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fistofdarwin
2018-01-21, 09:00 PM
Bringing something akin to Magic of Incarnum to D&D 5e with homage to Michael “Ssalarn” Sayre and Dreamscarred Press for Akashic Mysteries, the Pathfinder adaptation of the same content, I present to you the Veilweaver homebrew class and three archetypes: the Daevic (martial/tank), the Guru (support/healing), and the Vizier (casting/flexibility). PEACH, thank you. This content will be covered in three posts, class overview and two posts describing the veils (a.k.a. melds).

Introduction
“Akasha is an ancient form of magic whose use predates most forms of magic known to the mortal world. Long before wizards began unraveling the secrets of the cosmos and codifying them into arcane formulae, even before dragons, demons, and other beings of magic began mingling their blood with lesser species, wise mystics and abstruse visionaries bound the magical power known as akasha into crude physical forms and bent its might to their enigmatic purposes. Akasha is a form of magic generated by mixing a being’s own life energy, called essence, with the small amounts of raw magic that suffuse all things and shaping it into rough physical forms. These raw magical constructs are sustained by attaching them to points in the body that naturally conduct energy, called chakra. While modern spellcasters scoff at wielders of akasha as raw and unrefined amateurs, many traditions whose roots stretch back into the distant mists of time still practice the ancient arts of shaping akasha, most commonly known as veilweaving, and trust implicitly in its power and reliability. What power can an individual trust more than the power flowing through their own veins?”
― Akashic Mysteries, Dreamscarred Press, 2016

The veilweaver presents a new form of magic consisting of daily-prepared constant personal enchantments and a pool of reusable enhancement points that can flow freely among those effects. Further, binding an enchantment, much like attuning to a magic item, unlocks much more focused expressions of that magic.

Veilweavers are artists, scholars, and warriors. Much like the ascetic monks whose dedication can lead to diverging paths, veilweavers come from many backgrounds and serve many masters. The three archetype options described here represent very different roles through the way their class features distinguish and incentivize a playstyle. However, the flexibility the veils offer means any veilweaver can still surprise you.


Class Features
As a veilweaver, you gain the following class features.

Hit Points
Hit Dice: 1d8 per veilweaver level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per veilweaver level after 1st

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, flails, scimitars, whips
Tools: One artisan tools of your choice
Saving Throw: Constitution, and another at 3rd level
Skills: Choose two from Acrobatics, History, Perception, Performance, Persuasion, Sleight of Hand, and Survival
Prerequisite for multi-classing: Constitution 13
Proficiencies for multi-classing: Light armor, medium armor, simple weapons, flails, scimitars, whips

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a whip
(a) an explorer’s pack, (b) a priest’s pack, or (c) a scholar’s pack
(a) scale mail, (b) leather armor, or (c) fine clothes
Traveler’s clothes, a dagger, and the artisan tools in which the character is proficient


The Veilweaver Table:


Lvl
Prof.
Feature
Veils
Chakra Binds
Essence


1st
+2
Veilweaving
2
0
0


2nd
+2
Essence Pool
3
0
1


3rd
+2
Akashic Manifestation (1/SR), Bonus Proficiencies
3
1
2


4th
+2
Ability Score Improvement
3
1
3


5th
+3
--
4
1
4


6th
+3
Power is Life
4
2
5


7th
+3
--
4
2
6


8th
+3
Ability Score Improvement
5
2
7


9th
+4
--
5
3
8


10th
+4
Akashic Manifestation (2/SR)
5
3
9


11th
+4
--
6
3
10


12th
+4
Ability Score Improvement
6
4
11


13th
+5
--
6
4
12


14th
+5
Life is Power
7
4
13


15th
+5
--
7
5
14


16th
+5
Ability Score Improvement
7
5
15


17th
+6
--
8
5
16


18th
+6
Akashic Manifestation (3/SR)
8
6
17


19th
+6
Ability Score Improvement
8
6
18


20th
+6
Apotheosis
9
6
20




Veilweaving
The ancient magical source of creation, akasha, is the ether between life and arcane energy. Veils are the means by which akashic energy can be harnessed and shaped into a tool. The ability to shape veils and bind akashic energy to chakra, the natural foci of energy in the body, is veilweaving. Veilweavers know and can shape any of the veils, though they are limited in the number of veils they can prepare as shown in the Veilweaver table. Further, veilweavers are restricted to one veil associated with each chakra location. Each veil lists two possible location options. Active veils can be changed after a long rest. Lastly, if you fall unconscious the benefit of all veils is lost.

Veilweaving Ability
The primary veilweaving ability is determined by which Akashic Manifestation the veilweaver pursues at 3rd level. Until 3rd level, the veil save DC = 8 + your proficiency bonus only, just as the veil attack modifier = your proficiency bonus.
Daevic uses Charisma; Guru, Wisdom; Vizier, Intelligence.

Essence
Shapers and manipulators of akasha become aware of their own pool of energy, known as essence, which flows among the chakra. With practice it can be invested in a veil to boost its strength and utility. At 2nd level, a veilweaver gains access to their own pool of essence which can be assigned to and divided among their veils as a bonus action; once assigned, the essence remains in that container until reassigned. The size of this pool is described in the Veilweaver table. For each level of exhaustion a veilweaver suffers, he loses one essence from his pool.
Each veil and essence-capable vessel can only be invested with a limited amount of essence. This maximum for each container is one less than the character’s proficiency bonus.

Chakra Binds
At 3rd level, the veilweaver gains the ability to bind veils to one of the nine chakra: crown, eye, throat, shoulders, chest, belt, feet, wrist, and ring. Binding a veil to a chakra unlocks additional powers and abilities as detailed in the description of each veil. Every three levels after 3rd, you may select another veil to bind to a chakra. Only one veil may be bound to a chakra at a time; this decision is made when preparing the veils after a long rest.


