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===Thylean Amazons=== In the 3rd-part setting/campaign book of [[Odyssey of the Dragonlords]] for [[Dungeons & Dragons 5th Edition]], Amazons are a "barbarian" culture who inhabit the Island of Themis. What this means is that they represent the remnants of a culture made up of stranded PHB races who integrated with the native Thylean races before the arrival of the titular colonizing Dragonlords, and thusly they fought to preserve their independence from the well-intentioned [[dragon]]-riding conquerors. The Amazons were originally one more tribes native to Indigo Island who had warrior-women but were egalitarian; in the wake of the barbarian cultures losing the First War against the Dragonlords, the future Amazons descended from warrior-women who sperged out and blamed their loss on the weakness of their menfolk, retreating to the remote island of Themis to found a new women-only realm. Thylean amazons are a cultural phenomena, rather than a specific ethnicity; the amazon "nation" is made up of a coalition of [[human]]s, [[elves]], [[dwarves]], [[gnome]]s, [[half-elves]], [[Nymph]]s, [[Centaur]]s, [[Minotaur]]s, [[Satyr]]s and [[Siren]]s. The only uniting fact is that all individual amazons are female; men are begrudgingly tolerated on the island, but only as breeding stock - they have no say in politics or in the raising of the children, although some amazons do conceal a personal affection for menfolk and it's not unheard of for an amazon who lacks a daughter to teach the fighting style of her people to her son. They are feared throughout the rest of Thylea as brutal, bloodthirsty berserkers who take few prisoners. The Amazons define themselves as a sacred band of warriors who always stand together as a sisterhood. They train for combat from an early age, and once they come of age, they form into pairs of sister-warriors: known as lifemates, the bond between these pairs is immensely strong, to the point that part of the "amazon template" for NPCs is the fact that they fly into killing frenzies if their lifemate is slain. Currently, the amazons are ruled over by a trio of royal sisters, led by Queen Thesilea VI. Unbeknownst to them, the sisters were murdered and replaced by a trio of Thylean [[Medusa]]e 13 years ago. It's possible for players to play a Thylean amazon; aside from the simple background, there's also a subclass to represent their unique fighting style. Called the '''Amazonian Conclave''', it's a [[Ranger]] subclass that draws elements from Xena and Wonder Woman, and mixes them with a clockwork golem falcon for some reason (perhaps the designers really liked the 1981 Clash of the Titans' Bubo or something). ::Bonus Spells: Command, Find Steed, Haste, Confusion, Mislead ::'''Stimfay Compaion''' (3rd Level): You have a [[construct]] companion in the form of an eagle, harrier, hawk, kite, osprey, owl, or archaeopteryx. In areas that are open to the sky, you can direct your stimfay to spend 10 minutes scouting the surrounding 1 mile radius and report back to you with anything it has seen. It comprehends instructions that you give it in any language. It speaks in a series of clicks and squawks that only you can understand. ::The stimfay obeys your commands to the best of its abilities, and it acts on your initiative in combat. If you are incapacitated, your stimfay acts on its own. ::Your stimfay has hit points equal to 15 + your ranger level, and it adds your proficiency bonus to its attacks, damage, saving throws, and ability save DCs. It regains any lost hit points during a long rest. If it is ever destroyed, you may spend 8 hours to fully repair it. ::'''Amazonian Battlecry''' (3rd Level): You can spend a bonus action to enter a frenzy, which lasts for 1 minute or until you take damage or are knocked unconscious. It grants you the following benefits whilst it lasts. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. * You have advantage on attacks against creatures of your favored enemy type. * You have resistance to bludgeoning, piercing, and slashing damage. * You have advantage on saving throws against being frightened or paralyzed. ::'''Bracer Reflection''' (5th Level): Whenever you would be hit by an attack, you may use your reaction to shield yourself with your bracers. You gain a +5 bonus to AC against all attacks, including the attack that provoked this reaction, until the beginning of your next turn. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest. ::'''Chakram Technique''' (7th Level): You can use your action to make a ranged attack with your chakram against one target. If your attack hits, then any number of additional creatures of your choice within 10 feet of that target must make a Dexterity saving throw using your spell save DC. Each creature that fails the save takes the same amount of damage as your first target. ::'''Improved Falconry''' (11th Level): Your stimfay gains a bonus to its AC equal to your proficiency bonus, and it now has hit points equal to 30 + your ranger level. The damage dice for its Talons, Pinion Storm, and Piercing Screech increase to 2d6, and its attacks are now magical. Additionally, any time you would take damage from an attack or an effect that you can see, you may use your reaction to have your stimfay intercept the attack or effect and take the damage instead of you. Your stimfay must be functional and ready to assist you in order to use this ability, and it must be located within 60 feet of you. ::'''Pressure Points''' (15th Level): On your turn, you may use a bonus action to make a special melee attack against one creature. If the attack hits, the creature must make a Constitution saving throw versus your spell save DC. On a failure, the creature is paralyzed for 1 minute or until you use a bonus action to touch them and reverse the effect. At the end of each of the creature’s turns, it repeats the saving throw and the effect ends if it succeeds. You may use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses after a short or long rest.
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