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Steinhardt S Preview 5

The document describes different types of Scourgeborne, people who have been mutated by exposure to eldritch magic or madness. It provides details on the Aranea, Belua, Cervus, and Vespertilio subraces, explaining how their appearance and abilities relate to the dark aspects of their former personalities. Scourgeborne possess features like unnatural strength, spider climbing, and web spitting depending on their subrace. Their condition is generally seen as a curse that reflects their inner darkness.

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0% found this document useful (0 votes)
796 views12 pages

Steinhardt S Preview 5

The document describes different types of Scourgeborne, people who have been mutated by exposure to eldritch magic or madness. It provides details on the Aranea, Belua, Cervus, and Vespertilio subraces, explaining how their appearance and abilities relate to the dark aspects of their former personalities. Scourgeborne possess features like unnatural strength, spider climbing, and web spitting depending on their subrace. Their condition is generally seen as a curse that reflects their inner darkness.

Uploaded by

laggerthejk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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28

Scourgeborne “You’re a saint are you? You’ve never lied,


never deceived, never resented anyone,
Scourgebornes should not exist. They are an never wanted to mangle the corpse of
abomination of the world, a vile curse placed on those your enemies, never wanted to destroy
peered beyond the veil and succumbed to madness. their reputation? You judge me because I
Their twisted appearance is but a mirror of the darkest look like a monster, but you’re the same.
recesses of their personality. All sentient creatures harbor You just prefer to lie to yourself.”
a monster within their soul - the dark of you that
resents your neighbor for having a better life than you, - Martyr Tulio
that hates your friends when they ignore you, that
wishes to harm those that wrong you - most people are
fortunate enough to be able to hide this monster behind
Feral Limbs. The horns, claws or fangs that you have
a mask of false virtues. Not the Scourgeborne.
developed due to your mutation are natural weapons,
which you can use to make unarmed strikes. If you hit
Their curse has taken all the most twisted aspects of
with them, you deal piercing damage equal to 1d6 +
their personality and laid them bare for the whole world
your Strength or Dexterity modifier, instead of the
to see.They wear this disfigured appearance every day,
bludgeoning damage normal for an unarmed strike. If
the more resentment, hatred and anger one possesses,
your alignment is Evil, your feral side takes over, the
the more monstrous the appearance.
dice size increases to a d8.
Many view this Eldritch revelation as a curse, a curse
Eldritch Curse. Your curse is not something mere
that drives one to slip deeper and deeper into the depths
mortals can undo. You are immune to any spell or effect
of depravity, until nothing but the monster remains. Yet,
that would alter your form. (Alter Self, Polymorph,...)
many refuse to let it break them - with their innermost
darkness now visible for all to see, they have no choice
Born of Madness. Your body is not the one you were
but to accept it. It is said that accepting a fault is the
born with, but rather the consequence to your
first step in correcting it. Those scourgeborne who
exposure to eldritch madness:
embrace their inner monster, but refuse to let it rule
them, often become messianic heroes within the walls of
• If your alignment is Good, you gain control over
Luyarnha, attempting to redeem the entire world with
your darkest impulses. You have advantage on saving
their actions, and perhaps one day, themselves.
throws against madness.

• If your alignment is Evil you let the depraved


monster within you influence you. You have
Scourgeborne Features disadvantage on saving throws against madness but
gain a bonus to Dexterity saving throws equal to your
Ability Score Increase. Your Constitution score
Proficiency bonus.
increases by 1.
Subraces. Your subrace is dictated by an eldritch curse,
Age. Scourgeborne are made not born. This means that
which doesn’t seem to follow a clear reasoning,
they mature at the same rate as the race they originally
although it seems that whatever aspect of your
belonged to.
personality is most depraved will influence the beast
that emerges. There are 4 subraces: aranea, belua,
Size. Scourgeborne are about the same size and build
cervus, and vespertilio.
as humans. Your size is Medium.