Other Class Features
Akashic Manifestation
At 3rd level, you choose how you continue your deep study of akashic magic – or how the akasha continues to study you. Though all manifestations have access to the same veils and chakra, your choice of path unlocks different features at 3rd, 6th, and 14th level. The awakening of akasha and one’s internal essence can be the result of several things. Each path to releasing and controlling this magical energy manifests different rewards.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Power is Life and Life is Power
The mantra of veilweavers describes additional class features specific to the Manifestations; these unlock at 6th and 14th level.

Apotheosis
At 20th level, you become a fluid font of akashic energy, its flow harmonized among your chakra. A number of times per day equal to your veilweaving ability modifier, as a standard action, you may unbind one veil from a chakra and bind another prepared veil to a chakra. Additionally, you may now reallocate essence as a Reaction.


Akashic Manifestation: Daevic
“The daevic creates symbiotic bonds to powerful outsiders, or daeva, harnessing their power in times of need. This bond makes the daevic tougher, stronger, and more charismatic, making her a powerful front line fighter and capable leader.”
The manifestation of the daevic is one of commitment to an ideal embodied by some of the many daeva, or beings of pure, ancient akasha driven or consumed by a solitary emotion. This expression might be driven by the veilweaver’s quest for power, or by the daeva’s quest to satisfy its needs.

Bonus Proficiencies
At 3rd level, a daevic veilweaver receives proficiency with Charisma saving throws. You may also select one skill proficiency from Athletics or Intimidation.

Veilweaving Ability
Charisma is your veilweaving ability for your veils. Use your Charisma whenever a veil or veilweaver feature refers to your veilweaving ability. In addition, use your Charisma modifier when setting the saving throw DC for a veil and when making an attack roll with one.
Veil save DC = 8 + your proficiency modifier + your Charisma modifier
Veil attack modifier = your proficiency bonus + your Charisma modifier

Passion
A daevic veilweaver may channel the passion of their daeva patrons – letting them control a portion of you to temporarily gain powerful bonuses. When activating Passion, which is a bonus action, you may select one of the following benefits; each lasts for one minute. At 3rd level, you can use this ability once; at 10th level, twice; and at 18th level three times before completing a short rest.
Desire: Double your Charisma bonus for skill checks and apply it instead to the following skills: Animal Handling, Arcana, History, Insight, Investigation, Religion, and Sleight of Hand.
Dominion: Select a Fighting Style from the Fighter class list. If you already have a Fighting Style, you cannot take a Fighting Style option more than once.
Wrath: You may add your Charisma modifier to you Athletics checks (minimum +0). After a successful Strength (Athletics) check for a Shove, Grapple, or to break a Grapple, you may, as a bonus action, perform an Attack action. You may activate this Passion and perform the attack as the same bonus action.

Power is Life: Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Life is Power: Blood Chakra
At 14th level, a daevic veilweaver unlocks a special chakra in-which to infuse akashic energy. When you each 14th level, select one veil to permanently bind to the blood chakra. All veils are available for this bind; and both chakra bind powers will be active. This decision is made once and cannot be undone (except by the wish spell). Any essence invested in this veil helps both binds.


Akashic Manifestation: Guru
Drawing on ancient mantras, gurus combine martial prowess with spiritual power. Gurus are capable of striking hard while still aiding their fallen comrades. Using their unique veilweaving techniques, they have learned to extend their essence beyond their own body to assist others.

Bonus Proficiencies
At 3rd level, a guru veilweaver receives proficiency with Wisdom saving throws. You may also select one skill proficiency from Insight or Medicine.

Veilweaving Ability
Wisdom is your veilweaving ability for your veils. Use your Wisdom whenever a veil or veilweaver feature refers to your veilweaving ability. In addition, use your Wisdom modifier when setting the saving throw DC for a veil and when making an attack roll with one.
Veil save DC = 8 + your proficiency modifier + your Wisdom modifier
Veil attack modifier = your proficiency bonus + your Wisdom modifier

Bind Reiki
A guru veilweaver may channel their own personal essence into another to realign their damaged aura. As a standard action, a creature you touch regains a number of hit points equal to 1d8 + your veilweaving modifier, as cure wounds. For each essence invested in this feature, the healing increases by 1d8. This feature has no effect on undead or constructs. At 3rd level, you can use this ability once; at 10th level, twice; and at 18th level three times before completing a short rest. This feature has the following additional effects:
At 3rd level: For each essence invested in this feature, remove one disease or one of the following status conditions: blinded, deafened, paralyzed, or poisoned.
At 10th level: For each essence invested in this feature, remove one of the above conditions, one curse effect, one level of exhaustion, the frightened condition, the charmed condition, or the stunned condition.
At 18th level: Remove all negative magical effects as above including petrification. For each essence invested in this feature, remove one level of exhaustion and one disease.

Power is Life: Mystic Attunement
At 6th level, a guru veilweaver may, as a standard action, bind his essence into a single weapon granting it a temporary magic enchantment to attack and damage rolls based on the amount of invested essence. For the sake of this class feature, a pair of fists count as one weapon. This does not cause the weapon to require attunement to wield provided the wielder is proficient with the weapon. The guru must be in contact with the weapon to invest the essence, though he may remove the essence freely. The guru need not wield the weapon, but it must stay within 60 ft or it loses its essence investment.
With 1 essence, the enhancement is a +1 to attack and damage.
2 essence, +1 to attack and +1d8 radiant damage.
3 essence, +2 to attack and +1d8 radiant damage.
4 essence, +2 to attack and +2d8 radiant damage.
5 essence, +3 to attack and +2d8 radiant damage.

Life is Power: Cleansing Akasha
At 14th level, the guru veilweaver’s own essence becomes an ever-present cleansing force. You are now immune to the following statuses: blinded, deafened, paralyzed, poisoned, and all diseases.


