This is the official twitter for Hypervision Adventures LLC, a small tabletop RPG dev company looking to bring our vision to others! #ttrpg #indiedeveloper

United States
Joined August 2021
We are pleased to finally announce "Saga of Eternities"! Our own #ttrpg where EVERYTHING is customizable! Choose your Source of Power and create your own class! Play as a classic fantasy race or create your own! #ttrpgfamily #selfpromosaturday patreon.com/posts/cover-page…
6
1
24
ULTIMATE powers: Unstable Fireball An Ultimate ability is both your character’s greatest blessing and their greatest curse. You gain a power that goes above and beyond normal abilities and gives you a distinct advantage over most enemies. However, you are also marked with a destiny, and must fulfill it. Individuals who gain this power and attempt to stay away from trouble will soon find trouble coming to them. People your character once knew and loved may turn on them out of jealousy or fear, and cast them out. UNSTABLE FIREBALL: offensive; Standard action; 45ft range, 15ft spread; (Spell Atk) Vs (SR or Reflex); In your excitement you manifest an enormous ball of fire and hurl it as far as you can. It then explodes dealing (4d6/level)+(PRIMARY modifier)+(focus dice and effects) fire damage (reflex half) to everyone in its radius including yourself and allies. The affected squares then also have lingering flames that deal half damage to all standing in them on your next turn (no save). You can warn your allies and automatically deal half damage to them (which becomes 1/4 on a successful save, this reduction does not apply to yourself though). 1d4 cooldown #TTRPGRising #ttrpgcommunity
1
8
25
7,463
ULTIMATE powers: Massive Energy Beam An Ultimate ability is both your character’s greatest blessing and their greatest curse. You gain a power that goes above and beyond normal abilities and gives you a distinct advantage over most enemies. However, you are also marked with a destiny, and must fulfill it. Individuals who gain this power and attempt to stay away from trouble will soon find trouble coming to them. People your character once knew and loved may turn on them out of jealousy or fear, and cast them out. MASSIVE ENERGY BEAM: offensive; Standard action; 120ft range, 10ft line; (Spell Atk) Vs (SR or Reflex); In your excitement your mind erupts with a massive torrential blast of power in a single direction. Enemies and allies caught in the beam take (4d6/level)+(PRIMARY modifier)+(focus dice and effects) psychic damage (reflex half) and are pushed back 20ft. Enemies pushed back into other enemies or walls take falling damage and deal an equal amount of falling damage to the things they hit (2d6, as if they had fallen 20ft). You can warn your allies and automatically deal half damage to them (which becomes 1/4 on a successful save); 1d4 cooldown #ttrpgcommunity #selfpromotuesday
3
6
14
2,332
Credit once again to the amazing @Blazbaros.
2
295
ULTIMATE powers: Surge of Might An Ultimate ability is both your character’s greatest blessing and their greatest curse. You gain a power that goes above and beyond normal abilities and gives you a distinct advantage over most enemies. However, you are also marked with a destiny, and must fulfill it. Individuals who gain this power and attempt to stay away from trouble will soon find trouble coming to them. People your character once knew and loved may turn on them out of jealousy or fear, and cast them out. SURGE OF MIGHT: defensive; personal, free action; Your eyes and muscles bulge and you gain +10 STR, +10 CON, +10 INT, and +10 CHA for 1d2 rounds. These are rage bonuses. During the surge, you automatically succeed at all fortitude saves and cannot lose actions. Afterwards, you are fatigued. The cooldown starts after the surge ends; 1d4 cooldown #TTRPGRising #ttrpgcommunity
1
2
9
2,020
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. LEVEL 11: Choose two of the following - You gain celestial resilience. If you chose Heaven you gain resistance to holy, axiom, radiant, void, and quasar damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose Nirvana you gain resistance to holy, vigor, erosion, fire, and lava damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose Elysium you gain resistance to holy, anarchy, electricity, sonic, and thunderstorm damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose Emissary you gain unconditional damage reduction equal to (1/2 PRIMARY modifier) stacking with all other forms of damage reduction and resistance. - OR You gain celestial health. You gain immunity to poison both mundane, magical, and supernatural. You have advantage on death saving throws and saves to resist death effects. - OR You gain celestial vision. You gain Darkvision 30ft or your existing darkvision increases by 30ft. If you chose Heaven you gain Detect Magic 60ft or your existing detect magic increases by 60ft. If you chose Nirvana you gain Low-light vision or your existing low-light vision increases to superior low-light vision. If you chose Elysium you gain tremorsense 30ft or your existing tremorsense increases by 30ft. If you chose Emissary the total range of your darkvision is doubled. - OR You gain celestial knowledge. If you chose Heaven, you learn proficiency with all weapons, all armors, and all focuses. If you chose Nirvana you learn Lay on Hands (the primary power of Good), and if you already know Lay on Hands it heals for 50% more. If you chose Elysium you learn advantage in all CHA-based skills, and if you use a musical instrument or artist's tools as a weapon or focus it becomes magical in your hands and its enhancement bonus increases by +1. If you chose Emissary you learn how to summon and dismiss beautiful wings as a free action and gain a fly speed equal to your base speed (perfect). LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND Your body becomes immaculate, healthy and beautiful (+3 STR, +3 CON, +3 WIS, +3 CHA), you become infused with pure power, you no longer need to eat, drink, or breathe (but you still require sleep). You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. Your creature type becomes Outsider, you gain its properties (including “Essence Breath”), and if you are slain anywhere other than your new home plane you reappear there. - AND You learn all languages (except the profane words of Dark Speech) and can speak, read, and write them fluently. If you became an