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La Llamada de Tulu

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LOVECRAFT UPDATE

Middle Finger of Vecna


Bard Colleges
The way of a bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.

College of the Mad God


In the middle of the night, you hear the music. Every time,
it begins the same way, rising from a low drone into a
deafening cacophony. The noise is maddening. In your
waking hours, your fingers learn to imitate this melody and
bring others to your level of psychosis.
Some attribute the dreadful nightmares to a curse or
stress, but you know better. You and others like you are
called nightly by the beating of vile drums and the thin
monotonous whine of accursed flutes, the sounds of a Mad
God who echoes the pandemonium of the universe, and
summons you to do something. You know not what.
Bonus Proficiencies
When you join the College of the Mad God at 3rd level,
you gain proficiency in one skill, which is selected for you
by the DM. Each night when you take a long rest, your DM
can change this selection.
Frenzied Strings
At 3rd level, you can play an insane tune that anguishes
creatures that hear it. As an action, choose a creature within
30 feet that you can see. That creature must make a
Wisdom saving throw, taking 2d6 psychic damage on a
failed save. You can expend a number of Bardic Inspiration
dice to increase this damage by the amount rolled. A
deafened creature is immune to this effect.
The number of creatures affected by this ability
increases to two at 5th level, three at 11th level, and four at
17th level.
Mad Melody
At 6th level, you can expend a bardic inspiration die as an
action to decrease all saving throws rolled by creatures
within 60 feet of you by the amount rolled until the
beginning of your next turn.
Cacophony
Starting at 14th level, as an action, you can create a
droning, deafening noise with your instrument. If a creature
is concentrating within 30 feet of you, the creature must
make a successful Constitution saving throw against your
spell save DC or lose concentration. Additionally, all
creatures within 10 feet of you take 5d6 thunder damage.
After you use this ability, you must complete a short or a
long rest before using it again.

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Druid Circles Poison Breath. On you turn, you can create a poison
Though their organization is invisible to most outsiders, spray effect from your mouth as an action.
druids are part of a society that spans the land, ignoring Unnaturally Quick. In spite of your size, you can move
political borders. All druids are nominally members of this inexplicably fast, due in part to two extra legs. Your speed
druidic society, though some individuals are so isolated that increases by 15 feet. In addition, you also have advantage
they have never seen any high-ranking members of the on Dexterity checks.
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures Moderate Traits
At 6th level, when you assume your Aberration Form, you
of the wilderness, however, druids sometimes compete with
can choose one of the following traits:
or even prey on each other. At a local scale, druids are
Additional Limbs. You grow an extra set of
organized into circles that share certain perspectives on
appendages, which are ambiguously neither arms nor legs.
nature, balance, and the way of the druid.
When you take the attack action on your turn, you can use
Circle of the Unspeakable these to attack twice, instead of once.
Druids of an Unspeakable Circle are abominations to the Durable Form. Your maximum hit points increase by
natural world. Whereas normal druids venerate nature and an amount equal to your Druid level times two. In addition,
assume the shape of beasts, Unspeakable druids can you also have advantage on Constitution checks.
transform into creatures originating from terrifying remote Inhuman Reach. Your arms elongate, allowing you to
regions of time and space. As they grow in power and touch the floor with your hands. In addition, you can bend
influence, the other form further mutates from them in strange and unnatural ways. Your reach increases
comprehensible physical bodies and becomes more deadly by 5 feet. Your elongated arms also give you advantage on
and bizarre. The Masters of this circle transform into Strength (Athletics) checks made to climb.
hideous monstrosities, unrecognizable as creatures from Razor Claws. Your claws are incredibly deadly,
our own reality. indicative of a hunter not native to this world. Your claws
deal 1d12 slashing damage and are considered magical
Aberration Form weapons.
When you choose this circle at 2nd level, you gain the
ability to use Wild Shape on your turn as a bonus action,
rather than as an action, however, you lose the ability to
assume the shape of a beast. Instead may use it to take an
Aberration Form with a number of additional traits.
Additionally, animals are instinctively wary of you, Aberration Form
Medium aberration, neutral evil
giving disadvantage on Handle Animal checks. Armor Class 13
Hit Points 15 + 5 * your druid level
Lesser Traits Speed 30ft.
At 2nd level, when you assume your Aberration Form, you
can choose one of the following traits: STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)
Bestial Hide. Your skin is thicker, scalier, or furrier
than normal. Your armor class equals 15. At 6th level, your Senses passive Perception 12
Languages –
armor class equals to 17.
Inhuman Vision. Your eyes are numerously scattered All Around Vision. You add double your proficiency
about your body, or are segmented an extremely sensitive bonus on Perception checks involving sight in this form.
to movement. You gain the effects of see invisibility at all ACTIONS
times. Also, you gain darkvision, the ability to see in dim Claw. Melee Weapon Attack: your spell attack bonus to
light within 30 feet of you as if it were bright light, and in hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing
damage.
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