Languages. You can speak, read, and write Common


and one other language of your choice.

Speed. Your base walking speed is 30 feet.

29
Aranea
The person who schemes and creates a web of lies
around themselves is, unsurprisingly, bound to turn into
an arenea. Also known as half-spiders, these
scourgeborne differ from others - though many turn, few
retain their sanity. Amongst the scourgeborne, areneas
are the least trusted, their appearance revealing their
former - or current - manipulative personality. Although
most citizens understand the need for violence, especially
in Luyarnha, none tolerate deception and betrayal.

Ability Score Increase. Intelligence score increases by


1 and one ability score of your choice increases by 1

Spider Climb. You can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check. You can only do so a number of
minutes equal to your proficiency bonus and you regain
all expended uses when you finish a long rest.

Web Spit. You hurl some sticky web at a creature


within 60 feet of you, it must succeed on a Dexterity
saving throw (DC = 8 + your proficiency bonus + your
Constitution modifier) or be restrained by the webbing.
As an action, the restrained target can make a Strength
check against the DC, bursting the webbing on a
success. The webbing can also be attacked and
destroyed (AC 10; HP equal to 3 times your proficiency
bonus; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Once you use this feature, you can't use it again until
you finish a long rest.

Belua
Those that harbor seething anger within oft turn into Hungry Jaws. As a bonus action you can attempt to
the most feral of beasts. Belua - also known as half- feed off of a creature within 5 feet of you. Make an
wolves - are the most feral of all the Scourgeborne unarmed strike. On a hit you regain hit points equal to
roaming the streets of Luyarnha. Many of them choose the damage dealt. You can use this bonus action a
to hide their eyes, as their intense bloodlust turns their number of times equal to your proficiency bonus per
gaze crimson red, a terrifying sight for the uninitiated. long rest.
Ability Score Increase. Your Strength score increases
by 1 and one ability score of your choice increases by 1
Cervus
Keen Hearing and Smell. You have advantage on
The rarest amongst the scourgeborne. To become a
Wisdom (Perception) checks that rely on hearing or
cervus, also called half-deer or wendigo, one must have
smell.
committed the foulest of sins - devouring the flesh of
their kin. Or so the rumor went. This urban legend has
long since been disproved as many of the town’s most
trusted figures have turned into such creatures.
Interestingly, it seems that those that become cervus are
the most apt at fighting creatures of the night, an
achievement that earns them the respect of hunters
across the city-state.

30
Nimble build. Your movement speed increases by
10 feet.

WIP
Vespertilio
Those who hid in fear in the face of adversity are cursed
to become these beasts of the night. Vespertilio - also
known as half-bats - present some of the most accursed
beings amongst the scourgeborne. Their unwillingness
to see their problems has taken a literal form as most of
their sight was stolen from them. Instead they received
half broken wings, in a cruel farce of fate, as if to run
away from their problems. Yet those who harness these
new powers can become some of the fiercest hunters -
an act of defiance against fate itself.

Ability Score Increase. Your Dexterity score


increases by 1 and one ability score of your choice
increases by 1

Echo-locative Sight. You have blindsight out to 30


feet and have disadvantage on any ability check or
attack roll that requires sight beyond this radius.

Tattered Wings. You can use a bonus action to gain a


flying speed of 30 feet until the end of your turn. If
nothing is holding you aloft at the end of your turn, you
fall. You can use this bonus action a number of times
equal to your proficiency bonus per short or long rest.

Ability Score Increase. Your Wisdom or Strength


Score increases by 1 and one ability score of
your choice increases by 1.

Darkvision. You have superior vision in dark and dim


conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness,
only shades of gray.

Goring Charge. If you move at


least 20 ft. straight toward a
creature and then hit it with a melee
attack on the same turn, that target
must succeed on a Strength saving
throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked
prone. If the target is prone, you can make one
melee attack against it as a bonus action. You can
use this bonus action a number of times equal to your
proficiency bonus and you regain all
expended uses when you finish a long rest.

