Home RPG Level Up (A5E) – ENterplanetary DimENsions: Mixed Mergia | EN World | Dungeons & Dragons

Level Up (A5E) – ENterplanetary DimENsions: Mixed Mergia | EN World | Dungeons & Dragons

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Level Up (A5E) – ENterplanetary DimENsions: Mixed Mergia | EN World | Dungeons & Dragons

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This ENterplanetary DimENsions entry will develop on you otherwise you’ll develop into it—these are the one choices.

Mergia Level Up 5E DnD 5E SHRUNK.jpg

At first look Mergia would possibly appear to be a easy medieval realm and it is just upon additional commentary (hopefully executed rigorously and whereas on the transfer) that the strangeness of this place is revealed. Everything however the dust and water turns into a part of the setting with astonishing velocity, making it particularly harmful for the idle. Boulders, bushes, even buildings—all have creatures subsumed into them, the unlucky victims of a airplane the place the boundaries of magic bleed into and thru each other. Life endures regardless of the phenomenon, and those that lack the adaptability required to outlive right here inevitably change into a part of this merging dimension.

The individuals of Mergia are as unusual as their house. Many cultures have fun the inherent altering, rigorously exposing their younger to totally different elements of the world to mark necessary milestones or devoting themselves in demise to be added to in any other case inconceivable constructions. Most of the battle between them revolves round these deep-rooted beliefs, although it’s uncommon for any correct nations to come up and rarer nonetheless for them to final lengthy sufficient to depart an enduring mark. The smartest inhabitants of this airplane search it for a method to flee their busy lives, wanting to be taught and ponder in repose denied them by the dimension wherein they dwell.

Planar Traits. Mergia has the next planar traits and the Narrator ought to make use of the miring floor, toxic crops, and powerful winds encounter parts. When it’s attainable to take action, noticing one in every of these encounter parts earlier than it’s too near keep away from requires a DC 18 Insight test.

Abundant Amalgamation​

At the tip of each 4 hours a creature spends in touch with a bigger object (resembling a boulder, constructing, or tree) it makes a Charisma saving throw towards a DC decided by the fabric as per Table: Abundant Amalgamation. The DC of this saving throw will increase by 1 for every profitable saving throw made within the final 24 hours. On a failed saving throw, the creature features a trait decided by the fabric the thing is fabricated from. If the creature already has two traits from that kind of fabric, it completely merges with the thing and have to be bodily eliminated by dealing 1d6 bludgeoning, piercing, and slashing harm per hit die of the creature. After a 3rd failed saving throw towards a sort of fabric a creature has merged with, it completely merges with the thing and can’t be eliminated with out a want. A creature with a secondary trait that merges with a brand new kind of fabric loses the secondary trait when it features the brand new materials’s main trait.

At the tip of every hour two creatures of the identical dimension spend in touch with one another they make Charisma saving throws (DC equal to the very best hit cube between them) with drawback. On a failed save, the creatures merge into one amalgam kind. This amalgam kind possesses the background, tradition, and heritage traits, class options, assaults, tools, feats, and proficiencies of each authentic creatures, utilizing the very best capability scores, hit cube and hit factors, proficiency bonus, and motion speeds between them. All results and spells at present concentrating on the unique creatures finish when the amalgam is shaped. The amalgam’s Challenge Rating will increase by 2 if the unique creatures had the identical Challenge Rating, or it will increase by 1 if one of many authentic creatures had a Challenge Rating 3 or extra better than the opposite authentic creature.

After leaving Mergia a creature loses any secondary traits gained from merging with an object after numerous days equal to its proficiency bonus, and any main traits after numerous days equal to its hit cube. An amalgam creature stays merged for numerous days equal to its hit cube earlier than splitting again into the unique creatures.
Narrator Note. Avoid permitting PCs to merge collectively. When this positively can’t be averted, every flip in fight a distinct participant controls the amalgam adventurer.