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Intermediate Traits
At 10th level, when you assume your Aberration Form, you
Sacred Oaths
can choose one of the following traits: Becoming a paladin involves taking vows that commit the
Acid Blood. When a creature adjacent to you deals paladin to the cause of righteousness, an active path of
damage to you with a melee attack, your acidic blood fighting wickedness. The final oath, taken when he or she
sprays on them, dealing 2d6 acid damage. reaches 3rd level, is the culmination of all the paladin’s
Colossal Form. Your form is that of a strange, training. Some characters with this class don’t consider
primordial titan. Your size doubles in all dimensions, and themselves true paladins until they have reached 3rd level
your weight is multiplied by eight. This growth increases and made this oath. For others, the actual swearing of the
your size by one category—from Medium to Large, for oath is a formality, an official stamp on what has always
example. You also have advantage on Strength checks. been true in the paladin’s heart.
While you are enlarged, your melee attacks deal 1d4 extra
damage. Oath of the Elder Sign
Invisibility. You can phase in and out of the visible Keepers encounter the Elder Sign in a multitude of ways.
spectrum, as if light is a strange afterthought this form has Some find it in the derelict pages of an antediluvian tome,
never experienced before. You can cast invisibility without yet others see its shape in their very dreams. All who gaze
using a spell slot. After using this ability, you cannot use it upon it know its authority, as instinctively as animals know
again for 1d4 + 1 rounds. to fear fire; it is an icon of power originating from beyond
Tentacles. You have long, whipping tendrils that sprout the veil of reality, one that no men were meant to know.
grotesquely from your form. These tendrils automatically You have sworn to hold the sign as its Keeper, and vowed
attack hostile creatures adjacent to you, each of which must to protect the mortal realm from the forces beyond, or
make a Dexterity saving throw at the beginning of your vowed to tear reality asunder, and let the Elder Evils
turn. On a failed save, the creature takes 4d6 bludgeoning henceforth seep through.
damage, or half as much on a successful one. Tenets of the Elder Sign
The principles held by the Keepers of the Elder sign are as
Greater Traits
At 14th level, when you assume your Aberration Form, you esoteric as their ancient order. Dedicated to the secrets of
can choose one of the following traits: the universe and the keeping them mercifully hidden from
Antimagic Eye. You have a single colossal extra eye, the world, the Keepers are a clandestine and influential
which you can open and close as a bonus action. While the organization.
eye is open, it requires your concentration, you may cast no Keep the Sign. The Elder Sign is a tool of immense
spells, and the eye creates an area of antimagic, as per the power, and must be kept safe. You can scarcely understand
antimagic field spell, in a 15-foot cone. At the start of each the source of power contained in this mere piece of
of your turns, you may decide which way the cone faces. geometry, but you know it can never be allowed to fall into
Your eye closes if you lose concentration on the effect. the wrong hands.
Extract Brain. You can remove and consume the brain Seek Knowledge. Whenever possible, you should seek
of a helpless victim. As an action, make an attack against out and acquire hidden, esoteric knowledge. You are drawn
one humanoid that is grappled by you. On a hit, the target to such secrets, like the Elder Sign, and perhaps can turn
takes 6d10 piercing damage. If this damage reduces the them against your foes.
target to 0 hit points, you kill the target by extracting and Go Unseen. It is imperative the struggles you face are
devouring its brain. This ability has no effect on creatures kept secret. The forces are work here are barely
without nervous systems, such as oozes, elementals, and comprehensible, and their reveal can drive men to the brink
constructs. of madness.
Hideous Appearance. Your appearance is profoundly Defend the Gates. It is your job to stand vanguard at
disturbing, even moreso up close. Creatures adjacent to you the gates that form where our world intersects the Far
have disadvantage on melee attacks against you. Realm. You may be protecting it from those who would
Membranous Wings. You sprout pronounced, slimy seek to close it, or you may wish to stem the tide of
wings and gain a fly speed equal to your movement speed. creatures coming through.

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Oath Spells
You gain oath spells at the paladin levels listed.

Paladin Level Spells


3rd arms of Hadar, protection from evil and good
5th detect thoughts, zone of truth
9th major image, speak with dead
13th greater invisibility, locate creature
17th mislead, scrying

Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Invoke Elder Sign. As an action, you can fleetingly
create the form of the Elder Sign, a powerful symbol which
can strengthen or wear thin the walls of reality. Choose a
space adjacent to you, which is where the sign burns
brightly for 1 minute in a 20-foot radius sphere. No
darkness, magical or otherwise, can obscure this area. Each
creature friendly to you in this area gains a +1 bonus on
attack and damage rolls and gains a +1 bonus to armor
class. No outsider, an aberration, celestial, elemental, fey,
or fiend, can enter or teleport within this area or use portals,
such as those created by the gate spell, to enter the area.
Those that are already in this area are shunted to the nearest
space available. As such, Elder Signs are often placed in
front of gates to the Far Realm, to close leaks into that
reality.
Alternatively, when you use this ability, you can choose
to Invert the Elder Sign. Doing so casts hunger of hadar for
one minute centered on the sign. You take no damage from
this spell on the round it is cast.
Glimpse the Unspeakable. As an action, choose one Sunder Reality
creature you can see within 30 feet. This creature must At 20th level, you can call upon the Elder Sign to tear the
make a Wisdom saving throw. On a failed save, the very fabric of reality, creating a one-way rift to or from the
creature sees a glimpse of the Far Realm, and is stunned Far Realm for 1 minute. Choose an unoccupied 5-foot
with horror until the beginning of your next turn. radius sphere that you can see and whether this portal
should lead to, or come from the Far Realm. Creatures that
Aura of Mental Fortitude end their turn within 30' of the sphere are inexplicably
Beginning at 7th level, you and allies within 10 feet of you moved 5 feet toward it, as if pulled by an unseen force. If
have immunity to psychic damage. At 18th level, the range the portal leads to the Far Realm, creatures that enter it are
of this aura increases to 30 feet. flung to the far reaches of space, taking 8d10 psychic
Word of Revelation damage from the horrors they witness and are ejected from
By 15th level, your research in musty, forbidden tomes has the far side of the portal 1 round later. If the portal leads
proven fruitful. As an action, you can utter a word used in from the Far Realm, creatures adjacent to it are restrained
the creation of the universe. All magic effects within 15 by tentacles, claws, or other monstrous appendages that
feet of you are targeted by dispel magic. After using this reach through it. Creatures so restrained can break free as
ability, you cannot use it again until you complete a long an action by making a Strength saving throw. After using
rest. this ability, you cannot use it again until you complete a
long rest.

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Sorcerous Origins Inhuman Reach
Different sorcerers claim different origins for their innate At 6th level, your arms elongate, allowing you to touch the
magic. Although many variations exist, most of these floor with your hands. In addition, you can bend them in
origins fall into two categories: an eldritch bloodline and strange and unnatural ways. Your reach increases by 5 feet.
the influence of wild magic. Your elongated arms also gives you advantage on Strength

Aberrant Bloodline (Athletics) checks made to climb.

You are descendant from a foul creature, and its blood Tentacles
wreaks havoc in your family tree. Those in your House are At 6th level, you can grow long, whipping tendrils that
rarely and seemingly at random born hideous, and with sprout grotesquely from your form as a bonus action
terrifying powers, and as such, generation after generation expending 2 sorcery points which last for 1 round. These
has committed infanticide on the abominations. You are tendrils automatically attack hostile creatures adjacent to
one such monster, cursed at birth yet spared the knife by you, dealing 3d6 bludgeoning damage at the end of your
your mother, free to live out your miserable span of turn. You can maintain this effect by expending 2 sorcery
existence a freak divorced from society. Yet your power points at the beginning of your turn.
grows, as fearsome as your aspect and as dreadful as your
Warped Mind
glare. At 14th level, your tainted form has altered the nature of
Aberration Blood your brain, making you resistant to psychic attacks, and
Beginning when you select this origin at 1st level, your more capable of inflicting them upon others. You gain
skin is thicker, scalier, or furrier than normal. When you resistance to psychic damage and have advantage on save
aren’t wearing armor, your armor class equals 13 + your against being charmed.
Dexterity modifier. Additionally, you can emit a mind blast in a 60-foot
Finally, you gain darkvision, the ability to see in dim cone as an action. Choose a number of sorcery points to
light within 30 feet of you as if it were bright light, and in expend, to a maximum of 6. Each creature in the cone must
darkness as if it were dim light. You can't discern color in succeed on an Intelligence saving throw or take psychic
darkness, only shades of gray. If you already have damage equal to 1d8 for each sorcery point expended plus
darkvision, your range increases by 30 feet. your Intelligence modifier.

Hideous Appearance Monstrous Transformation


At 1st level, your appearance is hideous to behold. You At 18th level, as a bonus action expending 3 sorcery points,
may add double your proficiency bonus to Intimidation you can unleash your monstrous heritage from within your
checks, but you have disadvantage on Persuasion checks. body and transform into a terrible creature. Until you
Unless you wear a large cloak to conceal these deformities, choose to end this effect or lose concentration on it, you
you are disturbing to behold. have resistance to piercing, slashing, and bludgeoning
damage from nonmagical weapons. Each round you begin
in this form you expend 3 additional sorcery points.
In addition, creatures who look upon this form become
frozen in horror. Each creature within 30 feet, except for
allies which know not to look at you, must make a Wisdom
saving throw. On a failed save, the creature is paralyzed
while you are transformed. At the end of each of its turns,
affected creatures can make another Wisdom saving throw.
On a success, the effect ends for that creature. The only
spells you may cast in this form are cantrips. After your use
this ability, you must complete a long rest before using it
again.

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