31
Path of the
Lightning Vessel
A Lightning Vessel is a brute, a monster of battle. Their
bodies overflowing with lightning, they arrive
unexpectedly, often dropping from buildings or leaping
impossible distances, before crashing down amidst the
fight. The presence of a single Lightning Vessel is often
enough to turn the tides of battle. Their ferocious
electricity rampaging through their enemies, leaving a
trail of charred corpses in their wake. If one ends up
face to face against such a monster, there is no running
away - they will catch you, electrocute you, and rend
your corpse. Although vital in the fight against the
Scourge, their recklessness causes fear in the heart of
friends and foes alike.

The Scions created the lightning vessels, using


galvanized rods implanted within the spine of
newborns, before subjecting them to a violent shock
therapy. Of those children, a few grew capable of
harnessing lightning, while many more were crippled
for life, a small price to pay for salvation. This very
technology was later used to create the Galvanized
Prowlers, mortal enemies of the Lightning Vessels, as
the Scions started fearing their own creation.

Galvanic Heart

Lightning is part of you, it flows through your veins and


awaits release. At 3rd level, you gain resistance to
• Electrified Chains. You can use your bonus action
lightning damage. If you already have this resistance,
to create chains of lightning that wrap around your
instead, if you take lightning damage, you can reduce
weapon. The next time you hit a creature this turn it
that damage by 1d6 (after the resistance applies).
takes additional lightning damage equal to your
Constitution modifier and becomes ensnared by the
In addition while raging you can unleash the lightning
chains until the start of your next turn. Each time it
within. For the duration of your Rage you can choose to
attempts to move further away than 10 feet from you
use your bonus action to unleash various powers:
while ensnared, it must make a Strength (Athletics)
check contested by yours, freeing itself on a success. On
a failure it takes the lightning damage again and its
speed is reduced to 0 until the start of your next turn.
“Even while her body was falling apart,
she was still fighting, even when her arm • Fulgurant Strike. When you successfully hit a
was being torn to shreds, she was still creature with a melee weapon attack, you can leave the
fighting, when all her allies fell, she stood weapon embedded in their chest for a brief moment.
and kept fighting. Only when the battle You immediately use a bonus action to call down
was won did she draw her last breath, but lightning from the heavens to strike them, using the
she was still standing. Not even death weapon as a conduit, before retrieving it. The target
could break her.” takes lightning damage equal to your Constitution
modifier, and all creatures within 5 feet of them must
- Unknown survivor of the 36th Eldritch hunt.
succeed on a Dexterity saving throw against your Vessel
save DC or also take that damage. You have advantage
on this saving throw.

32 Art by Dark Lord Studios


• Lightning Step. You can move up to half of your Electric Beast
movement as a bonus action. During this dash your
body becomes supercharged - if you end your Starting at 14th level, you are one with the lightning
movement within 5 feet of a creature, it takes lightning that flows through you. The abilities from your Galvanic
damage equal to your Constitution modifier as the Heart improve in the following way:
lightning leaps on them. If there are multiple creatures,
choose one that takes the damage. • Electrified Chains. The creature cannot move
more than 5 feet without attempting the check, and on
a failure, they can’t take reactions until the start of your
Saving Throws. Some of your abilities require your next turn.
target to make a saving throw to resist the effects. The
saving throw DC is calculated as follows: • Fulgurant Strike. The lightning strike’s radius
increases to 10 feet, and you can choose a number of
Vessel save DC = 8 + your proficiency bonus + your creatures equal to your Constitution modifier to
Constitution modifier automatically succeed on the saving throw.