Akashic Manifestation: Vizier
“True masters of veilweaving, viziers can manipulate the battlefield, or strike opponents near or far with weapons woven from pure akasha. Whether debilitating their foes or bolstering allies, the vizier is a welcome addition to any group.”
The vizier has found and honed his akasha through intense, prolonged study. Their dedication is to long nights, deep libraries, and sage masters.

Bonus Proficiencies
At 3rd level, a vizier veilweaver receives proficiency with Intelligence saving throws. You may also select one skill proficiency from Arcana or Investigation.

Veilweaving Ability
Intelligence is your veilweaving ability for your veils. Use your Intelligence whenever a veil or veilweaver feature refers to your veilweaving ability. In addition, use your Intelligence modifier when setting the saving throw DC for a veil and when making an attack roll with one.
Veil save DC = 8 + your proficiency modifier + your Intelligence modifier
Veil attack modifier = your proficiency bonus + your Intelligence modifier

Veilshifting
At 3rd level, a vizier may use a bonus action to unshape one of his prepared veils and instantly shape another veil in its place. You may also reshape the original veil but select a new choice (such as element). Even if the old veil was bound to a chakra, the new veil cannot be bound to a chakra until after you have completed a short rest. You may reallocate essence as part of this bonus action. At 3rd level, you may perform this action once; at 10th, twice; and at 18th, three times before completing a short rest.

Power is Life: Prescience
You can use your reaction to grant advantage on one saving throw to a number of targets equal to the amount of essence invested in Prescience; you may target yourself. This effect lasts only for one immediate threat or spell. You may activate Prescience a number of times equal to your veilweaver ability modifier before completing a long rest.

Life is Power: Twinveil
When preparing your veils after completing a long rest, you may select one chakra to which two veils may be bound. Both will benefit from any essence associated with that chakra.

fistofdarwin
2018-01-21, 09:01 PM
Bringing something akin to Magic of Incarnum to D&D 5e with homage to Michael “Ssalarn” Sayre and Dreamscarred Press for Akashic Mysteries, the Pathfinder adaptation of the same content, I present to you a list of veils (a.k.a. soulmelds, melds), their essence benefits (a.k.a. essentia), and their chakra bind benefits (v0.3). PEACH. These options may not be balanced and there may be some redundancy, but I need fresh eyes and minds on suggestions for different abilities. I am very open to discussion.

Veils Rules
Over the centuries, the forming of akashic energy into magical tools has become a taught art, a skill passed along from master to apprentice or from daeva to acolyte. Standard veils are described in the table and section below. Each veil has a base function that is either always active or can be activated on your turn. Each has a benefit for invested essence and each has two chakra with which it is associated and to which it can be bound. The benefit of veils is lost if you fall unconscious.

Veils can only be bound to one chakra, and only one veil per chakra can be prepared. When preparing a list of veils that are of interest to you, it may be valuable to list the nine chakra (crown, eye, throat, shoulders, chest, belt, feet, wrist, and ring) and sort out which veils fit into which chakra slots. To aid in this, the veils are presented in the table below twice, once under each chakra they may occupy.

The Veils Tables use “+E” as shorthand to indicate the amount of essence currently invested in that veil. Thus +Ed6 fire damage is 1d6 fire damage for each essence in that veil. In addition, spells produced through the veils may be treated as being cast at a higher level if you invest essence in excess of the minimum threshold. For example, at level 13, a veilweaver may invest 4 essence into Vestments of the Maharaja and target one humanoid with dominate person or target up to four humanoids with charm person.

Crown




Name
Description
Essence Benefit
Crown Chakra Bind Benefit
Other Chakra


Cerebral Catastrophe Cinch
Always: if you are the target of a spell, the spell-caster must make a Wisdom saving throw or be stunned for E rounds. The spell is not cast and does not fail so the spell slot is not lost. This is mechanically similar to sanctuary.
+E rounds
(Crown: increase save DC by E)
Always: Increase the save DC for this effect by E.
Belt


Circlet of Brass
Always: increase the damage of fire effects (veils, spells, and abilities) you produce by 2.
+2E to fire damage
(Crown: increase save DC by E)
Always: Increase the save DC of fire effects by E.
Ring


Deathchannel Ring
Action: deal 1 necrotic damage to all creatures within a radius of 5 ft, Wisdom save for half damage.
+Ed6 necrotic damage
(Crown: E benefits animated corpse)
You may cast animate dead, one active target at a time, +E to its attack and damage, +5 E to its maximum HP.
Ring


Diadem of Pure Reflection
Always: +1 to saving throws versus magical effects targeting you
+E to saving throws on effects targeting you
Reaction: On a successful saving throw, bounce the spell effect back to caster. The reflected spell does not change the caster of the spell or effect to the Veilweaver.
Shoulder


Ditchdigger's Armlets
Action: a 10x10 ft square you select within 60ft becomes difficult terrain and deals 1d6 bludgeoning damage to creatures in that area, Dexterity saving throw for half damage.
+Ed6 damage to those squares
Once before completing a long rest you may manifest the following spells based on how much essence you have invested in this veil: 1E grease, 2E earthbind, 3E erupting earth or stone shape, 4E move earth, 5E earthquake
Wrist


Dreamcatcher
Always: Increase your proficiency bonus for all skills and saves by 1
(Crown: Increase the size of your essence pool by E)
Always: +2E to your Essence Pool, thus a net benefit of +E to your essence pool.
Chest


Eye of the Oracle
Always:
1) Range of all sights (i.e. Normal vision and Darkvision) increase by 10 ft
2) Only one of these effects may be used each round:
2a) As a bonus action, add +1 to one attack roll
2b) As a reaction, add +1 to one saving throw
+10E ft to sight range
+E to the effects
You may manifest the following spells based on how much essence you have invested in this veil: 1E detect magic or detect good or evil, 2E detect thoughts, 3E detect traps or detect secret doors. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Eye


