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Sacraficed To Suedofin Notes
Sacraficed To Suedofin Notes
These malevolent entities bear an eerie resemblance to the departed, mirroring the physicality of those who once suffered within the confines
of the caverns. Their silent presence emanates an aura of sorrow and dread, as if the very air surrounding them carries the weight of the
tragic tales they embody.
The Memory Spectres are bound to the traumatic events of the past, acting as guardians to the secrets hidden within the dungeon. Their
attacks, fueled by the residual pain of their own experiences, inflict not only physical harm but also linger as a psychic assault on the
emotions of those who cross their path. Encountering these spectres, adventurers may feel an unsettling chill, as if the air itself echoes with
the whispers of the tortured past.
Svirfneblin, Level 6 Geomancer Splunker
Small humanoid (deep gnome), neutral
Armor Class 15 (leather armor)
Hit Points 44 (6d8 + 12)
Speed 25 ft.
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 16 (+3)
CHA 8 (-1)
Saving Throws DEX +5, WIS +6
Skills Acrobatics +5, Nature +4, Perception +6, Stealth +7, Survival +6
Senses Darkvision 120 ft., Passive Perception 16
Languages Gnomish, Terran, Undercommon, Common, Dwarvish
Class and Race Features:
- Cave Sense
- Tunneling Proficiency (10 ft)
- Bioluminescent Adaptation
- Stalagmite Mastery (1d12)
- Earthen Bond (Resistance)
- Stone Shape (1/short rest)
Actions:
- Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 3) piercing damage.
- Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 4 (1d4 + 3) piercing damage.
Equipment:
- Leather armor, shortsword, dagger, explorer's pack, thieves' tools, and a set of
cartographer's tools.
Description:
A deep gnome of the Underdark, Svirfneblin is a masterful Geomancer
Spelunker, navigating the subterranean world with a unique blend of martial and
mystical prowess. Clad in supple leather armor and bearing the unmistakable
bioluminescent glow of his spelunking abilities, Svirfneblin moves with a silent grace
that speaks to his deep connection with the hidden recesses of the earth. Armed with a
shortsword and dagger, he's both a skilled adventurer and a shrewd explorer, capable
of manipulating stone and predicting geological events with an unparalleled insight.
Spelunker:
The Splunker is a master of the subterranean realms, an intrepid explorer with an unquenchable thirst for the
mysteries that lie beneath the surface. Whether navigating treacherous cave networks or delving into the darkest dungeons,
Splunkers are unparalleled in their ability to uncover hidden secrets and overcome the challenges of the underground world.
With an innate sense for detecting traps and hidden passages, they serve as the vanguard of exploration, mapping out
intricate tunnels and leveraging their tunneling proficiency to create strategic shortcuts. Masters of geological insight,
Splunkers predict and navigate through the complex structures of the earth, ensuring the safety and success of their party.
The class branches into two distinct paths: the stoic Geomancer, forming a mystical bond with the earth and manipulating
stone to their advantage, and the elusive Shadow Delver, teleporting through shadows and dealing with the subtle forces of
darkness. Armed with stalagmite mastery, bioluminescent adaptation, and an unparalleled knack for survival in the depths,
the Splunker is a beacon of expertise in the subterranean realm, guiding their companions through the labyrinthine mysteries
of the underworld.
Spelunker Class Features:
Hit Points:
- Hit Dice: 1d8 per Spelunker level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spelunker level after 1st
Proficiencies:
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, shortswords
- Tools; Thieves' tools, cartographer's tools
- Saving Throws: Dexterity, Wisdom
- Skills: Choose three from Acrobatics, Athletics, Nature, Perception, Stealth, and Survival
Equipment:
- You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a simple weapon
- (a) a explorer's pack or (b) a dungeoneer's pack
- Leather armor, two daggers, and a set of thieves' tools
Class Features:
1. Cave Sense:
- At 1st level, you gain advantage on Wisdom (Perception) checks related to detecting traps, hidden
passages, and creatures in underground environments.
2. Tunneling Proficiency:
- At 2nd level, you gain the ability to dig through soft earth and stone at a speed of 5 feet per round.