• Lightning Step. You can now move up to your full


Roaring Crash movement, and can choose to merge with the
lightning, teleporting the distance moved instead.
At 6th level, you are ready to leap into battle at a
moment’s notice, crashing down on your foes like
thunder from the heavens. As part of entering a rage,
you can choose to leap into the air, before crashing
down on a point on the ground that you can see within
30 feet. All creatures in a 10-foot radius centered on
that point must succeed on a Dexterity saving throw
against your Vessel save DC or take a number of d8s of
lightning damage equal to your Constitution modifier,
or half as much on a success.

If a creature is on the point on which you land, they


have disadvantage on the saving throw and are pushed
5 feet out of your space into an unoccupied space of
their choice. If no unoccupied space is within range,
the creature instead falls prone in your space.

At 10th level the distance you leap increases to 60


feet, and to 90 feet at 14th level.

Lightning Reflexes
At level 10, the lightning you wield enhances your
reflexes past what your body could normally handle. As
a result, whenever you make a Dexterity check, you gain
a bonus to the check equal to your Constitution
modifier (minimum of +1).

In addition, the first time you use your Lightning Step


on your turn, it doesn’t use your bonus action.

Rules Reminder: Initiative is a Dexterity check.

33
Rogue: Blade of radiance
The Blades of Radiance, also called Steel Saints, are Sanctified Champion
known to be one of the most lethal orders of the church.
In order to become a blade, one must be a devout
follower of the faith, as only those who would die for the At level 3, your intense training bears its fruits, you gain
cause are deemed worthy. Prospective members are proficiency with martial weapons. At the end of a long
trained within the walls of the Church, taking on the rest, you can perform a ritual on a melee weapon you
clergy as their new kin, and discarding whatever familial are proficient with that deals piercing or slashing
bonds they might have held onto. Their zealous fervor damage, sanctifying it. It becomes your sanctified
grants them unrivaled powers on the battlefield - blade, you can only have one such weapon at a time.
wielding massive weapons as if they were mere toys, When in your hands, your sanctified blade has the
infusing their blade with divine powers and breaking finesse property, and is considered silvered.
down their foes one by one.

The Blades of Radiance receive an incredibly diverse Divine Blessings


range of missions. The most brutal of their members
handle gruesome matters in a lethal fashion, whereas
those of a more empathetic temperament are tasked Also at level 3, your devotion to eradicating enemies of
with protecting their fellows. Despite this sundry in the Church is made manifest by the righteous powers
character, they all share one goal - safeguarding the you wield. You have a pool of points that you spend to
Church and its members, no matter what. fuel this divine power called Divine points. The number
of points in the pool equals 1 + your Wisdom modifier.
You regain all your expended Divine points when you
finish a short or long rest. In addition, each time you kill
an Aberration, Beast, Fiend or Undead of CR ½ or higher
with your sanctified blade, you regain one Divine point.
Each time you expend a Divine point you gain
temporary hit points equal to your Wisdom modifier.

Saving Throws. Some of your divine attacks require


your target to make a saving throw to resist the effects.
The saving throw DC is calculated as follows:

Blade of Radiance save DC = 8 + your proficiency


bonus + your Wisdom modifier

The powers below use your Divine points.

● Armor of the Faithful. When a creature targets


you with an attack, you can expend a Divine point as a
reaction. The target must make a Wisdom saving throw
against your Blade of Radiance save DC. On a failed
save, the creature must choose a new target or lose the
attack or spell and the creature can’t target you until
the start of your next turn. This power doesn't protect
you from area effects, such as the explosion of a fireball.

● Divine Inspiration. When you make an


Intelligence (Religion), an Intelligence (History), or a
Wisdom (Insight) check, you can expend one Divine
point to reroll the dice, and must use the new result.
You can choose to do so after you roll the die, but
before the outcome is determined. You gain a bonus to
the check equal to your Wisdom modifier.