Frostbite Halo
Always: Increase damage of cold effects you produce by 1 and your effects ignore cold resistance
+E to cold damage
Always: Your cold effects also gain the property that affected creatures must attempt a Constitution saving throw or be Incapacitated for one round.
Belt


Mask of Elemental Adaptation
Always: Choose one element type {acid, cold, fire, or lightning}; gain resistance to that damage type
(Crown: convert elemental damage, +5E)
Always: The first 5+5E damage from each source of the other elements are converted to the element you selected (and then halved per the resistance you have)
Throat


Vestments of the Maharaja
Always: +1 to Charisma (Persuasion) and Charisma (Intimidation) checks
+E to these skill checks
Once before completing a long rest you may manifest the one of the following spells based on how much essence you have invested in this veil: 1E charm person or command, 2E calm emotions or suggestion, 3E compulsion, 4E dominate person or mass suggestion, 5E antipathy/sympathy.
Feet


Wrathful Claws
Always: Increase unarmed damage to 1d4, attacks can do bludgeoning or piercing damage
E increases the die size: 1d4 --> 1d6 --> 1d8 --> 1d10 --> 2d6 --> 3d6
Targets struck by this attack have disadvantage to attack rolls for one round.
Wrist




Eye




Name
Description
Essence Benefit
Eye Chakra Bind Benefit
Other Chakra


Bloody Shroud
As an action you may activate an aura of 5 ft in which all slashing and piercing attacks do an extra d4 damage of a respective type. A Constitution saving throw negates this extra damage. Undead and constructs are unaffected. This effect may be deactivated as a bonus action.
+Ed4 to damage
Creatures who fail the saving throw are also Stunned for one round.
Chest


Collar of Skilled Instruction
Action: you may take the Help action to assist an ally at range of 10 ft (even in melee or ranged combat)
Add E to the helped die roll
As a reaction, you may impose disadvantage on a target's attacks or grant advantage on a saving throw from a seen hazard (a fireball, falling rocks, or similar).
Throat


Eye of the Oracle
Always:
1) Range of all sights (i.e. Normal vision and Darkvision) increase by 10 ft
2) Only one of these effects may be used each round:
2a) As a bonus action, add +1 to one attack roll
2b) As a reaction, add +1 to one saving throw
+10E ft to sight range
+E to the effects
You may cast see invisibility on yourself. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Crown


Gloves of the Master Thief
Always: +1 to disarm traps, open locks, and Dexterity (Sleight of Hand) checks.
+E to these checks
Your Wisdom (Perception) checks to search for traps and secret doors have advantage.
Belt


Heartsblood Caress
Action: A target of your choosing must succeed a Wisdom saving throw or be charmed by your unparalleled grace. While driven by an unnatural lust to protect you, the target will attack any foes you designate on its turn. This veil acts as crown of madness. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.

While you can maintain an uninterrupted line of sight with your target, you may continue to perform actions as normal; however, you can still only have a single active concentration effect.
Wrist


Immaculate Touch
Action: Target within range touch recovers 1 hit point. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Recover +Ed6 additional hit points
You may perform this action as a Bonus action at a range of 60 ft. (Similar to [I}healing word[/I])
Chest


Light Whip
Action: You may make an attempt to knock down a target within 15 ft on a contested veilweaver ability (Athletics) attempt versus their Strength (Athletics) or Dexterity (Acrobatics).
+E to your roll to knock down; for each 2E invested in this veil, increase the radius by 5 ft
Trip up to veilweaving modifier targets in a single action; each gets its own check
Ring


Mantle of Murderous Intent
Action: creatures within a 15ft cone must make an Intelligence saving throw or take 1d4 psychic damage; if they saved they take half. If they fail the save, the damage counts as double for any concentration checks they have to make associated with this action.
+Ed4 to psychic damage and +5E ft to the size of the cone
(Eye: +E rounds of being Frightened)
On a failed save, the creature is also Frightened for E rounds.
Shoulders


Ring of the Abjurer
Always: AC is 13+Dexterity modifier
+E to AC
(Eye: +E to Dexterity saving throws briefly)
You may use your Reaction to reallocate essence and gain +E to Dexterity saving throws until your next turn.
Ring


Sentinel's Helm
Always: +1 to Wisdom (Insight) and Wisdom (Perception) skill checks; you can see minute details of distant creatures and objects
+E to these skill checks
(Eye: +E to passive perception)
+1+E to passive Perception; yes, this totals to +2+2E to passive Perception
Throat


Stare of the Ghaele
Action: one target you can see within 30 ft must make a Charisma saving throw or be frightened of you for 1d6 rounds
+E creatures may be targeted as one action
Creatures who fail the Charisma saving throw are also Stunned for one round
Feet




Throat




Name
Description
Essence Benefit
Throat Chakra Bind Benefit
Other Chakra


Bladeward Periapt
+2 Bonus to AC; this counts as a shield for other features requiring a shield
(Throat: +Ed8 melee damage reflected)
[td]This veil can now reflect melee damage. Whenever you receive damage from a melee attack or melee spell attack, you may spend your reaction to make an veil attack roll to deal Ed8 damage of the same type back to the aggressor.
Shoulders


Bralani's Brooch
Always: you have resistance to lightning damage
(Throat: +E targets)
As a Bonus, you may give resistance to lightning damage to E targets within 60 ft for 1 minute. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Chest


Collar of Skilled Instruction
Action: you may take the Help action to assist an ally at range of 10 ft (even in melee or ranged combat)
Add E to the helped die roll
(Throat: Help +E targets; range increases by +5E ft)
With a single Help action, you can Help E targets at range. The effective range for your Help action increases by +5E ft.
Eye


