Blackbando

Acirena Notes

Nov 6th, 2018
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  1. ---------OVERLYING WORLD JUNK-----------------
  2. ---------PLANS FOR SOME SHIT------------------
  3.  
  4. half-dead race (skeleton, zombie, ghost, and shadow subraces)
  5. umikk's frozen armory (ba, cleric n druid, makes throwing weapon deal cold and return to hand after attacks)
  6. monks with iron helmets that are blind as fuck
  7. **Race Stuff**
  8. when writing up anything for races, try to fit them all together in some way; for example, kobolds, yuan-ti PBs, lizardfolk, tortles, and dborn all count as "reptilians", each being a subspecies with a common ancestor. means i only need like one paragraph for each.
  9. **Religion**
  10. Gods are kinda quiet as fuck, but they have "nephilims" which sort of work like angels, and prowl the material plane.
  11. **Tech**
  12. early science-medieval tech, no guns or robots, just lil' drones and maybe a cantrip launcher or two
  13. ~~~~~~~~~Part One; intro to Acirena~~~~~~~~~~~~~~~
  14. ## Chapter 1: Cosmology & Continents
  15. ***Overview***
  16. this chapter is basically focusing on the world as a whole, history of how shit is, and generally anything that applies to the world as a whole.
  17. ***The Seven Lands***
  18. basically some info on the world as a whole, and then some basic shit describing the lands (continents + besswob isles + nothingness). no more than one paragraph per nation/state/whatever, and nothing on specific tribes n groups. will talk about races a little though
  19. ## Chapter 2: Lands of Acirena
  20. going much more indepth into the different lands, talking about the factions that reside over each, their conflicts, etc.
  21. blaeofnr***
  22.  
  23. **nothingness**
  24. The chaos that is The Nothingness is ever-seeping, ever-draining, and those born of it have no identity, no thoughts, and no will beyond that of the endless darkness making up The Nothingness. To avoid succumbing to this, masks must be worn by non-aberrations and non-fiends who enter The Nothingness, ones specifically crafted to hold their minds together, or they will scatter into the void, becoming just another speck in the bleakness. Creatures who can handle The Nothingness (aberrts, fiends, and void creeps) must wear masks when outside of The Nothingness, for their minds cannot handle the laws of reality outside of the endless abyss,
  25. **lenguri**
  26. Hyabuki is a several armed warrior guy
  27. ~~~~~~~~~Part Two; character options~~~~~~~~~~~~~~~
  28. void boys as a new race
  29. Barbarians ------------------------
  30. Path of the Shaman - Uses druidic magic based on the 5 chinese elements
  31. Path of the Warlord - Commands their allies through their tactical minds
  32. Bards -----------------------------
  33. College of Mimicry - Wears masks that allow them to mimic other creatures
  34. College of ?????? - Is so cool that they don't even exist yet
  35. Clerics --------------------------
  36. Monster Domain - Worships gods of monsters through taking on monstrous aspects themselves
  37. Time Domain - Worships gods of time, and manipulates time itself
  38. Druids ---------------------------
  39. Circle of Protection - Uses a blessed divine talisman to attune themselves to the gods, to protect blessed locations
  40. Circle of Roots - Wears heavy armor made out of living wood and roots to martially destroy their foes
  41. Fighters -------------------------
  42. Dragon Knight - Part of an order of Ryekian knights that swear themselves to the 7 Draconic Ideals, and takes on aspects based on dragons
  43. Exotic Smith - Smiths exotic weapons and armor, as well as improving existing weaponry
  44. Monks ---------------------------
  45. Way of Profanity - Sell your body to a warlock patron to gain pact magic, as well as slowly corrupt your physical form with their likeness
  46. Way of ?????? - Study your martial training to become a good subclass
  47. Paladins ------------------------
  48. Oath of the Executioner - Member of a fanatical vigilante group known as the Executioners, aims to cut down those who bribe their way past consequences
  49. Oath of Blizzards - Embodies the freezing blizzards of Baleforn, swearing tenets based on making the cold less painful for citizens
  50. Rangers -------------------------
  51. Elemental Drifter - Can invoke the 5 elements through spell slots, taking on aspects of the element for a short period of time
  52. ????? Synonym for Mover - Likes to walk on mysterious unwritten words for homebrew
  53. Rogues -------------------------
  54. Ninja - Combines ki with special ninjutsu tactics, having three subtypes based on sexy ninjas, anime martial arts ninjas, and realistic ninjas
  55. ????? - Stabs a guy really good
  56. Sorcerers ---------------------
  57. Planar Chaos - Gains its power from planar boundaries, invoking elemental, abyssal, ooze-like, or metallic magics
  58. ????? - Maybe psion, but probably not
  59. Warlocks ----------------------
  60. The Arcane - Makes a pact with a being that is directly attuned with mana, granting some wizard-like powers
  61. The Pillars - Makes a pact with one of the three Pillars; mighty titans that hold up the surface world through their wooden bodies
  62. Wizards -----------------------
  63. Scroll Magic - Creates scrolls, as well as projecting scrolls through illusion magics
  64. Occultist - Binds various evil spirits to their bodies to improve their might
  65. Mystics ----------------------
  66. Not a fucking part of my setting boy
  67. ~~~~~~~~~Part Three; DM's guide~~~~~~~~~~~~~
  68. ## Chapter 8: fantastic and deadly creatures
  69. seasonal warrior boyos (snow for winter, sun for summer, flower for spring, wood for fall), based on konosuba episode 6, only appears after a bunch of cr 1 wisps are killed
  70. ## Chapter 9: The planes
  71.  
  72.  
  73. Svzikk: crow/vulture man shaman, Large size, one arm is that of an alligator, and one leg is just a bone spike. he also has a snake for a tongue that changes colors and ends in the head of a piranha
  74.  
  75. lol spells
  76.  
  77. #### Zecuruum's Heart Spear
  78. *3rd level necromancy (Cleric, Warlock, Wizard)*
  79. ___
  80. - **Casting Time:** 1 bonus action
  81. - **Range:** 60 feet
  82. - **Components:** V, S
  83. - **Duration:** Concentration, up to 1 minute
  84. ___
  85. You mark a creature within range, allowing you to hear their heartbeat and see their life force. The creature cannot be hidden from you, and you always know where it is, even if it is invisible.
  86.  
  87. As an action on any of your turns while the marked creature is within 60 feet of yourself (even if behind full cover), you create a spear of black energy between your hand and the creature's heart and pull it towards you, forcing it to succeed on a Strength saving throw or lose 3d6 hit points and be pulled 15 feet closer to you. The creature loses an additional 2d6 hit points if it is pulled to be within 5 feet of you. A creature reduced to 0 hit points by this spell has its heart ripped out.
  88.  
  89. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level of higher, the creature loses an additional 1d6 hit points per slot level above 3rd.
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