Archon you can shield a nearby ally once per round (and impose disadvantage on an enemy attack within melee range) as an extra free reaction. If you became an Atmian you can awaken a single plant or animal once per day as a Standard action (its INT score becomes 8, it can speak Sylvan and one other language you know, it has the same alignment as you, and if it is a plant it gains a move speed of 30ft). If you became an Orphean you can countersong one curse or debuff once per round as a free reaction (this is a sound-based effect that functions like Dispel Magic but only for curses and debuffs). If you became an Angel you gain the ritual power to shapeshift and disguise yourself as a venerable individual of any mortal race (-6 to STR, CON, and DEX), normal detection cannot see through your disguise (even True Seeing only reveals part of the truth), and if you would die while disguised instead your true form is revealed and you heal to full hp and all status effects and attribute damage are removed from you. - AND You immediately gain the power to create and dismiss a permanent portal to your respective afterlife. You are immediately accepted into your new society and culture and its people welcome you as one of their own. - AND If you are an Archon you become a soldier in Heaven's army. Your rank is based on your character level, and all lower-level archons respect your authority (but they may still harbor annoyance at you immediately jumping up to a higher rank than them so suddenly). You can issue orders to them and they will follow them diligently (as long as they don't have orders overruling yours). You are expected to participate in the fortification and defense of Heaven from all who would steal and desecrate its beauty, and all your actions and orders must be made in that context. You may also receive orders from other higher level archons and are expected to obey appropriately. - AND If you are an Atmian you become a wild creature of the Gardens of Nirvana. You are free to play and seek friendship and love as you please but are also expected to help maintain the collected wisdom and peace of Nirvana, and to protect or heal the protectors of the realm (in general, animal Atmians fight and plant Atmians heal). Atmians share food, knowledge, and love freely, as well as the burden of work and pain that comes from living in and protecting paradise. You may ask other Atmians for anything without fear of shame or judgment, but other Atmians will also ask you for things expecting the same treatment. - AND If you became an Orphean you are immediately recognized as a member of the Warrior-Artists of Elysium. Nothing is asked of you and you are given all the space you need, and access to anything and everything beautiful to inspire you to create any artform or invent a new artform. Intruding on another Orphean's space is frowned upon, but in the event of an emergency or celebration all mannerisms are immediately discarded in favor of current concerns. Elysium is famously free and notoriously unsafe and woe unto any intruder who disrupts an Orphean's creative process. - AND If you became an Angel you become a member of the Congress of Angels. You are free to travel to any celestial realm, and the inhabitants of each welcome you with open arms. The Congress is composed of many different personalities and reaches decisions via vote. You are automatically given a seat and a vote in the Congress (because of your level) and are expected to participate in debates and votes when needed (such as with arguments between other celestial races, and the nature of Good itself). As an important Congressangel, you are assigned a retinue of at least 2 bodyguards with total levels equal to 2/3 your level, and they follow you into combat and protect you with their lives. Aside from said guards, you have no special authority over other angels, even angels of lower level than you, but they trust and respect your word as the absolute truth of your wisdom. When not voting or debating you are expected to travel to provide aid to other celestial realms, while disguised to educate mortals, heavily armed while negotiating with the realms of Evil, and leading troops while patrolling the Astral Plane for planet-eating monsters. Choose the Celestial transformation if you want to become the ultimate hero, if you want to become a beautiful angel, or if you simply think that an eternity of reclining in paradise is what your character deserves. You also receive access to a veritable toolbox of useful powers. Angels get bodyguards, Archons command armies, Atmians can create plant and animal friends to protect themselves, and Orpheans have access to near unlimited crafting materials. #TTRPGRising #ttrpgcommunity
1
4
24
808
OOPS! I forgot part of this post! Path of the Celestial: (requires the Source of Good and you cannot have the Source of Evil) Those who follow this path must choose to become an Angel, Archon, Atmian, or Orphean
262
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of Neutrality: (requires the Source of Law, Chaos, Life, and/or Death, and you cannot have the Sources of Good or Evil) Those who follow this path must choose to become an Inevitable, Primordial, Eon, or Psychopomp. LEVEL 11: You gain two of the following - You absorb the truth of resilience, gaining a bonus that stacks with other similar bonuses. If you chose Inevitable, your flesh becomes mechanical like clockwork. You gain the special construct quality “Built to Last” and resistance to axiom, fire, and cold damage equal to (PRIMARY modifier). If you chose Primordial, your flesh becomes malleable like clay. You gain a 75% chance to ignore critical hits and resistance to anarchy, erosion, and electricity damage equal to (PRIMARY modifier). If you chose Eon, your flesh becomes infused by the Fountain of Life. You gain a deflection bonus to AC and SR equal to (2/3 PRIMARY modifier). If you chose Psychopomp, your flesh becomes hard like a reaper’s scythe. You gain DR/adamantine equal to (2/3 PRIMARY modifier). - OR You absorb the truth of health. If you chose Inevitable, your body responds to the hard work of others by self-repairing. You heal an amount of hp equal to (1/2 PRIMARY modifier) whenever medicine or the Heal skill is applied to you (the medicine/skill still has full effect). If you chose Primordial, you can “bounce back” from being knocked prone. Once per round, if you