This speed increases to 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level.
3. Bioluminescent Adaptation:
- At 3rd level, you gain the ability to emit a soft bioluminescent glow. As an action, you can produce
dim light in a 10-foot radius for 1 hour. This ability recharges after a short or long rest.
4. Stalagmite Mastery:
- Starting at 5th level, you gain proficiency with improvised weapons found in underground
environments, such as stalagmites. When using such weapons, you deal an extra 1d12 damage.
5. Subterranean Survival:
- At 7th level, you gain advantage on saving throws against environmental hazards and conditions
common in underground environments, such as poison, disease, and difficult terrain.
6. Geological Insight:
- Beginning at 11th level, you gain advantage on Intelligence checks related to understanding
geological structures, predicting geological events, and identifying weaknesses in cave formations.
7. Cave Cartography:
- At 15th level, you can create detailed maps of the areas you explore, even in complete darkness.
Your maps are considered masterpieces, providing advantage to anyone using them for navigation.
Subclass Options:
- Choose a subclass at 3rd level. Two possible subclasses could be "Geomancer," focusing on
harnessing the earth's energy, and "Shadow Delver," specialising in stealth and subterfuge.
Geomancer:
1. Earthen Bond (3rd Level):
- You form a mystical bond with the earth, gaining resistance to bludgeoning, piercing, and
slashing damage from non-magical attacks while you are touching the ground.
Skitterkin:
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Size: Small
Speed: 30 feet
Darkvision: Accustomed to navigating in the darkness of caves, you can see in dim light within 60
feet 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.
Nimble Explorers: Skitterkin are expert climbers and can move through difficult terrain made of
rocks, rubble, or uneven surfaces without impediment. Additionally, you have advantage on Dexterity
(Acrobatics) checks to maintain balance.
Subterranean Senses: You have advantage on Wisdom (Perception) checks to detect vibrations,
allowing you to sense the presence of creatures or movement in the ground.
Tunnel Tread: You can move through spaces as narrow as 2 feet wide without squeezing.
Burrower's Grace: You are proficient in digging tools, and you can burrow through loose earth and
sand at a speed of 10 feet. While burrowed, you have blindsight with a range of 5 feet and are aware
of the location of other creatures within that radius.
Description:
Skitterkin are a nimble and subterranean race, resembling humanoid insects with sleek exoskeletons.
Their multifaceted eyes provide excellent low-light vision, and their slender, agile limbs allow them to
navigate through the tightest cave passages with ease. Skitterkin are curious by nature, often exploring
the depths in search of hidden wonders. With a penchant for climbing and burrowing, they are adept at
traversing the intricate landscapes of caverns and tunnels.
Luminarite:
Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Size: Small
Speed: 25 feet
Bioluminescence: You emit a soft, radiant glow that sheds bright light in a 10-foot radius and dim
light for an additional 10 feet. As an action, you can intensify or dim this glow. While glowing
brightly, you have advantage on Charisma (Persuasion) checks.
Crystalline Affinity: You have proficiency with crystal-based tools and weapons. Additionally, you
can spend a short rest attuning to a crystal, gaining a minor magical effect such as a faint glow, a
subtle hum, or a soothing warmth.
Prismatic Veil: Once per long rest, you can cast the *color spray* spell using Charisma as your
spellcasting ability.
Refraction Dash: When you take the Dash action, you can move through occupied spaces without
provoking opportunity attacks, as your form momentarily splits into refracted beams of light.
Luminal Harmony: You have advantage on saving throws against being charmed or frightened.
Additionally, once per long rest, you can cast the *light* spell.
Description:
Luminarites are ethereal beings of radiant energy, resembling small, luminous crystals with a
humanoid form. Their gentle glow illuminates the darkness, and they possess a calming aura that can
dispel fear. Luminarites are attuned to the magic of crystals and often use them for various purposes.
Known for their charming and persuasive nature, they navigate both the subterranean and surface
worlds with grace, spreading their calming influence wherever they go.
Aboleth Mirror Mage (Medium humanoid, any alignment)