Coward's Boots
Always: +5 ft walking speed
+5E to walking speed
You may Disengage as a bonus action
Feet


Druid's Last Pelt
Always: +1 to Wisdom (Animal Handling) and Wisdom (Survival) skill checks
+E to these skill checks
Keen Smell, Always: advantage on Wisdom (Perception) and Wisdom (Survival) checks that involve scents or smell.
Shoulders


Gorget of the Wyrm
When preparing this veil, select an element {acid, cold, fire, or lightning}.
Action: Creatures within a 15 ft cone must make a Dexterity saving throw or take 1d6 of elemental damage of the type you selected. Successful saves take half damage.
+Ed6 of the chosen damage type
(Throat: size of cone increases by +5E ft)
The size of the cone increases by 5E ft
Belt


Hands of the Bard
Always: +1 to concentration checks to maintain a spell
+E to concentration checks
(Throat: +3E d8 to sleep)
You may cast sleep affecting (3+3E) d8s hit points. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Wrist


Lavawalker's Boots
Action: You may cast water walk targeting yourself only; however, your movement speed is halved.
+5E to water walk speed
Always: you can breathe underwater as the spell water breathing.
Feet


Mask of Elemental Adaptation
Always: Choose one element type {acid, cold, fire, or lightning}; gain resistance to that damage type
(Throat: +E to save DC)
You benefit from sanctuary for any attacks, spells, or creatures of the element type you selected; once a creature passes the Wisdom saving throw, it is no longer affected by this effect, though the effect persists for other creatures. +E to the DC of this Wisdom save.
Crown


Sentinel's Helm
Always: +1 to Wisdom (Insight) and Wisdom (Perception) skill checks; you can see minute details of distant creatures and objects
+E to these skill checks
Always: You and your allies within 60 ft have advantage on initiative rolls provided you can see the threat and your allies can hear you.
Eye


Stormcaller's Band
Action: as thunderwave spell, except only 1d8 thunder damage and a 10 ft cube
+5E ft to size of cube, +E to save DC, +Ed8 to damage
Once before completing a long rest you may manifest the one of the following spells based on how much essence you have invested in this veil: 1E gust of wind, 2E wind wall, 3E conjure air elemental, 4E wind walk, 5E control weather
Ring




Shoulders




Name
Description
Essence Benefit
Shoulders Chakra Bind Benefit
Other Chakra


Aerial Nimbus
Always: +5 ft walking speed
+5E ft walking speed
Reaction: cast feather fall on yourself
Feet


Bangles of the Jealous Seductress
Action: you can cast enthrall affecting a radius of 10+10E ft. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
+10E ft to effect range
(Shoulders: +E psychic damage)
You may choose to deal 1d8+E psychic damage to those that fail the save; this damage does not break the spell.
Ring


Bladeward Periapt
+2 Bonus to AC; this counts as a shield for other features requiring a shield
(Shoulders: +E uses of the ability per round)
Creates a protective nondimensional space that can absorb attacks. You may make a Dexterity (Perception) check versus a successful attack roll or spell attack roll to negate the damage from that attack and treat it as a miss. For every 2E invested in this veil, you may use this ability once per round.
Throat


Cuirass of Confidence
Always: you have advantage on saving throws against charm effects and creatures that can see you who are within 30 ft have disadvantage against charm effects you produce.
+E to Charisma (Persuasion) and Charisma (Intimidation) checks when dealing with a crowd
(Shoulders: +E to allies’ saving throws vs. charm)
Always: allies within 10 ft receive +E to saving throws versus charm effects
Chest


Diadem of Pure Reflection
Always: +1 to saving throws versus magical effects targeting you
+E to saving throws on effects targeting you
(Shoulders: +E to save DC to identify the illusion)
You may cast the disguise self spell. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest. Add E to the save DC to identify the illusion.
Crown


Druid's Last Pelt
Always: +1 to Wisdom (Animal Handling) and Wisdom (Survival) skill checks
+E to these skill checks
+2+2E to Dexterity (Stealth) checks when in the wilderness and you may Hide as a bonus action when in the wilderness
Throat


Guardian Sash
Reaction: you may impose disadvantage on an attack made against you or a creature within 5 ft. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
(Shoulders: +Ex10% chance)
Always: Critical strikes against you have a 20% + Ex10% chance to be treated as normal strikes.
Belt


Lashing Spinnerets
Action: you can create a rope of spider-like silk 20 ft long, attach it to the ceiling, and use it to navigate dexterously around the room. You may attempt a Dexterity (Acrobatics) versus an attack roll to avoid opportunity attacks once per round.
+10E ft to the rope
Action: you may create a temporary shelter out of webbing to provide 3/4 cover. This shelter lasts 1+E rounds.
Wrist


Mantle of Murderous Intent
Action: creatures within a 15ft cone must make an Intelligence saving throw or take 1d4 psychic damage; if they saved they take half. If they fail the save, the damage counts as double for any concentration checks they have to make associated with this action.
+Ed4 to psychic damage and +5E ft to the size of the cone
Increase the damage die size to d6s.
Eye


Stalker's Tabi
Always: +1 to Dexterity (Acrobatics) and Dexterity (Stealth) skill checks
+E to these skill checks
E x 10% miss chance on physical (non-magical) attacks made against you.
Feet


Tentacles of Abolethic Sovereignty
Action: make a veil attack roll against a target within 15 ft. On success, the target takes 1d4 Charisma damage; Wisdom save for half (minimum 1). Charisma damage from this source cannot reduce a target’s Charisma below 1 and recovers completely at the completion of a short or long rest.
+E to Charisma damage
(Shoulders: +Ed8 acid damage)
Add to the attack Ed8 acid damage.
Chest

fistofdarwin
2018-01-21, 09:02 PM
Veils List continued...