34 Art by Maximiliano Moretto


Saintly Revelations
● Rend the Blasphemous. On your turn after
taking the Attack action with your sanctified blade, you
can use a divine point as bonus action to let the divine At 13th level, you experience revelations, showing you
hand guide you. Make a weapon attack against a how to channel divine energy to embolden your blade.
creature within your reach. You gain a bonus to your You learn two cleric cantrips of your choice. In addition,
attack roll equal to your Wisdom modifier. you can cast protection from evil and good, heroism, or
shield of faith without providing a spell slot or material
components, only targeting yourself. Wisdom is your
spellcasting modifier for these spells.
Righteous Armament
Starting at 17th level, you do not need to
concentrate on these spells, although you can only have
At level 9, your faith gives you the power to rebel a single spell from this list active at a time.
against fate itself. You gain new ways to use your Divine
points:
Final Judgement
● Chains of Judgement. When you damage a
creature with your sanctified blade, you can expend a
Divine point to create radiant chains that restrain the At 17th level, your sanctified blade becomes imbued
creature. The target must succeed on a Strength saving with holy power. At will (no action required) you can
throw against your divine blade DC or become choose to make it emit bright light in a 30-foot radius
restrained until the end of your next turn and take and dim light for an additional 30 feet. Weapon attacks
radiant damage equal to your Wisdom modifier made with it deal an extra 2d4 radiant damage on a
hit. If the weapon isn’t already a magic weapon it
● Divine Retaliation. When a creature damages you becomes one.
with a melee attack, you can use your reaction and
expend one divine point to make a melee weapon In addition, while wielding the blade, as an action you
attack with your sanctified blade against the creature. can cast spirit guardians at its lowest level, without
If you hit, you gain a bonus to the attack's damage roll providing a spell slot or material components.
equal to your Wisdom modifier. Creatures within the area of the spell are considered
within 5 feet of an enemy for the purposes of your
● Erupting Blades. While hitting a creature with Sneak Attack. Once you cast the spell in this way, you
your Sneak Attack, you can expend a divine point to can't do so again until you finish a long rest, unless you
cause a rain of radiant blades to fall on the battlefield. expend three Divine points to use it again.
Instead of damaging the creature with your Sneak
Attack, all creatures in a 30-foot long and 5-foot wide
line originating from the target (including the target)
must succeed on a Dexterity saving throw against your
divine blade DC or take radiant damage equal to your
Wisdom modifier + half your Sneak Attack damage or
half as much on a success.

Chapter 2 | Subclasses 35
● If transforming the shears into swords: you can
slide the longsword forward as part of dismounting it,
making a single melee weapon attack with it. You don’t
Guillotine Shears add your ability modifier to the damage of the bonus
attack, unless that modifier is negative. If you have the
Trick weapon (shortsword & longsword, shears), Two-Weapon Fighting Style, you can ignore this
uncommon limitation.

The guillotine shears are a wonder of mechanical Untransformed. Using this pair of weapons together
engineering, created to tend to Carmella’s garden. Once requires the longsword to be held in your main hand
used to cut excess foliage, it has now been repurposed and the shortsword to be held in your offhand. The
to sever limbs instead of greenery. This trick weapon shortsword deals your choice of slashing or piercing
was given to hunters as a means of containing the damage each time you hit. If you take the Attack action
scourge - if they couldn’t kill the beasts, they could at with the longsword, you can make a single attack with
least cripple them. the shortsword in your off hand as a bonus action. You
don’t add your ability modifier to the damage of the
Trick Weapon. As a bonus action, you can switch bonus Attack, unless that modifier is negative. If you
between the transformed and untransformed states of have the two-weapon fighting style, you can ignore this
this weapon. In its untransformed state, the guillotine limitation.
is two one-handed weapons - a longsword and a
shortsword. In its transformed state, the weapon is a Transformed. The shear is a one-handed martial
single two-handed weapon, shears. weapon that deals 1d10 slashing damage on a hit. In
addition it has the Guillotine property.
You can use a bonus action to transform these
swords into the shears, and back into swords, Guillotine: Immediately after hitting a target with
assembling them at the guard. As part of this bonus the shears, if you have a free hand, you can use your
action, you can do the following: reaction to snap the blades close, pulling the lever,
dealing an additional 1d12 slashing damage to the
● If transforming the swords into shears: you can target. If the triggering attack was a critical hit, you can
make a single melee weapon attack with the shears. roll an additional 1d12 damage when determining the
You don’t add your ability modifier to the damage of extra damage. If this attack deals more than a quarter
the bonus attack, unless that modifier is negative and of the creature’s hit points total you also chop off one
can’t use the Guillotine property on this attack. the creature's limbs (anything but the head) at the
GM’s discretion. If this attack reduces a creature to 0
hit points, it is decapitated.

