Showing posts with label 5e D&D. Show all posts
Showing posts with label 5e D&D. Show all posts

Downtime from my MegaDungeon game

Spwack said I should post it. Little did they know, I actually would.

Much of this was taken from a Google Doc that I wrote for my players. In a coincidence of fortunate timing, this has given me a chance to re-write parts of it to reflect changes in my approach. For example, Filth didn't exist until recently (and was going to get its own post once I had seen how it actually worked, so consider it a sneak peak I guess).

You can sort of tell what was written when based on the font, because Blogger is strange. (or you could use context you animals)

Also, for notes, Notes: are my general musings, Side Notes: are for the benefit of you who aren't playing in this game and so have missed the rest of the context for the house rules and sub-systems. For my hindsightful thoughts, they are right at the bottom.

[Also also, sorry for the terrible formatting. Much of this was taken from a google doc, as I said before. It would not play nice when I tried to cut and paste it. I have just pasted it as plain text for now. I will do nicer formatting later. Its late. I am tired. I am annoyed. Good night.]

Downtime

When you recover, you have 7 days of downtime. For ease, we will codify it into a bit of a procedure.

When you recover, apart from all the health benefits its provides, you also follow the following procedure:

You expend Gold based on your Lifestyle
You test against your Filth
You roll a Lifestyle Event
You choose a Daytime Action
You choose an Evening Action

Lifestyles
There are five ranks, in order of expense spared:

Squalid
You are basically living rough, its free basically.

When you recover, you regain only half your hit die, and at the end of the recovery, you roll all your hit die and add your con mod to each rolled dice. If the result is less than your usual HP max, it becomes your HP max until you next recover.

Poor
What the serfs have to deal with, costs 5gp per week.

When you recover, you only regain half your hit die, otherwise it works as normal

Comfortable
The middle of the road. Recovery is as normal, but this is where it starts to cost a little bit. 25gp per week.

Lavish
You splash out, have a few servants, its a nice place. 100gp per week.

When you recover, you may roll your hit die, and add your con mod as per the usual for hp, if the total is higher than your usual max, you make that your new max until you next recover.

Royal
You spare no expense. Crippling to most nobles even. 300gp per week.

Recovery as per Lavish, and you gain half your prof mod (rounding down) in bonus Hit Die to take down with you.

[Side Note: There are also three classes of district you can live in, Lower, Middle, and Upper. Lower class limits you to the bottom three lifestyles, Upper limits you to the top three, and Middle restricts you to the middle three.]

Lifestyle Events

When you recover, depending on where you live, and the level of lifestyle you have, you will receive a Lifestyle Event; such as being robbed, meeting a peculiar NPC, or finding a particularly useful specialist Vendor.

To do this, roll a d12 and a d20. The d12 indicates your event, and the d20 develops it.
If you live in a Low Class District, roll the d12 with disadvantage.
If you live in a High Class District, roll the d12 with advantage.

The d12 result is taken from the table below. The d20 result comes from the DM.

1 - Robbed!
2 - Made a Rival
3 - A Find on the Black Market
4 - Met an Odd NPC
5 - Receive a Quest!
6 - Receive a Rumour
7 - District Class Bonus
8 - Receive an Omen
9 - Met a Superior Specialist
10 - A Find at the Auction
11 - Make an Ally
12 - Economic Opportunity

For Lower class districts, the bonus result is Robbery.
For Middle class districts, the bonus result is Superior Specialist.
For Upper class districts, the bonus result is Economic Opportunity.

[Note: I will add a bit more of a detailed description for the d12s, but at this point these options are all known factors. It used to be more complex, but I've stripped it down to make this bit run smoother, as I felt this was the real speed-bump previously.]

[Side Note: This is where I learned the truth of the axiom "If you have two rolls, try and make it one." or something to that effect at least. The constant back-and-forth of "what did you roll?, that means this, roll again, what did you get? that means this..." took ages, and wasn't particularly interesting until right at the end. This at least means that more of it is player-facing so that it can move quicker. Sometimes, crunch is fun. Too much crunch is never fun.]

Filth

You accumulate Filth down in the Undercity, slowly simply by being there, quickly by messing around with poop and such. Monsters might inflict you with it. By itself, it doesn't do much, but when you next recover, you must make a Constitution Saving Throw with a DC = Your Filth. If you succeed, you suffer no consequences. If you fail, you catch a disease. If you fail a Filth save whilst afflicted with a disease, it gets worse.

 Resting only gets rid of half your Filth, rounding down.