Chest




Name
Description
Essence Benefit
Chest Chakra Bind Benefit
Other Chakra


Bloody Shroud
As an action you may activate an aura of 5 ft in which all slashing and piercing attacks do an extra d4 damage of a respective type. A Constitution saving throw negates this extra damage. Undead and constructs are unaffected. This effect may be deactivated as a bonus action.
+Ed4 to damage
Attacks against you are no longer impacted by this effect.
Eye


Bralani's Brooch
Always: you have resistance to lightning damage

Select another element {acid, cold, fire} and also gain resistance to damage of this type
Throat


Breastplate of Bloody Conflict
Always: You gain +5E temporary hit points. Essence can only be invested in this veil once per short rest but can be reallocated away from this veil freely (your maximum temp HP drops accordingly).
+5E temporary HP
Resistance to Slashing and Piercing damage
Belt


Courtesan's Cloak
Always: Add 1 to Dexterity saving throws to avoid damaging effects
+E to Dexterity saving throws to avoid damaging effects
If you save on a Dexterity saving throw and would normally take half damage, take no damage instead.
Feet


Cuirass of Confidence
Always: you have advantage on saving throws against charm effects and creatures that can see you who are within 30 ft have disadvantage against charm effects you produce.
+E to Charisma (Persuasion) and Charisma (Intimidation) checks when dealing with a crowd
Always: your charm effects to can bypass charm immunity and resistance. Creatures that were immune to charm effects now have advantage on the saving throw. Creatures with advantage on the saving throw lose it.
Shoulders


Dreamcatcher
Always: Increase your proficiency bonus for all skills and saves by 1
(Chest: increase capacity of E veils by 1)
Action: Increase the maximum essence capacity of E veils by 1. This effect lasts for one minute. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Crown


Hand Cannons
Attack action: Ranged veil attack, 2d6 damage, range of 20/60 ft; can be used in conjunction with melee weapon attacks.
+E to damage and +5ft to range
The force of a successful attack pushes the target back 5 feet for each hit
Wrist


Immaculate Touch
Action: Target within range touch recovers 1 hit point. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Recover +Ed6 additional hit points
Unlike all other veils, this veil does not dissipate when you fall unconscious. Instead, on the first round you would roll a death saving throw, you wake up with 1 hit point as if you had rolled a 20 and may act as normal. This effect only happens once per long rest.
Eye


Martyr's Toga
Action: range touch, heal 5 HP of damage on target and take 5 HP damage yourself. You cannot target yourself for this action.
+5E HP exchanged
Remove one disease or one poison effect in the process (this effect is once per long rest)
Belt


Spiked Pauldrons
Always: when you successfully grapple a creature or when you are grappled by a creature, the creature takes, 1d4 piercing damage at the beginning of every round until the grapple is broken
+Ed4 piercing damage
Action: all creatures within 20 ft must succeed a Dexterity saving throw or take (1+E)d4 piercing damage.
Ring


Tentacles of Abolethic Sovereignty
Action: make a ranged veil attack roll against a target within 15 ft. On success, the target takes 1d4 Charisma damage; Wisdom save for half (minimum 1). Charisma damage from this source cannot reduce a target’s Charisma below 1 and recovers completely at the completion of a short or long rest.
+E to Charisma damage
You may cast water breathing. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Shoulders




Belt




Name
Description
Essence Benefit
Belt Chakra Bind Benefit
Other Chakra


Breastplate of Bloody Conflict
Always: You gain +5E temporary hit points. Essence can only be invested in this veil once per short rest but can be reallocated away from this veil freely (your maximum temp HP drops accordingly).
+5E temporary HP
(Belt: +E acid damage)
If you are hit with slashing or piercing damage while you have temporary HP from this veil, you may select one target within 5 ft to take 1d8+E acid damage.
Chest


Cerebral Catastrophe Cinch
Always: if you are the target of a spell, the spell-caster must make a Wisdom saving throw or be stunned for E rounds. The spell is not cast and does not fail so the spell slot is not lost. This is mechanically similar to sanctuary.
+E rounds
Advantage on saving throws that would cause you to become stunned.
Crown


Frostbite Halo
Always: Increase damage of cold effects you produce by 1 and your effects ignore cold resistance
+E to cold damage
As an action you may create a halo of cold surrounding you. Creatures beginning their turn within 5 ft will take 1d6 cold damage, Constitution saving throw for half damage. This effect remains on until you disable it as a bonus action.
Crown


Gloves of the Master Thief
Always: +1 to disarm traps, open locks, and Dexterity (Sleight of Hand) checks.
+E to these checks
This veil creates a small Bag of Holding which is attached to your belt, weighs 0 pounds, holds up to 50 lbs, and can only be detected with a DC 20 Wisdom (Perception) or Intelligence (Investigation) check.
Eye


Gorget of the Wyrm
When preparing this veil, select an element {acid, cold, fire, or lightning}.
Action: Creatures within a 15 ft cone must make a Dexterity saving throw or take 1d6 of elemental damage of the type you selected. Successful saves take half damage.
+Ed6 of the chosen damage type
You gain resistance to the chosen element
Throat


Guardian Sash
Reaction: you may impose disadvantage on an attack made against you or a creature within 5 ft. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.