36 Art by Wes Freser


Eldritch Carvings
“She is the barren desolation of a fallen
and failed creation. He is the light of a
thousand dying suns. Your existence is
nothing but an echo lost in a dying god's
scream. The unseen converges, surrounds
you. And it crushes you like the hand of
an oppressive light.”
- Account of a survivor of the first seance.

The first eldritch rune was gifted upon the believers


when their leader bowed before the God Shaped Hole.
The apostle’s flesh and bones were mangled, twisted,
before being buried in the ground, in the shape of a
word of power. The ritual site has long since been lost
and buried and of the ones that witnessed the miracle,
few are alive, and fewer still - sane.

Eldritch carvings,“words of power” as they used to be


called, are the transcribed inhuman utterances of the
Great Ones. Drawn. A creature that has a carving drawn on its flesh
must succeed on a DC 13 Constitution saving throw at
To be able to inscribe an eldritch carving upon flesh, the end of the procedure. On a failure they gain a short-
one must possess a deep understanding of the word, term madness, take 2d10 force damage, and the
and be able to perfectly replicate it in one’s mind. The carving isn’t drawn.
deeper the understanding, the less destructive the
carving for the host. Tattooed. A creature that has a carving tattooed on its
flesh must succeed on a DC 20 Constitution saving
Due to the high fatality rate of the practice, new throw. On a failure they gain a long-term madness, take
methods were devised to extract the power of the 10d10 force damage, and the carving isn’t tattooed.
carvings, and although less efficient, they are far safer.
Carvings can be drawn, for their weakest form and Scarified. A creature that has a carving scarred on its
lowest power, tattooed, or scarified - a form that flesh must succeed on a DC 29 Constitution saving
unleashes their full might but presents the highest risk. throw. On a failure they gain an indefinite madness, take
25d10 force damage, and the carving isn’t scarified.

Eldritch Carving Limitations The carving procedure takes 3 hours, and if it is


interrupted at any moment before the end, it
To apply a carving one must be proficient with leather automatically fails, inflicting the appropriate damage
working tools. Unlike for regular art, where the artist and madness to the canvas. If the damage of failing an
determines the quality of the art, for eldritch carvings eldritch carving reduces a creature to 0 hit points, its
the canvas - the person getting carved - determines the body is instantly disintegrated into a puddle of blood
quality of the work. The canvas must envision the rune and gore.
in their mind as best they can, causing their body to
distort under the eldritch pressure. The carver can
then simply apply the necessary tool against the skin
and let the eldritch powers move the brush, needle, or
knife - depending on whether the eldritch carving is
drawn, tattooed or scarified respectively.

