Editing
Iron Kingdoms: Requiem
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Nightmare Empire== Whilst '''Nightmare Empire''' contains lore on the Scharde Islands' populations of bogrin, gobbers and humans, there's no mechanical details for them here. All the crunchy stuff is on the really new critters. '''Revenants''' covers any of the sapient corporeal undead who are found in the Scharde Islands, whether they maintain loyalty to Cryx or not. Core traits are +2 Constitution, Medium size, 30ft speed, Undead creature type, Darkvision 60ft, ''Dead to the World'' (you don't need to eat or breathe, you spend 4 hours inactive but conscious to take a long rest), ''Turn Resistance'' (Advantage on saves vs. effects that turn undead), and ''Unliving Flesh'' (Advantage on saves vs. Disease and Poison, Resistance to Poison damage). They then have to take one of three subraces: * '''Bane:''' Rune-etched undead warriors. +1 Strength, ''Ghostly'' (gain Insubstantial Movement as a bonus action 1/short rest), ''Made to Fight'' (Proficient with Great Axe, Great Sword, Lance, Medium Armor, Heavy Armor, Shield), ''Menacing'' (Proficient with Intimidation), and ''Void Shroud'' (non-undead within 10ft halve the effects of healing). * '''Deathbound:''' Free-willed revenants who arose because they had something personal anchoring their spirits to this world. This is represented as the ''Locus'' racial trait, which has to be a person, object or other spiritual vessel; if this Locus is destroyed or killed, you '''die''', that's it, game over. +1 Dexterity, ''Soulform'' (on 0 HP, you turn into an invisible flying specter that can't affect the material world, but can return to full health by getting within 15ft of your locus and spending an action), and ''Bound Equipment'' (you have 1 piece of gear that is bound to your soulform and so reforms with you when you recorporealize; anything that isn't Bound Equipment is left behind where you were "slain", and you get +1 piece of Bound Equipment at levels 6, 11 and 16). * '''Skarlock:''' An undead [[necromancer]], usually self-created or granted "imortality" by a powerful patron. +1 Intelligence, ''Borrowed WIsdom' (Proficient in either Arcana or History), ''Branded by Death'' (1 [[Wizard]] Cantrip of your choice, Ray of Enfeeblement 1/day at 3rd level, Vampiric Touch 1/day at 5th level, all key off of Int, you can spend spellslots to cast RaE and VT), ''Extra Language'', ''Maker's Bidding'' (Advantage on saves vs. Charmed unless the caster was your creator) and ''Tool Proficiency'' (Proficient with either Forensic Kit, Mechanik's Tools, Necromancer's Tools, or Thieves Tools). '''Satyxis''' got their own unique racial statblock in Nightmare Empire, of course, +2 Dex, +1 Cha, Medium, 35ft, ''Horns'' (1d6 naturl weapon), ''Headbutt'' (as a bonus action after hitting with a melee attack against a Large or smaller creature within 5ft, force the target to make a Strength save vs. DC 8 + your Proficiency bonsu + your Dex mod or be knocked prone), ''Blight of Shazkz'' (Advantage on saves vs. Poison and Disease, Resistance to Necrotic damage), and ''Satyxis Magic'' (Friends Cantrip, Compelled Duel 1/day from 3rd level, both key off of Cha and Compelled Duel can also be cast with spell slots). Basically, a weird compound of the [[tiefling]] and the [[Minotaur]]. '''Scharde Ogrun''' are the distinct, distantly Blight-touched ogrun subrace native to the Scharde Islands. Weirdly, they get an entirely separate racial stat block. +2 Str, +1 Con, Medium, 30ft speed, ''Huge Stature'' (can wield 2-handed weapons in one hand, always use the two-hand damage for Versatile weapons), ''Brutal Upbringing'' (Proficient in either Intimidation or Survival), ''Powerful Build'' (+1 size category for carrying, dragging, lifting, pulling and pushing), ''Thick-Skinned'' (+1 AC when wearing heavy armor), ''A Pirate's Life'' (Proficient with Cutlass and Simple Pistols), and ''Touch of Blight'' (Advantage on saves vs. Poison and Disease, Resistant to Acid and Necrotic damage). '''Specters''' are the sapient ''incorporeal'' undead of the world, and as such they are the most complex race to play in Requiem, perhaps even in any 5e setting. For starters, they have the same ''Locus'' trait as the Deathbound Revenant above, except that a specter reforms at their locus 1d10 hours after