If you are within 5 ft of an ally, you may use your Reaction to choose to take half the damage they would receive (round down). Your ally takes the remainder as normal. This effect applies before any resistances.
Shoulders


Martyr's Toga
Action: range touch, heal 5 HP of damage on target and take 5 HP damage yourself. You cannot target yourself for this action.
+5E HP exchanged
(Belt: +1/2E less damage)
Suffer 1 less damage in the exchange. For every 2E, you suffer 1 less damage.
Chest


Polar Snowshoes
Action: enable a 10 ft radius aura that deals 1d4 cold damage to all creatures, Constitution save for half damage. You are immune to the effects of this aura. You may disable this effect with a bonus action.
+Ed4 cold damage
You gain resistance to cold damage.
Feet


Riven Darts
Action: ranged veil attack dealing 1d4 force damage, range 60/120 ft.
+Ed4 force damage
As opposed to targeting a creature, you may target a piece of equipment (e.g. a weapon, shield, or piece of armor) to render it broken. You must meet or exceed the object’s AC and hit points after which it becomes useless, sundered. Damage dealt to non-magical objects by this ability is doubled.
Wrist


Waistband of the Wealthy
Always: +1 to Charisma (Deception) and Charisma (Persuasion) skill checks
+E to these skill checks
This veil creates a small Bag of Holding which is attached to your belt, weighs 0 pounds, holds up to 50 lbs, and can only be detected with a DC 20 Wisdom (Perception) or Intelligence (Investigation) check.
Ring


Whirlpool Lash
Always: gain an akashic tail granting the ability to attempt a trip - a contested Veilweaver Modifier (Athletics) to knock down or disarm as a Bonus as part of an Attack action
+E to this Athletics check
Tail can attack as a bonus action or as a free part of an Attack action; it uses Dexterity to hit and deals 1d4 + Dexterity modifier slashing damage
Feet




Feet




Name
Description
Essence Benefit
Feet Chakra Bind Benefit
Other Chakra


Aerial Nimbus
Always: +5 ft walking speed
+5E ft walking speed
Action: you may cast gaseous form on yourself. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Shoulders


Courtesan's Cloak
Always: Add 1 to Dexterity saving throws to avoid damaging effects
+E to Dexterity saving throws to avoid damaging effects
As a reaction to being the target of a melee attack, you may move 5 ft (subtracting from the next turn's movement), and impose disadvantage on the attack.
Chest


Coward's Boots
Always: +5 ft walking speed
+5E to walking speed
You may walk on vertical surfaces during a move or run action as spiderclimb, however you must end your movement on a horizontal surface or fall.
Throat


Lavawalker's Boots
Action: You may cast the water walk targeting yourself only; however, you movement speed is halved.
+5E to water walk speed
You gain resistance to fire
Throat


Polar Snowshoes
Action: enable a 10 ft radius aura that deals 1d4 cold damage to all creatures, Constitution save for half damage. You are immune to the effects of this aura. You may disable this effect with a bonus action.
+Ed4 cold damage
Increase to dice of this effect to d6s.
Belt


Snakehandler's Gauntlets
Always: +1 to Constitution saving throws against poison
+E to Constitution saving throws against poison
Reaction: you may move to an ally (excluding yourself) and grant them advantage on one saving throw against a poison effect. You may move up to your move speed but this reduces your movement for your next turn. This movement follows all other standard rules. You may perform this ability a number of times equal to your veilweaving modifier before completing a long rest.
Wrist


Stalker's Tabi
Always: +1 to Dexterity (Acrobatics) and Dexterity (Stealth) skill checks
+E to these skill checks
(Feet: Increases distance for Shadow Step)
You may move as Shadow Step (Monk Way of Shadow class feature) to a maximum distance of 5 ft x E^2, thus {5,20,45,80,125 ft}.
Shoulders


Stare of the Ghaele
Action: one target you can see within 30 ft must make a Charisma saving throw or be frightened of you for 1d6 rounds
+E creatures may be targeted as one action
Always: You gain resistance to cold damage.
Eye


Torcs of the Irked Elephant
Always: +1 to Strength (Athletics) checks to grapple, break grapple, or shove
+E to Strength (Athletics) checks to grapple, break grapple, or shove.
(Feet: reduce how far you are knocked back)
Reduce any effects that would move you against your will by 5 ft and you are not knocked down by them; with 2 essence invested, reduce by 10 ft; with 4, 15 ft.
Ring


Vestments of the Maharaja
Always: +1 to Charisma (Persuasion) and Charisma (Intimidation) checks
+E to these skill checks
You may Disengage as a bonus action
Crown


Whirlpool Lash
Always: gain an akashic tail granting the ability to attempt a trip - a contested Veilweaver Modifier (Athletics) to knock down or disarm as a Bonus as part of an Attack action
+E to this Athletics check
Always: you gain a swim speed equal to your land speed.
Belt




Wrist




Name
Description
Essence Benefit
Wrist Chakra Bind Benefit
Other Chakra


Ditchdigger's Armlets
Action: a 10x10 ft square you select within 60ft becomes difficult terrain and deals 1d6 bludgeoning damage to creatures in that area, Dexterity saving throw for half damage.
+Ed6 damage to those squares
Form jagged, sharp rocks in the affected area as spike growth spell.
Crown


Forcestrike Knuckles
Always: +1d4 force damage on unarmed attacks
+Ed4 force damage
Deflect Arrows: When not wielding a weapon nor a shield, as a Reaction reduce damage of ranged attacks by Ed4
Ring


Hand Cannons
Attack action: Ranged veil attack, 2d6 damage, range of 20/60 ft; can be used in conjunction with melee weapon attacks.
+E to damage and +5ft to range
For every 2E, add an enhancement property: +1d6 fire, cold, acid, or lightning damage (which element is selected when veils are prepared)
Chest


Hands of the Bard
+1 to concentration checks
+E to concentration checks
As Bardic Inspiration, d6s. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Throat


Heartsblood Caress
Action: A target of your choosing must succeed a Wisdom saving throw or be charmed by your unparalleled grace. While driven by an unnatural lust to protect you, the target will attack any foes you designate on its turn. This veil acts as crown of madness. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
(Wrist: +E to the DC of this saving throw)
+E to the Wisdom saving throw DC
Eye