are prone, you can stand up as a free action and heal hp equal to (1/2 PRIMARY modifier). If you chose Eon or Psychopomp, you are immune to disease, nausea, petrification, and poison. - OR You absorb the truth of vision, gaining a bonus that stacks with other similar bonuses. If you chose Inevitable, you gain darkvision 120ft. If you chose Primordial, you gain superior low-light vision. If you chose Eon, you gain a natural gaze attack that deals 1d6+(1/2 PRIMARY modifier) vigor damage. If you chose Psychopomp, you gain blindsight 60ft, but you can only perceive living and undead creatures with your blindsight. - OR You absorb the truth of power. Once per round, you may add a bonus to one of your damage rolls equal to (1/2 PRIMARY modifier). You may choose to apply this bonus after the attack roll has hit, but you must always apply it before damage is rolled. If you chose Inevitable, you may use this bonus to instead dispel chaotic magical effects and spells cast by chaotic creatures. If you chose Primordial, you may use this bonus to instead dispel lawful magical effects and spells cast by lawful creatures. If you chose Eon, you also heal an equal amount of attribute damage each round. If you chose Psychopomp, all your weapon and spell attacks gain the ghost touch special quality and can harm incorporeal creatures. If you are wielding a normal scythe, adamantine weapon, or adamantine focus the damage bonus increases to (PRIMARY modifier). LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND Your body becomes wise and stunning in appearance (+2 STR, +2 CON, +2 DEX, +2 INT, +5 WIS, +3 CHA). Your cosmic duty is unending and thus you no longer need to breathe or sleep. You still require sustenance, but it need not be normal food or drink, your duty alone can sustain you and you only hunger if you are unable to perform it. You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. Your type becomes Outsider, you gain its properties (including “Essence Breath”), and if you are slain anywhere other than your new home plane you reappear there. - AND If you are an Inevitable, you are promoted to a high position worthy of your skills. Your skin is replaced with plates of adamantine armor engraved with the laws of your authority. You are always proficient with your skin armor, and you cannot wear any other armor. Your skin grants a bonus to AC and SR equal to (1/2 PRIMARY modifier), it has no armor check penalty, and it gains a number of free enchantments with a total enhancement bonus equal to (1/2 PRIMARY modifier). You can swap out these enchantments at will if you have the skills and feats for it, or pay others to do it for you. If you are a Primordial, you gain the ability to absorb magical equipment into your body. Any and all equipment you absorb into your body grants you its full benefits (and penalties) and is considered to be equipped, and you can equip an unlimited number of items. (Items with the same type of bonus do not stack, but if you find 100 rings with different bonuses you can equip them all.) If you are slain, your loot explodes out of your body and falls to the ground. If you are an Eon, you can cast each of the following spells for free once per day: Disrupt Undead, Biofeedback, Plant Growth, Contagion, Awaken, Circle of Life, Animate Plants, Regenerate, Reverse Assimilate, and Power Word Revive. If you are a Psychopomp, you are promoted to a high position worthy of your duty. You are given a scythe or ring of blackest adamantine as a symbol of your office that functions as both a melee weapon and a focus (both deal 1d12 damage at medium size). You are always proficient with this adamantine weapon and it gains a number of free enchantments with a total enhancement bonus equal to (PRIMARY modifier). You can swap out these enchantments at will if you have the skills and feats for it, or pay others to do it for you. - AND If you are an Inevitable, you become a servant of the Halls of Order. The universe is composed of many unique and beautiful things, and it is your honor to keep these things separate to preserve their uniqueness and beauty. The boundary between guilty and innocent, living and dying, man and woman, time and space, knowledge and ignorance, all these things and more must be kept in their proper place, and you are the one who makes it possible. The Halls of Order become your new home, and the Machine Plane becomes your native plane of existence. While carrying out your task, you can cast Alter Self to change your appearance to that of a mortal humanoid, but if you attack another or are damaged the effect is canceled until you finish a short rest. Your work is never-ending. There are always more rules and boundaries to enforce, and you can never keep things perfectly safe. You can enlist the aid of others to assist you, though. - AND If you are a Primordial, you become an enthusiastic follower of the Fields of Color. The universe and everything in it is like an immense painting, and nothing makes you happier than mixing its colors into new and different things. Guilty and innocent, living and dying, man and woman, time and space, knowledge and ignorance, all these things and more are colors of the infinite tapestry of life, and you want to try mixing them all! The Fields of Color become your new home, and Pandemonium becomes your native plane of existence. While pursuing your task, you can cast Alter Self to change your appearance to that of a mortal humanoid, but if you attack another or are damaged the effect is canceled until you finish a short rest. Your work is never-ending. There are always more colors to mix and enforcers of order are always trying to ruin your fun. You can enlist the aid of others to assist you, though. - AND if you are an Eon, you become a servant of the Fountain of Life. All living things have a soul, even viruses, and it is your privilege to carry those souls from the Fountain across the multiverse to where they are needed. Every newborn baby, every flower, every parasite, and every plague needs a soul to be born, and you are the one who makes it possible. The Fountain of Life becomes your new home, and the Astral Plane becomes your native plane of existence. While carrying out your task, you are invisible and incorporeal, but if you attack another or are damaged both effects are canceled until you finish a short rest. Your work is never-ending. There are always more souls