being reduced to 0 HP instead of being reduced to an insubstantial shade, whilst ''Grave Goods'' is basically Bound Equipment, except you also count all of your class & backround starting gear as stuff that you can't lose by "dying". As for their other traits... ::+2 Dexterity ::Medium size Undead ::0ft Walking Speed; you Fly (Hover) 25ft instead ::Darkvision 60 feet ::''Dead to the World'' as the Revenant. ::''Ethereal Corpus:'' You have Resistance to Poison damage and to physical damage (bludgeoning, piercing, slashing) that doesn't come from a magical attack. Also, you are Immune to being Grappled and Poisoned. ::''Incorporeal Movement:'' You can move through creatrues and solid objects as if they were difficult t e rrain, but if you end your turn inside one, yoiu take 1d10 Force damage. ::''Manifestation:'' You can't attack with a weapon or cast a spell unless you manifest in the physical world, at which point you remain manifested until the start of yournext turn (unless you decide to keep manifesting, of course). Whilst manifested, you lose the benefits of Ethereal Corpus and Incorporeal Movement. ::''Turn Resistance'' as the Revenant. ::'Banes:'' At levels 1, 6, 11 and 17, you can choose to take a Bane, or a mystical prohibition, from the following list. Each Bane you take can grant you either a bonus Locus (you can't be destroyed until all your Locuses are gone), a bonus Grave Goods binding slot, a bonus Spectral Power, or an extra use per rest of an existing Spectral Power. Your possible banes are: * ''Running Water'': can't cross it, take 1d10 Force damage if immersed in the stuff. * ''Silvered Weapons'': silvered gear ignores your Ethereal Corpus rule) * ''Holy Symbol'': Disadvantage on all ability checks, attacks and saving throws when in the presence of a holy symbol of a specified faith; being touched by one does 1d10 Force damage and you take +1d10 force damage from the attacks and spells of a cleric of that faith. * ''Morrow's Tear Drop'': can't enter a doorway or entrance with this flower over it, 1d10 Force damage if touched. * ''Salt'': can't cross a line a salt, take 1d10 Force damage if pushed, salt-packed shots ignore Ethereal Corpus. * ''Sunlight'': Disadvantage on attack rolls and Perception checks when in sunlight. ::''Spectral Powers:'' You can sacrifice Grave Goods binding slots to take one of the following Spectral Powers instead. Each power takes an Action to use and can be used once per short rest. * ''Invisibility:'' Become invisible for 1 hour or until you attack, cast a spell, or spend a bonus action to become visible. * ''Terrifying Visage:'' All non-undead within 60ft must pass a Wisdom save (DC 8 + your Proficiency bonus + your Wisdom mod) or be Frightened for 1 minute. Scared targets can retake the save at the end of each of their turns. A creature that beats or throws off this power becomes immune to it for 24 hours. * ''Possession:'' You can possess a humanoid target within 5 feet unless they pass a (DC 8 + your Proficiency bonus + your Wisdom mod) Charisma save. Whilst possessing the target, you exist inside its body and can only be targeted by Turn Undead or spells that target possessing creatrues. You retain your Mental stats and all class & subclass abilities but use the Host's physical stats - you don't gain their knowledge, class features or proficiencies. Possession lasts until you end the effect as a bonus action, your host body drops to 0 HP, or you are forced out by a spell. A target that resists possession or which you are exorcised from is immune to Possession by you for 24 hours. * ''Withering Touch:'' You gain a special Unarmed Strike that can be used even when not manifested. Does 1d8 damage (+1d8 at levels 5, 11 and 17) and target can't regain HP until the start of your next turn. * ''Poltergeist:'' You can attempt to telekinetically move a Medium or smaller creature or an object of 150 pounds or less that is within 30 feet. Moving a creature calls for a contested Charisma vs. Strength check; if you succeed, you can move them 30 feet in any direction, and can smash them into surfaces or objects to do 1d6 damage per 10ft moved. Moving an object lets you move it 30ft in any direction and use it as an improvised ranged weapon that does 2d4 Bludgeoning damage.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information