[Note: The Cure Disease spell now works slightly differently. There are two spells;

Suppress Disease: A 2nd level spell that removes all Filth from its target. Gains another target for every 2 spell levels higher you cast it at.

Cure Disease: A 5th level spell that cures a disease. Cures an additional disease for each spell level higher you cast it at.]

 [Side Note: My game is in 5th Edition DnD, and has a level cap of 7. This means that the highest spell level you can (naturally) get is 4. To get higher than that, you must transcend your mortal limits, or huff hecking tonnes of Wizard Drugs. Its a cruel world.]

Downtime Actions

When you Recover, you get two special actions; the Daytime Action, and the Evening Action; which represent what you spend the majority of your time during the week.

In general, Daytime and Evening actions can do mostly the same thing, but the Daytime Action represents a more substantial contribution of time.

For certain actions, only one type of action can be used.

For others, you gain an additional bonus for using both your Daytime and your Evening Action for the same Recovery period, called the Combo.

Downtime Actions

These are the more general list, it is not necessarily exhaustive or limiting.

Carouse
(Evenings only)

In essence, blow your money on wild parties, get hilariously drunk, get XP for it.

When you use your Evening Action to Carouse, you spend an amount of Gold of your choosing (at least, initially) and make a Wisdom Saving Throw.

If you succeed, you spend only that much, and get a random Carousing Event.

If you fail, you spend an additional d% of your initial spend, and get an even more random Carousing Event.

In general, it is much more flukey than Philanthropy.

In the end, you gain XP equal to d6 x 10% of the total gold spent.

Don’t spend more than you have. You’ll regret it.

[Note: In classic fashion, 1gp recovered from the sewers = 1xp when taken back to town. Carousing (and Philanthropy, see below) is essentially a way to get bonus bang for your buck. And extra XP.

Commune

Pray to various gods, give some dosh to the poor maybe, sing a few psalms, whatever.

Gain blessing from the Gods, depending on your favour with them.

If you used a Daytime Action: The Blessing lasts until you next Commune.

If you used an Evening Action: The Blessing lasts until your next Recovery.

Communing has no special Combo effect.

[Note: I have yet to actually figure this one out. Thankfully, no one has really wanted to do it so I've just let it lie fallow in the mud. Poor Commune, I should treat it better.]

Condition

Train your feeble body to the VERY PEAK OF PHYSICAL CONDITION.

When you Condition, you may roll your Hit Dice and add your Constitution Modifier to each result, as if rolling for Hit Points. If your total is more than your usual Hit Point Maximum, then the new total becomes your Hit Point Maximum.

If you used a Daytime Action: You roll an additional number of Hit Die equal to your Proficiency Modifier, and discard that many die of your choice after rolling.

If you used an Evening Action: You roll your Hit Die as above.

If you Combo them: You roll an additional number of Hit Die equal to your Proficiency Modifier, and discard that many die of your choice after rolling. You also treat your Constitution Modifier as 0 if it is negative, or 1 higher if it is 0 or positive.

Craft

You get to make a thing! Hooray!

You may only craft with a Tool Set with which you have at least one “rank” of proficiency with.

Crafting adds a certain amount of progress to a project; 2 for initiate items, 4 for journeyman items, and 8 for masterwork items.

You must also have a minimum number of ranks of proficiency with your tools to make items; one rank for initiate, two ranks for journeyman, and three for masterwork.

For each point of progress you make, you must spend gold equal to 5% of the item’s market cost.

If you used a Daytime Action: You make 2 progress.

If you used an Evening Action: You make 1 progress progress.

If you Combo them: You make 3 progress for the price of 2 progress.

[Tiers of quality (initiate -> journeyman -> masterwork exist mainly as a money sink to get incrementally better die sizes for your weapons, or increase the maximum proficiency bonus you can get with tool kits.]

Investigate Item

You will presumably find some strange stuff down there in the sewers; here’s how you find out what the heck it does.

Items have a number of Facts about them:

Their Market Cost
Items they are a key component of
Major Properties (which can be leveraged for making new items)
Who is interested in them (potentially)
Any other Obscure Uses

If you used a Daytime Action: You learn a Fact of your choice.

If you used an Evening Action: You learn a random Fact of the DM's choice (or whatever he can think of first).

If you Combo them: You learn two Facts of your choice.

Mingle

Spread your time among the Taverns, the Salons, the Market Places, and hear what there is to hear.

This is a chance to gain extra Rumours about the Undercity. The more time you spend on Mingling, the more specific or numerous rumours you learn.