to carry, and you can never carry enough. You can enlist the aid of others to assist you, though. - AND if you are a Psychopomp, you become a servant of The Spirals of Death. It is your great and terrible responsibility to collect the souls of the slain and shepherd them to their respective afterlives. Every saint, every murderer, every genius, and every beast must be judged for their choices, and you are the one to carry out their sentence. The Spirals of Death become your new home, and the Astral Plane becomes your native plane of existence. While working on your job, you are invisible and incorporeal, but if you attack another or are damaged both effects are canceled until you finish a short rest. Your work is never-ending. There are always more souls to protect, and you can never judge them fast enough. You can enlist the aid of others to assist you, though. Choose the Neutral transformation if you want strange powers, if you want to become a terminator, a living painting, a life-bringer, a reaper, or if you just enjoy the moral flexibility that neutrality offers. You also get access to one of 4 sets of specific and powerful abilities. Inevitables are living robots that are paradoxically easier to heal, Primordials can hoard more loot than anyone and use all of it at once, Eons are powerful Life spellcasters in addition to whatever they were before, and Psychopomps are just really really deadly. #TTRPGRising #ttrpgcommunity
1
13
94
2,873
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of the Fiend: (requires the Source of Evil and you cannot have the Source of Good) Those who follow this path must choose to become a Rakshasa, Devil, Hollow, or Demon. LEVEL 11: Choose two of the following - You gain fiendish resilience. If you chose Hell you gain immunity to fire, and resistance to unholy and axiom damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose Tartarus you gain immunity to cold, and resistance to unholy and necrotic damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose The Abyss you gain immunity to electricity, and resistance to unholy and anarchy damage equal to (PRIMARY modifier), stacking with all other forms of resistance. If you chose Emissary you gain unconditional damage reduction equal to (1/2 PRIMARY modifier) stacking with all other forms of damage reduction and resistance. - OR You gain fiendish health. You gain immunity to disease both mundane, magical, and supernatural. You have advantage on death saving throws and saves to resist death effects. - OR You gain fiendish vision. You gain darkvision 30ft or your existing darkvision increases by 30ft. If you chose Hell you gain deeper darkvision 30ft or whatever distance your existing darkvision is. If you chose Tartarus you gain low-light vision or your existing low-light vision increases to superior low-light vision. If you chose The Abyss you gain blindsight 15ft or your existing blindsight increases by 15ft. If you chose Emissary you grow eyes in the back of your head (or you have additional heads that can face backwards) and you cannot be flanked. - OR You gain fiendish viciousness. If you chose Hell, you gain proficiency with all weapons and all focuses, and your body erupts with spikes. Once per round, after landing a successful melee attack or grapple, you may make an additional spike attack at no penalty. Success deals 1d6+(STR+CON modifiers) piercing damage. If you chose Tartarus you gain Torturous Touch (the primary power of Evil), and if you already know Torturous Touch it heals for 50% more. If you chose The Abyss your body becomes monstrous and you either secrete filth from your pores or your blood is corrupt. Regardless, any weapon or focus you smear deals +2 damage and you gain 2 claw attacks for 1d6+(STR modifier). If you chose Emissary your body becomes contorted and double-jointed with bestial features. You gain a bite attack for 1d6+(STR modifier) and you gain +4 to Escape Artist and you are considered one size category larger when grappling. LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND Your body becomes muscular, swift, and ingenious (+3 STR, +3 DEX, +3 INT, +3 WIS), you become infused with pure power, you no longer need to sleep, drink, or breathe (you still require food). You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. Your type becomes Outsider, you gain its properties (including “Essence Breath”), and if you are slain anywhere other than your new home plane you reappear there. - AND You learn the languages of power and control. You can speak, read, and write Infernal, Aklo, and Draconic fluently, you can understand and speak Abyssal (but not write it because it has no written form), and you begin to learn the nuanced words of destruction and violation known as Dark Speech. If you became a Devil you can swap positions with an ally within melee range once per round (and force that ally to take an enemy attack if they are lower rank than you) as an extra free reaction. If you became a Hollow you can hunt like a beast and have advantage on Survival checks while hunting, and you can eat the brain of an intelligent creature to gain a +2 increase to STR, DEX, INT, or WIS for 1 hour. If you became a Demon you can howl and unleash a curse once per round as a free reaction for -2 to one attribute to all who hear it (this is a sound-based effect). If you became a Rakshasa you gain the ritual power to shapeshift and disguise yourself as a venerable individual of any mortal race (-6 to STR, CON, and DEX), normal detection cannot see through your disguise (even True Seeing only reveals part of the truth), and if you would die while disguised instead your true form is revealed and you heal to full hp and all status effects and attribute damage are removed from you. -AND You immediately gain the ritual power to create and dismiss a permanent portal to your respective afterlife. You are immediately accepted into your new society and culture and its people welcome you with sadistic glee. - AND If you are a Devil you become a soldier in the Hellish Host. Your rank is based on your character level, and all lower-level devils fear your authority (and will actively resent you immediately jumping up to a higher rank than them so suddenly). You can issue orders to them and they will follow them diligently (as long as they don't have orders overruling yours). You are expected to participate in the fortification and