Kindred
Base Class: Kindred

Ravnos shape appearances and perceptions through Chimerstry, drawing on Animalism and Fortitude to survive the dangers of unlife. Their gifts develop from simple phantoms into overwhelming nightmares and fleeting moments in which an imagined object becomes physically real.

Subclass Rules

Subclass Save DC = 8 + your Proficiency Bonus + your Charisma modifier.

Subclass Spell Attack Modifier = your Proficiency Bonus + your Charisma modifier.

The spells granted by this subclass are always prepared for you and count as Kindred spells for Supernatural Spellcasting. Use their 2024 versions. This subclass grants no general spell slots or additional spells of your choice. When you cast a spell through these features, you use its lowest spell level unless a feature explicitly states otherwise.

A spell retains its normal casting time, range, targets, countermeasures, and duration unless a feature changes them. You cannot maintain multiple Concentration spells simultaneously. Taking damage alone cannot break your Concentration, as provided by your Kindred class, but other reasons for losing Concentration still apply. Blood Points do not automatically replenish when you finish a rest.

Adjudicating Illusions

A spell or feature grants only its stated effects and conditions. An imagined restraint does not automatically impose the Restrained condition, and illusory sunlight deals no actual sunlight damage. Psychic damage remains Psychic damage even if the victim perceives fire. This subclass does not override the normal rules for discerning illusions, Study actions, Dispel Magic, Truesight, or relevant immunities.

Illusions do not supply knowledge you do not possess. Accurately reproducing a particular key, voice, or document requires knowing its relevant details. Your DM determines any necessary checks and the credibility of a particular depiction under the normal rules.

Mental Illusions and Unconsciousness

If damage from Phantasmal Force or Phantasmal Killer cast through this subclass would reduce a target to 0 Hit Points, it instead remains at 1 Hit Point and is knocked out using the rules for Knocking Out a Creature. The spell ends for that target; other targets of the same spell can remain affected. This also applies to Shared Nightmare. Other damage sources are unchanged.

This adaptation reflects the V20 theme of Horrid Reality overwhelming its victims rather than directly killing them with imagined wounds. Merely ending a spell does not automatically restore Hit Points previously lost to it.

Ravnos Bane: Compulsive Vice

When you gain this subclass, choose a specific personal vice with your DM, such as compulsive lying, theft, or reckless gambling. It must be capable of creating genuine temptations and consequences in play.

When a concrete, genuine opportunity to indulge that vice arises, make a DC 12 Wisdom saving throw. On a failed save, you must indulge at the next reasonable opportunity or expend 1 Blood Point to suppress the urge for this opportunity.

Make only one save for a continuing opportunity, not a new save for every object, sentence, or turn. A clearly different temptation can prompt a new save. Determine how you indulge with your DM, as appropriate to the situation. This Bane grants no additional actions and does not override actions compelled by Hunger.

Chimeric Gifts

Ignis Fatuus — Chimerstry

You learn Minor Illusion and can cast the cantrip at will using its normal rules.

Phantom Images — Chimerstry

You can cast Silent Image without a spell slot a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest. Alternatively, you can expend 1 Blood Point to cast it without expending one of those uses.

The spell retains its normal Concentration and duration. Fatuus Mastery improves this feature at level 18.

Feral Whispers — Animalism

You can cast Speak with Animals as a Ritual without a spell slot. Alternatively, you can expend 1 Blood Point to cast it using its normal casting time. The spell does not automatically make Beasts loyal or give them knowledge they do not possess.

Blood and Mirage

Fata Morgana — Chimerstry

You can expend 2 Blood Points to cast Major Image as a level 3 spell without a spell slot. This is the normal version requiring Concentration; it creates no physically solid creatures or creatures that can attack on their own.

Phantasmal Deception — Chimerstry

You can expend 2 Blood Points to cast Phantasmal Force without a spell slot. Its normal Concentration, initial Intelligence saving throw, and the target's opportunity to discern the illusion with a Study action apply. The subclass's unconsciousness rule applies to this spell.

Toughened — Fortitude

When you gain this feature, your Hit Point maximum increases by your Kindred level. Each Kindred level you gain thereafter increases that maximum by an additional 1. This feature grants no additional Hit Point Dice.

