken multiple times for different damage types. +3 Dread Points
Gluttony- You require food and water to survive, and must eat or drink at least once per day. For every day you go without food or water, you suffer one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest. +3 Dread Points
Half a Life- You cannot regain hp during combat. +3 Dread Points.
See No Evil- Permanently Blinded. Can't be used with All Seeing. +4 Dread Points
Speak No Evil- You can't knowingly tell a lie. +3 Dread Points
Hear No Evil- Permanently Deafened. Can't be used with All Hearing. +3 Dread Points
Think No Evil- When you're killed, you don't have the memories of who killed you or the final battle. Can't be taken with No Regrets. +3 Dread Points
No Regrets- When you die, you lose all knowledge of your previous life. Can't be taken with Think No Evil. +5 Dread Points
Do No Evil- When you are killed, you can be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, you are considered under the paralyzed condition. To free you, someone else needs to go to you and apply the same amount of XP that was used in the creation of the chains. +5 Dread Points
True To Your Word- You cannot willingly break a spoken promise or deal. Upon your death, the fealty oaths you swore remain. +4 Dread Points
Imperfect Hatred- If you are reduced to half of your health or below, you are blinded by rage, causing -1 to your attack rolls and saving throws for every 10 Hit Points lost below half of your health. Killing your opponent or the battle ending ends this condition.+4 Dread Points
Broken Soul- Your soul is stored in an item that you choose (no larger then the Medium size), and it cannot be invisible. The item has an AC of 15 and a number of HP equal to your level + your proficiency bonus. It is resistant to Nonmagical Bludgeoning, Slashing, and Piercing damage, and it is immune to psychic damage. This item cannot be targeted by spells that require it to make saving throws. This item must also be within 5 ft of you and in physical contact with you during a Long Rest, or you do not gain the benefits of that long rest. If that item is broken, you do not reform when you die. +5 Dread Points.
Corroding Soul- Your body is slowly crumbling to pieces. At the end of every Long Rest, you must make a DC 18 Constitution Saving Throw. On a failed save, you take 4d4 Necrotic damage, and you gain no benefits from completing that rest. This effect also occurs every time someone hits you with a weapon attack. In addition, at the end of every Long Rest, you take 6d8 Necrotic Damage, and your hit point maximum is reduced by that amount until you take your next rest. You cannot gain resistance or immunity to Necrotic damage when you have this feature. +10 Dread Points
Pacifist- You cannot willingly deal damage to another creature. +10 Dread Points
Layers (so far :])
Layer 1: Profanus (Unowned)
Profanus is the area where all Beings emerge in the beginning. It is the center of Tenebrae Sine Fine, and at the very center of that center lies a summoning circle. This summoning circle is where all Beings start, showing a unique sigil right before summoning them for some flavor. Black and red architecture surrounds this area, but beyond it lies a vast realm with nature similar to the Material Plane, only twisted. Inexplicable structures can be found if one ventures out far enough, which anyone is free to make up. These structures can have never been seen before, or be the relic of a wonder now gone in the mortal realm. Also, entrances to all of the claimed layers can be found here if you look hard enough.
Layer 2: TBD
Other threads for this: Tarasque runs the Darchive, where you can document stuff. Platy runs the Suggestion Box, where you can help point out unbalanced stuff and propose new abilities and such.
This was a big project that took a lot of time, but it's nice to see it finally finished!
Oh, and of course, above all, h a v e f u n :)
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*OOHHHHH YYYAYAAAYAYAYAY*
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
DON'T TRUST SALEM AND NANER! I'M ON THE MOST!!!
Camp Half-Blood Archives
*YESS*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
*wooh! I am going to be as despicably heinous here as freaking Mother Gothel*
*Feels kinda like demonic Universe Smorgasbord. I like it*
My Hero Academia weeb, and proud of it.
Jeff main in Marvel Rivals. Terrible at competitive gaming.
All around I'm a mess made up of original characters, game lore, and the remnants of the worlds I never finished. In other words, I'm slightly off my rocker.
UwU
*I'm going to play a mortal man, who became a horrible monster, a little bit like Sukuna*
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
*Oh wait and also villain, Scar*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
<It's here!>
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
*Must make a character that's not shadow-related*
My Hero Academia weeb, and proud of it.
Jeff main in Marvel Rivals. Terrible at competitive gaming.
All around I'm a mess made up of original characters, game lore, and the remnants of the worlds I never finished. In other words, I'm slightly off my rocker.
UwU
<GAH! I have to go... I'll RP here later!>
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
*Excited to see how this goes! I'm like the only mod who hasn't made a character yet tho so I gotta change that.*
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*Question. If you swear fealty to someone, and they swear fealty to someone else, and taht person swears fealty to you, wouldn't taht be an infinite XP loop?*
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
DON'T TRUST SALEM AND NANER! I'M ON THE MOST!!!
Camp Half-Blood Archives
*I just finished putting everything about my dude in a word doc. I have about and hour to rp now :3*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
*I know we accounted for swearing fealty to each other, but I guess not a triangle or beyond. Idk, but I'll add a specifier in the OP just to be safe.*
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*Also forgot to link this here: The Endless Darchive - Adohand’s Kitchen - Off-Topic - D&D Beyond Forums - D&D Beyond*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
A masked critter appears in the void in a burst of pixie dust. He looks around, small and fluffy and wrapped in filthy leather and furs. His wooden shoes clop against the ground.
"Hello?" He asks into the night, running his finger along the blade of a strange device in his hands. It looks like someone attached a buzz saw to a belt grinder and modified it into some sort of crude tool for mutilation.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Near the center of Profanus, shortly after a new Unholy being was summoned-which quickly scurried off into the shadows, nobody got a good look at it- a stage has been constructed out of the strange wood of the strange trees in Profanus, and a building is being built around that. Creatures and unholy beings are drawn to the stage, upon which stands-… a human? No, an unholy being- it just looks like a human. With ginger hair, fair white skin, a powdered face with over-the-top makeup, smeared lipstick, blue eyeshadow, an ungodly amount of blush- and a Green Party hat on top of his head, secured by a string under his chin. His eyes, bright, striking blue, observe the crowd with manic joy. His gloved hands beckon others to join the crowd.
”Willkommen, bienvenue, welcome! Fremde, etranger, stranger. Gluklich zu sehen, je suis enchante, Happy to see you, bleibe, reste, stay! Leave your troubles… outside! For inside, we have no troubles here… for here, life is beautiful!”
introducing… The Conferencier of the Curseater Cabaret.
*reference image, though they’d have more makeup*
*Oh yeah I'll add links to both the Darchive and the suggestion box*
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
A large figure seemingly made of black fog and a heavy smoke waves to them, most likely towering over them (Size garg), with their glowing eyes. "Hello. Would you like a tea?"
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
*Can greater detection be used with See No evil as blindsight?*
Hiya, there! I'm Gonzalo2, but you can just call me Gonz! (Don't ask about what happened to Gonzalo1.) I'm just an ADHD theater nerd who has too much time on my hands and too little sleep! I'm usually at Camp Half-Blood, which I moderate, and have seventeen characters on. Like I said, too much time on my hands, too little sleep.
DON'T TRUST SALEM AND NANER! I'M ON THE MOST!!!
Camp Half-Blood Archives