defense of Hell from all who would dare steal and deface its strength, and all your actions and orders must be made in that context. You will also receive orders from other devils higher level than you and are expected to obey with respect and competence. - AND If you are a Hollow you become a wild monster of the Barrens of Tartarus. You are free to hunt and seek carnal pleasure as you please but you are also hunted by other monsters of Tartarus for food and pleasure. Fresh meat and soul flesh is the only currency there. The plane itself is almost completely stripped of natural resources and safety, luxury, and ancient wisdom can all be purchased for a "modest" fee. Anything and everything is for sale in such places and you may ask other Hollows for anything without fear of shame or judgment, but will it ever be worth the price? - AND If you are a Demon you are pulled forward into The Abyss and hurled into its depths, falling deeper and deeper until you succeed at any saving throw (or the GM's discretion). Every one of the 666 layers of the Abyss is filled with demons violating, killing, and eating each other and you are a monster amongst (mostly) smaller monsters. Anything that is "yours" is only yours as long as you grasp it, and that includes other demons and people. Take what you want, never show weakness, and be wary at all times for demons stronger than you. Favors may be extracted from them but your dignity will always be the first offering you lose. - AND If you are a Rakshasa you become a member of the Cabal of Rakshasas. You are free to travel to any fiendish realm, and the inhabitants of each welcome you with cautious fear. The Cabal is composed of many different personalities and reaches decisions via vote. You are automatically given a seat and a vote in the Cabal (because of your level) and are expected to participate in schemes and votes when needed (such as manipulating arguments between other fiendish races, hoarding power and gold, and finding the depths of Evil itself). As an important Cabalist, you are assigned a retinue of at least 2 rakshasa slaves with total levels equal to 2/3 your level, who serve you with their bodies and protect you if you so please. Aside from said slaves, you have no special authority over other rakshasas, even rakshasas of lower level than you, but they fear and respect your word as the absolute truth of your wisdom. When not voting or scheming you are expected to travel to provide "aid" to other fiendish realms, while disguised to "educate" mortals, heavily armed while negotiating with the realms of "Good", and leading troops while patrolling the Astral Plane for easy prey with lots of treasure. Choose the Fiend transformation if you want to become the ultimate villain, if you want to become a stunning succubus or incubus, or if you simply think that an eternity of scheming in the depths is what your character deserves. You also get access to a toolbox of terrifying powers. Rakshasa get slaves, Devils get armies, Hollows can eat people to buff their stats, and Demons can bully others or allow themselves to be bullied in exchange for favors. #TTRPGRising #ttrpgcommunity
7
1
36
2,781
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of Undeath: (requires the Source of Evil, Darkness, and/or Death, as well as your Spell Attack being higher than your Weapon Attack) Those who follow this path must choose to become an Archlich, Elder Vampire, or Wraithlord. LEVEL 11: Choose two of the following - You can defy injury. You gain damage reduction equal to (1/2 PRIMARY modifier). This DR can be overcome by holy, radiant, or vigor damage respectively, whichever counters your Sources. You become immune to non-lethal damage and disease (but not virulence damage), and poison and critical hits have a 50% chance to instead deal normal damage to you. - OR You can defy gravity. You can fly at a speed equal to your base speed (perfect), or if you already fly your speed increases by that amount. - OR You can ignore light. You gain Darkvision 60ft, or your existing Darkvision is increased 60ft. - OR You can injure with a touch. If you chose lich, your touch has the icy chill of fear, and enemies that you touch (or touch you) must make a saving throw (any) against your spell attack or they are frightened (1d4 rounds). If you chose vampire, you gain two claw attacks for 1d6+(STR modifier) slashing each and your claws use your Spell Atk instead of your Weapon Atk. If you chose wraith, you gain an incorporeal touch that deals flat damage equal to (PRIMARY modifier) and the defender always uses the lower of AC or SR against it (your held weapons are incorporeal and no longer use their normal damage die, but retain their other properties). LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND Your flesh defies age. Your normal metabolism slows down (+3 STR, -6 CON, +6 DEX, +3 INT, +3 WIS, +3 CHA), your body becomes infused with pure power, and you no longer need food or sleep. However, you cease to heal naturally and your appearance must be carefully maintained for the sake of social interaction. Even on your best day there is something off about you (icey touch, gray skin, or slightly incorporeal respectively). Your alignment also ceases to be any kind of good, and you must be on guard against losing your sanity (or not, if you so choose). You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. - AND Your soul gains the blessing of undeath. If you chose lich you gain additional damage reduction (overcome by opposing damage types) equal to (PRIMARY modifier). If you chose vampire you heal equal to (PRIMARY modifier) every time you deal damage with either a claw attack or an ability that uses the Sources of Evil, Darkness, or Death. If you chose wraith you become incorporeal, and you can perform a ritual outside combat to make yourself corporeal for a few hours, when the duration ends or when it is dismissed any gear you are using becomes incorporeal including familiars. Your creature type becomes Undead. You gain all its properties including “Undeath”, “Unnatural”, and “Animated Matter”, and if you are destroyed your form simply reappears at full health on the Astral Plane (where Psychopomps are waiting to arrest you). - AND You gain the hunger of undeath. If you chose lich you have an insatiable hunger for souls. You derive no sustenance from consuming souls, but the longer you go without "meals" the