Deceptive Dominion

Shattered Perceptions — Chimerstry

Contradictory images, false positions, and voices disrupt several creatures' perceptions. You can expend 2 Blood Points to cast Confusion as a level 4 spell without a spell slot.

Its normal casting time, targets, Concentration, saving throws, and random behavior table apply. Your allies are not automatically excluded from its area. The spell retains its Enchantment school.

Beast's Command — Animalism

You can expend 2 Blood Points to cast Dominate Beast as a level 4 spell without a spell slot. Its normal Concentration and other spell rules apply. It does not grant access to another creature's senses or automatically work on creatures whose type is not Beast.

Horrid Reality

Waking Nightmare — Chimerstry

You can expend 3 Blood Points to cast Phantasmal Killer as a level 4 spell without a spell slot. Use the 2024 version with Psychic damage and Disadvantage on its specified ability checks and attack rolls; do not additionally impose the Frightened condition from an older version.

Its normal Concentration and repeated saving throws apply. The subclass's unconsciousness rule applies to this spell. Shared Nightmare can increase its number of targets at level 18.

Feral Fortitude — Fortitude

As a Reaction to taking damage other than Fire or Radiant damage, you can reduce that damage by your Proficiency Bonus + your Constitution modifier, with a minimum reduction of 1 and without reducing the damage below 0.

Lasting Deceptions

Permanency — Chimerstry

You can expend 4 Blood Points in total to cast Major Image as a level 4 spell without a spell slot. Use its normal higher-level version: the illusion requires no Concentration and lasts until dispelled.

You can maintain one illusion created through Permanency at a time. Using Permanency again ends the previous one. An ordinary casting of Major Image does not automatically end it. Moving and changing the illusion still follows the spell's normal rules. Making an illusion permanent does not make it physically real.

Glimpse of Mayaparisatya — Chimerstry

As a Bonus Action, you can expend 2 Blood Points to make one inanimate, nonmagical object that is part of your ongoing Silent Image or Major Image physically real for 1 minute. You must be able to see the object within 60 feet, and it must fit entirely within a 10-foot Cube.

The object has the ordinary nonmagical properties of its depicted material and follows the normal rules for gravity, handling, and objects. Your DM determines statistics such as its AC and Hit Points accordingly. It can serve as a bridge, ladder, container, cover, or barrier. Discerning its underlying illusion does not make the real object insubstantial.

The following limitations apply:

  • The object must form in unoccupied space. It cannot replace existing matter or be formed around a creature to enclose or restrain it.
  • It cannot deal damage or impose conditions and cannot serve as a damaging weapon or ammunition substitute.
  • It cannot create creatures, magic items, currency, spell components, or consumable goods. It cannot be consumed as fuel or crafting material. Complex technological or electronic functions are not reproduced.
  • You can have only one object made real through this feature at a time. Using it again ends the previous materialization.
  • Materialization ends early if the underlying spell ends, the object is destroyed, or you move or reshape that illusory object. For Dispel Magic, materialization is part of the underlying spell. An underlying illusion that is still active can remain after materialization ends.

The 2 Blood Points are in addition to any cost of casting the underlying spell. The feature does not make an entire scene real at once. It represents a limited glimpse of Mayaparisatya, not unrestricted rewriting of reality.

Master of Chimerstry

Fatuus Mastery — Chimerstry

You can now cast Silent Image through Phantom Images at will, without spending Blood Points or expending uses. Casting Major Image as a level 3 spell through Fata Morgana now costs 1 Blood Point instead of 2.

Other costs do not change: Permanency still costs 4 Blood Points, and Glimpse of Mayaparisatya still costs 2. Normal Concentration limits continue to apply.

Shared Nightmare — Chimerstry

When you cast Phantasmal Killer through Waking Nightmare, you can expend 5 Blood Points in total instead of 3 to target up to three creatures you can see within the spell's normal range. Each target makes its own initial and repeated saving throws and suffers the normal effects of the level 4 spell.

This is one spell with a single Concentration, not three simultaneous Concentration spells. If its effect ends only for one target, other targets can remain affected. If the spell as a whole or your Concentration ends, all its effects end. Apply the subclass's unconsciousness rule separately to each target.

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