Table: Abundant Amalgamation

Material DC Primary Trait Secondary Trait
Bone 13 Hollow. Your voice resonates and carries extra import than regular. You achieve an experience die on Charisma checks. Boney. You achieve resistance to bludgeoning, piercing, and slashing harm. In addition, if you take a essential hit you lose a limb (roll 1d4 to find out which). The limb will be reattached with any quantity of magical therapeutic.
Cloth, paper 10 Lightweight. Your weight is halved. You achieve an experience die on Dexterity checks. Windstep. You achieve a fly velocity equal to your Speed. In addition, you change into susceptible to fireplace harm and piercing harm.
Crystal, glass 11 Reflective. Your pores and skin turns into partly reflective and also you extra introspective. Spell assaults towards you can not achieve experience cube, and also you achieve an experience die on Intelligence checks. Translucent. All of your physique turns into disturbingly clear. While bare and completely nonetheless, creatures require a Perception test towards your passive Stealth rating to see you. In addition, you change into susceptible to bludgeoning harm and have drawback on Charisma checks.
Ice 12 Chilled. You achieve resistance to chilly harm. In addition, you achieve an experience die on Wisdom checks. Cold to the Bone. Your physique turns into ice. You achieve resistance to chilly harm and bludgeoning, piercing, and slashing harm. In addition, you change into susceptible to fireplace harm.
Iron, metal, stone 16 Heavy. Your weight is doubled. You achieve an experience die on Strength checks and Constitution checks. Hardbodied. Your AC will increase by 4 and also you achieve resistance bludgeoning, piercing, and slashing harm, however you’re slowed.
Wood 14 Rooted. Vines stretch outward out of your ft with each step. You achieve benefit on checks and saving throws made to keep away from going inclined. Wooden. You achieve resistance to poison, psychic, and thunder harm, and bludgeoning and piercing harm. In addition, you change into susceptible to fireplace harm.

Alignment Acquisition​

A dwelling soul’s actions additionally carry better weight within the altering dimension, leaving a mark that may solely be eliminated by putting a shifting steadiness. A creature that makes numerous alignment acts equal to or better than its hit cube features the related alignment trait. Opposite alignment acts cancel one another out: for each chaotic act a lawful act is faraway from the tally, for each evil act a very good act is faraway from the tally, and vice versa. A creature with an alignment trait requires twice as many alignment acts to alter to an reverse alignment trait.

Alignment Acts​

An alignment act requires a creature interacting with one other creature, although whether or not or not a creature’s conduct qualifies as an alignment act is on the Narrator’s discretion.
Chaos. Examples embody dancing bare within the bazaar on a whim, stirring up drama for leisure, and defying authority for the sake of it.
Evil. Inflicting struggling, taking from these with little, utilizing concern to regulate others, and needlessly taking lives are evil acts.
Good. Good acts embody offering therapeutic or meals for no compensation, endeavor painful duties with out reward, and saving lives when it’s harmful to take action.
Law. A lawful act is in accordance with custom or standard pondering resembling fulfilling an settlement, abiding by a rule that isn’t wanted, or doing one thing the best way it’s been executed earlier than for no different motive than that.

Move or Merge​

It is sort of actually harmful to remain in a single place in Mergia for too lengthy, and the chance of it makes each native of the airplane dwell a cellular or extraordinarily spartan way of life. Fortunately most creatures solely sleep 6 hours throughout a daily lengthy remainder of 8 hours, besides this requires frequent swapping of bedding as soon as the altering begins to take impact. Sicknesses are significantly feared—anybody displaying indicators of being diseased has drawback on Charisma checks, individuals too fearful to work together lest they take ailing, change into motionless, and in the end die from merging of their weak spot. Healers nonetheless are celebrated, and those that have confirmed themselves have benefit on Charisma checks. Ritual spellcasting can be a tough endeavor, the time required to forged the longest spells making them harmful to aim.

Plentiful Portals​

Arcana is within the very air of Mergia and the airplane seeps into different dimensions, although not often for very lengthy or in precisely the identical locations. A portal can seem in the midst of a market solely to vanish a couple of minutes later, or it’d stay for months. The locations of those gateways are simply as random—some result in different worlds, some to different planes, and a few merely take vacationers elsewhere in Mergia. Unfortunately when a portal seems in Mergia the magical suggestions causes a snapback impact, drawing in anybody too shut; there’s a very good probability all of the individuals in that market acquired taken very far-off.