more your body withers until you resemble a skeletal husk. Consuming even one soul from a medium size creature restores your body back to its youthful appearance (and destroys the soul), but your eyes will always be black pits with a smoldering ghost-flame within. If you chose vampire you have an insatiable hunger for blood. You derive no sustenance from consuming blood, but the longer you go without "meals" the more your body withers until you resemble a feral animal. Consuming the life-blood from a medium size creature restores your body back to its youthful appearance (and kills the creature), but your teeth will always be unusually sharp, your skin a pale gray, and your eyes a red or black color. If you chose wraith you have an insatiable hunger for fear. You derive no sustenance from frightening creatures, but the longer you go without "meals" the more your body withers until you resemble a transparent sheet. Terrorizing a medium size creature until it has a heart attack restores your body back to its youthful appearance (and kills the creature), but your body will always be too dark, your shadow too long, and your grin wicked in appearance. Regardless of your choice, Psychopomps and Inevitables will regard you as a criminal, will automatically and easily see through any disguise you are using, and will attempt to arrest you at best and attack on sight at worst (and they will have the powers and equipment to counter your powers). You will have to fight for acceptance sooner or later and can only hope for tacit approval from these universal arbiters of Death and Law respectively. Choose the Undeath transformation if you are a spellcaster and want to become the ultimate anti-hero. You get -6 to Constitution, but you gain a plethora of other defensive measures. You also become much more dangerous in melee, something that traditional spellcasters struggle with. Also, if you die, you instead are arrested and go to jail. Not ideal, but if you can escape from jail this is at most an inconvenience. #TTRPGRising #ttrpgcommunity
5
39
2,138
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of the Elemental: (requires the Source of Arcana, Psy, Fire, Water, Earth, Wind, Light, and/or Darkness) LEVEL 11: Choose two of the following - You gain the swiftness of the elements. You gain new movement modes depending on your chosen elements (fly, fly, fly, swim, burrow, fly, fly, and burrow respectively) equal to your base speed (if you gain fly or burrow twice you gain double the speed). If you already have one or more of these movement modes, their speed increases by the listed amount instead. - OR You gain the touch of the elements. Your touch, all your melee attacks, and all your melee and ranged abilities automatically deal an additional 1d6 damage of the chosen type. If you are a mixed elemental your touch deals hybrid damage. With concentration you can prevent yourself from inflicting harm but any stress (such as combat) or fatigue causes you to immediately lose focus and inflict damage again to people and objects you are touching (including your equipment), and you cannot change this without training. - OR You gain the violence of the elements. You gain a slam attack for 1d6 damage of your chosen energy type (and it gains additional damage from your painful touch for a total of 2d6). If you are a mixed elemental your slam does hybrid damage. It otherwise functions like any other natural attack, and you use your STR or DEX modifier for the attack and add your STR modifier to the damage. - OR You gain the rage of the elements. Critical hits and sneak attacks have a 75% chance to instead deal normal damage to you. LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND You become larger than life. You can increase your size by one step (+2 STR, +2 CON, -2 DEX, +1 square range to all abilities, -1 to attack rolls, AC, and SR, +4 to Intimidation and grapple, -4 to Stealth). You can change between your 2 sizes at will once per round as a free action. - AND You gain the flesh of the elements. You gain 100% absorption to your chosen element types (arcane, psychic, fire, cold, erosion, electricity, radiant, or void respectively) or if you already have absorption it increases by 100%. You also gain vulnerability to the opposite type or types. If you are a mixed elemental of two opposite types, you gain 50% absorption for those opposing types instead and no vulnerability (you take no damage from them and heal for 50% of the damage prevented). You no longer suffer the negative effects of advanced age. You do not die of old age and are immune to ageing effects. Your creature type becomes Elemental. - AND If you are a pure elemental, you are immediately accepted into elemental society, you become a candidate for the title of Elemental Lord and gain a permanent elemental servant. Its purpose is to teach you the rules for the process (and competition) of becoming a Lord, teach you proper decorum and manners for serving on the Elemental Council, and serve as your personal assistant in anything else you may need. As long as this assistant accompanies you, you have advantage on Diplomacy checks to persuade elementals of your type. The assistant is not your bodyguard however and will refuse to fight unless you adopt it as a cohort (see the Leadership feat). If you are a mixed elemental, you are considered an outcast and a traitor to all the elements that are a part of you, and you will be unwelcome at best and attacked on sight at worst. You will have to fight for acceptance sooner or later and can only hope to be a diplomat between elements. Choose the elemental transformation if you like dealing lots of damage. You are immune to (most of) your own damage too so feel free to cover the entire world with fire or ice. You can even heal yourself. You can also purchase Elemental Infusion from the Half-elemental race. You aren’t very tough, though. #SelfPromoSaturday #ttrpgcommunity
4
22
1,725