Lashing Spinnerets
Action: you can create a rope of spider-like silk 20 ft long, attach it to the ceiling, and use it to navigate dexterously around the room. You may attempt a Dexterity (Acrobatics) versus an attack roll to avoid opportunity attacks once per round.
+10E ft to the rope
(Wrist: increase the size of the volume affected by web)
Action: you may cast web, the size of which grows by +5E ft, i.e. 25 ft cube, 30 ft cube, etc. The DC to break the restraint is increased by +E as well. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Shoulders


Loyal Paladin's Spear of Light
Always: at-will, form a melee spear of pure akashic energy in your hands
+Ed8 Radiant damage
Action: The spear may be thrown through a 10 ft line, +10E ft range. Creatures make a Dexterity save for half damage. The weapon reforms in your hands immediately.
Ring


Riven Darts
Action: ranged veil attack dealing 1d4 force damage, range 60/120 ft.
+Ed4 force damage
Launch a number of darts equal to your veilweaver modifier at as many different targets
Belt


Snakehandler's Gauntlets
Always: +1 to Constitution saving throws against poison
+E to Constitution saving throws against poison
(Wrist: +Ed4 poison damage)
You may use your Bonus action to touch a weapon within 5 ft (including your own) the following effect: the next creature to be hit by this weapon must succeed a Constitution saving throw or take Ed4 poison damage (half on a successful save). This enhancement lasts for 1 minute or until it hits a target, whichever comes first.
Feet


Storm Gauntlets
Action: Ranged veil attack 1d4 cold and lightning damage
E increases the die size: 1d4 --> 1d6 --> 1d8 --> 1d10 --> 2d6 --> 3d6
Action: as spiritual weapon, except dealing the cold and lightning damage according to the essence progression.
Ring


Wrathful Claws
Always: Increase unarmed damage to 1d4, attacks can do bludgeoning or piercing damage
E increases the die size: 1d4 --> 1d6 --> 1d8 --> 1d10 --> 2d6 --> 3d6
Always: Critical range increases by 1 for unarmed strikes
Crown




Ring




Name
Description
Essence Benefit
Ring Chakra Bind Benefit
Other Chakra


Bangles of the Jealous Seductress
Action: you can cast enthrall affecting a radius of 10+10E ft. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
+10E ft to effect range
(Belt: +E to the DC of this save)
Add E to the DC of this save
Shoulders


Circlet of Brass
Always: increase the damage of fire effects (veils, spells, and abilities) you produce by 2.
+2E to fire damage
(Ring: increase ray damage by Ed8)
Cast a ray of fire as a ranged veil attack, range 60 ft, causing Ed8 damage
Crown


Deathchannel Ring
Action: deal 1 necrotic damage to all creatures within a radius of 5 ft, Wisdom save for half damage.
+Ed6 necrotic damage
Damage calculation changes to Ed8 + Veilweaving modifier (minimum 1) necrotic damage, 10 ft radius
Crown


Forcestrike Knuckles
Always: +1d4 force damage on unarmed attacks
+Ed4 force damage
Apply damage boost to a melee weapon
Wrist


Light Whip
Action: You may make an attempt to knock down a target within 15 ft on a contested veilweaver ability (Athletics) attempt versus their Strength (Athletics) or Dexterity (Acrobatics).
+E to your roll to knock down; for each 2E invested in this veil, increase the radius by 5 ft
As a bonus action, radiate (or turn off) as the following spells based on the essence invested: 1E light, 2E daylight, 3E zone of truth 4E see invisibility, 5E truesight.
Eye


Loyal Paladin's Spear of Light
Always: at-will, form a melee spear of pure akashic energy in your hands
+Ed8 Radiant damage
Always: Critical range with this weapon is increased by 1
Wrist


Ring of the Abjurer
Always: AC is 13+Dexterity modifier
+E to AC
(Ring: +2E to duration of Oriluke’s resilient sphere
You may cast Otiluke's resilient sphere, targeting yourself only. The spell lasts for up to 2+2E rounds. This action may be performed a number of times equal to your veilweaving modifier before completing a long rest.
Eye


Spiked Pauldrons
Always: when you successfully grapple a creature or when you are grappled by a creature, the creature takes, 1d4 piercing damage at the beginning of every round until the grapple is broken
+Ed4 piercing damage
Binding this veil to the Ring chakra changes the damage type to Poison and any affected creature must make a Constitution saving throw or become Poisoned for 1 round.
Chest


Storm Gauntlets
Action: Ranged veil attack 1d4 cold and lightning damage
E increases the die size: 1d4 --> 1d6 --> 1d8 --> 1d10 --> 2d6 --> 3d6
You may add this damage to a melee weapon attack
Wrist


Stormcaller's Band
Action: as thunderwave spell, except only 1d8 thunder damage and a 10 ft cube
+5E ft to size of cube, +E to save DC, +Ed8 to damage
You gain resistance to lightning
Throat


Torcs of the Irked Elephant
Always: +1 to Strength (Athletics) checks to grapple, break grapple, or shove
+E to Strength (Athletics) checks to grapple, break grapple, or shove
(Ring: +Ed6 to stomp attack)
When you succeed in knocking down an opponent, you may make a stomp attack on them as a bonus action. Strength + Proficiency to hit, Ed6 + Strength bludgeoning damage.
Feet


Waistband of the Wealthy
Always: +1 to Charisma (Deception) and Charisma (Persuasion) skill checks
+E to these skill checks
Once before completing a long rest you may manifest the following spells based on how much essence you have invested in this veil: 1E goodberry or ceremony, 2E Leomud’s tiny hut, 3E enhance ability, 4E heroes’ feast, 5E mighty fortress.
Belt

fistofdarwin
2018-01-21, 09:03 PM
Reserved for revision to the above content, based on discussion. Thanks!