Art by Roman Kuzmin 37


The DC of the Constitution saving throw can be Curse of Moon-Blood
lowered or increased depending on the following
factors (these factors are not cumulative, only one of Eldritch Carving, requires attunement (drawn: rare,
them can be applied at a time): tattooed: very rare, carved: legendary)

● A creature that has seen the original carving, and During the initial days of the scourge not all the
studied it for 8 hours, can lower the DC of the saving afflicted turned to beasts. Most of them went mad, but
throw by 15. some unlucky few were devoured but those blood-
thirsty enough to consume the flesh of both man and
● A creature that has seen a perfect copy of the beast - such hunger irreversibly twisting soul and body.
original carving, and studied it for 8 hours, can These cannibals did what they had to in order to
understand most of the eldritch essence, lowering the survive but became cursed, turning into the first of the
DC by 8. crimson beasts, also known as the Moon-Blooded. The
fate of a Moon-Blooded was to die an atrocious death,
● A creature that has seen a near-perfect copy of worthy of the weight of their sins.
the original carving, and studied it for 8 hours, can
lower the DC of the saving throw by 4. Such atrocities didn’t go unnoticed, and one day all
those who contracted this curse were found dead, their
● A creature that has seen an imperfect copy, and mangled corpses half buried within the ground. Who
studied it for 8 hours is misguided in their approach committed such an act? No one knows. In the ensuing
and the DC of the saving throw increases by 5. days, those privy to the powers of eldritch carvings
were quick to notice the pattern amidst the corpses,
Each specific carving indicates what powers can be Martyr Tulio first among them.
drawn from them, and the benefits stack. This means
that if an eldritch carving is Tattooed on your flesh you This eldritch rune engraved upon one's flesh allows the
gain the benefits of it being Tattooed and also those control of the curse it was created from. The host can
from it being Drawn. shape their blood into weapons and use it to deflect
deadly blows. Though powerful, if too much blood is
spilled, the ancient curse awakens anew, devouring life
and unleashing the terrifying crimson beast of old.

38 Art by Caio Santos


Drawn Scarified
As a bonus action you unleash the powers held within When you choose to transform into a crimson beast,
the carving, transforming into a crimson beast. You the powers you get access to are enhanced. Choose one
take necrotic damage equal to one roll of your hit die, of the following:
which cannot be reduced in any way, and suffer this
damage again for each minute the transformation ● Blood Wings. you sprout wings from your back,
remains. This transformation ends early if you fall giving you a flying speed equal to your walking speed.
unconscious, or end it as a bonus action. The blood you
lose shapes itself into one of the following powers: ● Barbed Tail. A bloody tail erupts from your lower
spine. As part of transforming and on subsequent turns as
● Barbed Tail. A bloody tail erupts from your lower a bonus action you can make a melee weapon attack with
spine. As part of transforming and on subsequent turns as it. The tail is considered a simple melee weapon you are
a bonus action you can make a melee weapon attack with proficient with, it has the finesse and reach properties,
it. The tail is considered a simple melee weapon you are and deals 3d8 magical piercing damage on a hit.
proficient with, it has the finesse and reach properties,
and deals 1d8 magical piercing damage on a hit. ● Razor Claws. Your hands grow sharp claws which
you can climb and kill with. You gain a climbing speed
● Razor Claws. Your hands grow sharp claws which equal to your movement speed, and your unarmed
you can climb and kill with. You gain a climbing speed strikes deal an additional 2d6 magical slashing damage.
equal to your movement speed, and your unarmed
strikes deal an additional 1d6 magical slashing damage. In addition, when you are reduced to 0 hit points, you
lose control of yourself as your blood takes a life of its
own - you go berserk. You regain 1 hit point, and gain a
number of temporary hit points equal to your hit point
Tattooed maximum. While berserk, you gain all the abilities of
your crimson beast transformation and on each of your
The carving’s power protects your body when the turns, you attack the nearest creature you can see. If no
situation is most dire. While attuned to this item, your creature is near enough to move to and attack, you
AC increases by 2 while you are below half your hit attack an object, with preference for an object smaller
points maximum. than yourself. Once you go berserk, you stay in that
state for 1 minute or until you fall unconscious. When it
ends you immediately fall to 0 hit points with 2 failed
death saving throws. After you’ve gone berserk, you lose
all the abilities from the eldritch carving for 1 week.
Art by Caio Santos

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