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of the Elder Horror: (requires Source of Madness) Choose two of the following - You gain the anger of an ancient. You now have fast healing equal to (1/2 PRIMARY modifier), or it increases by that amount if you already have fast healing. - OR You gain the flesh of an ancient. You gain 2 tentacle attacks with reach that deal slam damage appropriate for your size, you can grow 1 more tentacle for each 1 attribute point you spend (max equal to your CON modifier), and your tentacles can manipulate weapons and foci as well as your hands. - OR You gain the reclusiveness of an ancient. You gain a swim and burrow speed equal to your base speed (half speed when burrowing through solid metal, cannot burrow through adamantine), and you can breathe water, air, and vacuum equally well. - OR You gain the blood of an ancient. You now have antediluvian blood in your veins. If you take damage a flash of pure horror lashes out from your wound and hits the attacker for hybrid damage (equal to 1/2 PRIMARY modifier, no save, unlimited range, choose any hybrid damage of any two damage types you can use, if you have only physical types it is crushing damage). LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. -AND You become larger than life. You can increase your size by one step (+2 STR, +2 CON, -2 DEX, +1 square range to all abilities, -1 to attack rolls, AC, and SR, +4 to Intimidation and grapple, -4 to Stealth). You can change between your 2 sizes at will once per round as a free action. -AND You lose all the remaining weaknesses of mortality. Choose your highest attribute modifier. You add half of that modifier rounded up as a divine bonus to all your remaining attributes. If this bonus would cause another attribute to be higher, instead that attribute becomes equal to your highest. You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. - AND You are heralded as an incomprehensible entity and can perform miracles for your cultists. Ordinary mortals begin to sacrifice to you seeking guidance, and you can speak to them in their nightmares. Furthermore, you may answer the sacrifice of a devoted cultist and cast a special version of the 10th level spell Miracle for free on their behalf. When casting Miracle like this, you may only use it to change or destroy, never to create. You may only answer their prayer if the cultist’s sacrifice is genuine, and their request aligns with your Sources. Sacrifices from higher level cultists or large groups working together are easier to notice and can be done more often. However, sacrifices from low level individuals can take years to notice. A symbol of your divinity, created either by you or your cultists, is used to mark your territory, and if people sacrifice to you in the presence of your symbol that area becomes your divine domain. As long as people sacrifice, you cannot be permanently killed, and instead revive inside one of your worship sites as if True Resurrection was cast. The Elder Horror is the sinister mirror of the Olympian, and the benefits and drawbacks are very similar. The primary difference is that the Olympian has damage reduction while the Elder gains tentacle attacks. If you think tentacles are useless remember that you can hold weapons, wands and spellbooks in them. Other than that, you still need to protect your cultists to ensure you are immortal. When role-playing, remember that Elder Horrors can still be good-aligned! #TTRPGRising #ttrpgcommunity
9
65
1,975
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. Path of the Olympian: (requires Source of Harmony) Choose two of the following - You gain the conviction of a god. You now have fast healing equal to (1/2 PRIMARY modifier), or it increases by that amount if you already have fast healing. - OR You gain the flesh of a god. You now have damage reduction (overcome by an opposed damage type if any) equal to (1/2 PRIMARY modifier), this stacks with other forms of DR. - OR You gain the desire of a god. You now can fly at a speed equal to your base speed (perfect), or your flight speed increases by that amount. - OR You gain the blood of a god. You now have sacred blood in your veins. If you take damage to your HP a flash of pure power bolts from your wound and hits the attacker for hybrid damage (equal to 1/2 PRIMARY modifier, no save, unlimited range, choose any hybrid damage of any two damage types you can use, if you have only physical types it is crushing damage). LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND You become larger than life. You can increase your size by one step (+2 STR, +2 CON, -2 DEX, +1 square range to all abilities, -1 to attack rolls, AC, and SR, +4 to Intimidation and grapple, -4 to Stealth). You can change between your 2 sizes at will once per round as a free action. - AND You lose all the remaining weaknesses of mortality. Choose your highest attribute modifier. You add half of that modifier rounded up as a divine bonus to all your remaining attributes. If this bonus would cause another attribute to be higher, instead that attribute becomes equal to your highest. You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. - AND You are worshiped as a god or goddess and can perform miracles for your worshipers. Ordinary mortals begin to pray to you seeking guidance, and you can speak to them in their dreams. Furthermore, you may answer the prayer of a devoted worshiper and cast a special version of the 10th level spell Miracle for free on their behalf. When casting Miracle like this, you may only use it to change or create, never to destroy. You may only answer their prayer if the worshiper’s faith is genuine, and their request aligns with your Sources. Prayers from higher level worshipers or large groups working together are easier to notice and can be done more often. However, prayers from low level individuals can take years to notice. A symbol of your divinity, created either by you or your worshipers, is used to mark your territory, and if people pray to you in the presence of your symbol that area becomes your divine domain. As long as people worship, you cannot be permanently killed, and instead revive inside one of your worship sites as if True Resurrection was cast. Choose the Olympian transformation if you want to start your own religion and be nearly impossible to kill. The downside is also the upside: worshipers. As long as people worship, you are fine. You can’t protect all your worshipers though. If someone wants to kill you permanently they will go after them, causing you to spend all your time protecting people who give you little else in return. #TTRPGRising
7
34
1,800