Spontaneous Portal Feedback​

2nd tier (supernatural)
Challenge 7 (2,900 XP); DC 15/14
Area Immediate (1 hour)
An unnatural clap of magic resonates by means of the air as a kaleidoscopic swirl of vitality abruptly seems close by, winds whipping right into a frenzy as all the pieces in sight is dragged in the direction of it!

Climb Horizontal. Creatures with a climb velocity achieve an experience die on checks made to flee the vortex.

Realize Danger. With an Arcana test an adventurer spots the furthest reaches of the vortex, granting benefit on capability checks made towards the vortex whereas outdoors of its space.

Spell Solve. A casting of dispel magic and Arcana test doesn’t destroy a portal, however it weakens the vortex granting creatures benefit on capability checks made towards it.

Traitorous Firmament. Creatures which are flying have drawback on capability checks made towards the vortex.

Vortex. The heart of the portal is a churning vortex with a 100-foot radius space. Creatures and objects which are within the vortex’s space or inside 100 ft of it make an Athletics test (or Animal Handling test if mounted, or a land automobile test if onboard a automobile), and on a failure are pulled 20 ft in the direction of the realm’s heart. Once inside the space, checks made to flee it have drawback.
When a creature first enters the vortex’s space on a flip or begins its flip there, it makes a Strength saving throw, taking 9 (2d8) bludgeoning harm and being pulled in the direction of the middle of the realm on a failed save. On a profitable save, the creature takes half harm and isn’t pulled.
If a creature or object fails on a capability test or saving throw towards the portal whereas inside the heart of the vortex’s space, it will get sucked by means of the gateway to the otherside the place it lands inclined in an unoccupied sq..

POSSIBLE SOLUTIONS
A bunch Athletics test will be made to rigorously transfer out of and across the portal’s vortex. Sufficiently giant particles (resembling a Huge-sized or bigger object) can briefly plug up the portal, suspending the consequences of the vortex for 1d4+2 rounds.

Critical Failure: The adventurers are sucked into the portal’s vortex, transported to the opposite aspect. The vacation spot of the portal is decided by the Narrator.

Failure: Each adventurer loses 5 (2d4) Supply and suffers a stage of fatigue and strife, however they handle to keep away from being sucked by means of the portal.

Success: The adventurers skirt the perimeters of the portal’s vortex with out an excessive amount of bother.

Critical Success: Not solely do the adventurers keep away from the draw of the vortex, whereas escaping the risks from the portal they spot one thing particular. Roll as soon as on the Boons and Discoveries desk.

Seeping Sentience​

The bleeding magics of the altering dimension may have an effect on magic gadgets, imparting in them a pondering thoughts fostered from its proprietor. After spending numerous days in Mergia decided by an attuned magic merchandise’s rarity (see Table: Seeping Sentience) it features sentience with an Intelligence rating of 8 + 1d4, Wisdom rating of 8 + 1d6, and Charisma rating of 8 + 1d8. The sentient magic merchandise is proficient in languages that you realize, in a position to converse, has senses similar to these of a human, and is charmed by you till you or your companions hurt it. Depending on the way you handled the magic merchandise whereas it was charmed, when the situation ends it might select to stay pleasant to you. Generally these magic gadgets are curious and useful, although any conflicts and its persona are decided by the kind of merchandise and the Narrator. For instance, a pair of enchanted boots would possibly prefer to journey and dislike spikey terrain. Once a magic merchandise made sentient by Mergia is faraway from it, any sentience it gained is misplaced when its attunement ends or after numerous weeks equal to the attuned creature’s proficiency bonus.

Table: Seeping Sentience

Magic Item Rarity Days Required
Common 1d4
Uncommon 2d4+4
Rare 3d4+6
Very Rare 4d4+8
Legendary 5d4+10
Artifact 8d4+12

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