Divine Transformations: Power changes you. As you grow in strength, you will inevitably become something more than what you were. When the transformation is complete, you will no longer be mortal. #TTRPGRising Path of the Dragon: LEVEL 11: Choose two of the following - You gain the breath weapon of that breed of dragon. You gain double the uses and add an additional (1/2 PRIMARY modifier) to the damage. - OR You gain the presence aura of that breed of dragon, and add an additional (1/2 PRIMARY modifier) to the damage. - OR You gain the 2 claw attacks of that breed of dragon, and add an additional (1/2 PRIMARY modifier) to the energy damage, and you can learn bite and tail attacks. If you already had a claw attack, replace it based on your current size (1d6 medium, 1d8 large, 1d10 huge, or 2d6 gargantuan), and you gain the Improved Natural Attack (claw) feat. - OR You gain dragon scales that grant you a natural bonus to AC and SR equal to (PRIMARY modifier). This natural armor does not hinder your movement at all. You also gain resistance to the primary damage type of your breed equal to the same (if you are a physical type, you gain resistance to the physical damage type of your aura). - OR You gain dragon eyes and wings that grant a flight speed equal to twice your base speed (clumsy). You also gain darkvision 60 feet and low-light vision. LEVEL 21: You gain ALL of the following - You gain all the previous features that you didn’t choose at level 11. - AND You become eternally virile. You no longer suffer the negative effects of advanced age. You do not die of old age, and are immune to ageing effects. You also gain a racial bonus to all attributes (+4 STR, +4 CON, +6 DEX, +6 INT, +6 WIS, +6 CHA). Your type becomes Dragon. - AND You become massive. Your size increases by two steps (+4 STR, +4 CON, -4 DEX, +2 square range to all attacks and abilities, -2 to attack rolls, AC, and SR, +8 to Intimidation and grapple, -8 to Stealth). You still retain all your weapon and armor proficiencies but your old equipment is probably too small for you (and may be currently broken if you were wearing it during the transformation), and even magical weaponry requires training and/or upgrades (1BP each) to gain larger damage die. - AND Your new form is disorienting at first and you may have trouble talking (but you automatically learn Draconic and can speak it immediately). With concentration, you can transform into your original form and pass as a mortal, but any stress (such as combat) or fatigue causes you to immediately revert to your true dragon form and you cannot maintain any permanent disguise without training. You are a young adult of your new race and you may or may not be welcomed into their culture based on your past deeds. Regardless, you are immediately struck by the instincts of your new race and develop a strong (or stronger) craving for adventure, treasure, and love. Finally, your soul does not pass on to the afterlife if you are slain. Instead it is dispersed and only 10th level magic can restore you to life. Choose to become a dragon if you want raw power, or if you don’t know what to pick. This is also the default transformation if you don’t meet any prerequisites for anything else. The dragon transformation increases all your attributes and gives you more melee, ranged, defensive, and mobility options. You can even purchase the feat Draconic Ascension. The only pure downside is you have to spend money to upgrade your gear. Also, your larger size gives you -8 to Stealth.
10
47
2,265
The Witch In Saga of Eternities, you can create any class you can imagine. to create a Witch, follow these easy steps. Choose Dexterity, Wisdom, or Charisma as your attribute. Choose Darkness as your first Source of Power. You gain all its benefits. You also gain 2 of its listed skills. You also gain its Primary Power. Choose Nature or Chaos as your second Source of Power. You gain half of its benefits. You also gain 2 of its listed skills. You are now a wild doomsayer, with the frightening power to summon unlimited creatures of the night, and your choice of dangerous magic to make them even harder to control! If you chose Dexterity, you are an agile witch who creates pandemonium across the battlefield. If you chose Wisdom, you are an insane witch who calls upon higher powers to smite and terrify your enemies. If you chose Charisma, you are an alluring witch who seduces both men and monsters. Our Patreon is 12 entries ahead. See more for a dollar! #ttrpg #ttrpgfamily #TTRPGRising
1
23
170
3,194
Thanks to @Blazbaros for his excellent illustration!
1
233
The Ragesinger In Saga of Eternities, you can create any class you can imagine. to create a Ragesinger, follow these easy steps. Choose Intelligence or Charisma as your attribute. Choose Fortitude as your first Source of Power. You gain all its benefits. You also gain 2 of its listed skills. You also gain its Primary Power. Choose Sound as your second Source of Power. You gain half of its benefits. you also gain 2 of its listed skills. You are now a booming thug, with a flat +2 bonus to AC, SR, and all saving throws, advantage on 2 combat maneuvers, and runes of power to heal and dominate the battlefield! If you chose Intelligence, you are a clever ragesinger who imbues runes into equipment and controls the battlefield with combat maneuvers. If you chose Charisma, you are a fierce ragesinger who uses war cries to frighten enemies and war chants to cast powerful magic. Our Patreon is 12 entries ahead. See more for a dollar! #ttrpg #ttrpgfamily #TTRPGRising
1
12
1
72
2,158
The Psyon In Saga of Eternities, you can create any class you can imagine. to create a Psyon, follow these easy steps. Choose Dexterity, Intelligence, or Wisdom as your attribute. Choose Psy as your first Source of Power. You gain all its benefits. You also gain 2 of its listed skills. You also gain its Primary Power. Choose Discipline or Artifice as your second Source of Power. You gain half of its benefits. you also gain 2 of its listed skills. You are now a psychic champion, with the power to read others' minds, and your choice of martial or mechanical abilities to supplement your mental might! If you chose Dexterity, you are a swift psyon who responds to enemy attacks before they finish thinking them and strikes with deadly accuracy. If you chose Intelligence, you are a clever psyon who channels raw mental energy for massive blasts. If you chose Wisdom, you are a sagely psyon who alternates between mental attacks and martial arts. Our Patreon is 12 entries ahead. See more for a dollar! #ttrpg #ttrpgfamily #TTRPGRising
5
26
1,544