Topics of Rumours are:

Challenges you can face
Treasures you can find
Mysteries you can solve


If you learn about a rumour you have already heard, you will receive more specific information about it, so don’t worry about rolling rumours you’ve already heard.

If you used a Daytime Action: You may either choose the Topic of Rumour you learn about, you may learn a rumour of a specific area of the sewers, or you may learn two random rumours.

If you used an Evening Action: You learn a random Rumour.

If you Combo them: You learn a rumour of a specific area of the sewers, and you may choose its topic.

[Side Note: Woe is me and my Rumours.]

Philanthropy

Spend your money on worthwhile and virtuous things, and get XP for it. Essentially a safer version of Carousing.

Choose an amount of Gold, and gain an amount of XP equal to (d3+1) x 10% of what you spent. There are no other rolls, or saves, or anything.

If you used a Daytime Action: You perform the action as above, but you may roll the d3 twice, and choose the better result.

If you used an Evening Action: You perform the action as above.

Philanthropy has no special Combo effect.

Rest

If you have received a particularly dire wound or vicious disease, you may rest exclusively to help you resist their effects.

When you would take a saving throw for a Lingering Wound (such as from being Crippled) or to resist the effects of a Disease, you immediately make a saving throw, with no negative effects for failing it.

You also cure any Filth you may have.

If you used a Daytime Action: You make a Saving Throw with Advantage.

If you used an Evening Action: You make a normal Saving Throw.

If you Combo them: You make both this Saving Throw, and the subsequent Saving Throw against this malady with Advantage.

[Note: This one needs a bit of re-working with Filth, and also the fact that no-one ever gets wounded. But maybe that's just 5e.]

[Side Note: Crippled comes from my experimental replacement for death saves. When you hit 0, you pick one of being Unconscious, Crippled, or Dying. Unconscious means your out of the fight, even when healed. Crippled means you do everything at disadvantage basically. Dying means you must Con save each turn or die. If you are hit while at 0, pick another thing. All three is instant death (if you even make it that far). It might be a bit kinder than normal really, but its also more interesting most of the time. The only problem is that in 5e, its actually literally impossible to hurt characters.]

Retrain

Did you hastily pick a class feature? Do you regret it slightly? Do you think a different one would be more useful for where you plan on going next? Why not Retrain!?

If you used a Daytime Action: You may choose a different option for two different Class Feature which tells you to choose from a list of options; or the same such Class Feature twice; such as Fighting Styles, Expertise, Favoured Enemy, etc.

If you used an Evening Action: You may choose a different option for a Class Feature which tells you to choose from a list of options, such as Fighting Styles, Expertise, Favoured Enemy, etc.

Retraining has no special Combo effect.

Study

Use this to learn, or copy spells.

If you used a Daytime Action: You may copy a number of spell levels into a book equal to double your level, or you may learn up to three new spells and add them to your spellbook.

If you used an Evening Action: You may copy a number of spell levels into a book equal to your level, or you may learn a new spell and add it to your spellbook.

Studying has no special Combo effect.

[Side Note: Learning new spells from scratch is much harder than copying spells from a spell-book, unlike in 5e (irc, at least).]

Train

Use this to learn, or improve, skill proficiencies.

There are three effective “ranks” of a skill; Half Proficiency; Full Proficiency; Double Proficiency.

To improve a skill, you must roll a d20, with a result equal to or less than:

your intelligence score - the number of skills/tools/weapons you are proficient (or better) with.

Use the type of proficiency that is most applicable.

If the roll is successful, you improve your proficiency by one rank (or become proficient with the weapon group).

If the roll is unsuccessful, you may put a checkmark next to the skill. If you Train a skill which has more check marks than ranks, you automatically succeed on the roll to Train it.

If you used a Daytime Action: You may attempt to improve a skill that you have at most one rank in.

If you used an Evening Action: You may attempt to improve a skill that you have no ranks in.

If you Combo them: You may attempt to improve a skill that you have at most two ranks in.

[Side Note: I think its pretty good. It works for the megadungeon/west-marchy thing where the adventure isn't in town. It would be easy enough to change for a game where the average downtime period is a day too if you wanted. Its still a bit crunchy for me, but I think that's just slightly representative of playing 5e. It works enough at making the Downtime thing fun to do, without giving it the scope to spread too out of control. It wouldn't suit every game for sure, and I think you could parse it down to something suitable for every game. Eventually I may even do just that.]

Beneath the City of the Ives: Session 1

Subtitle: In which a rat was hugged, a bird was butchered, and a policeman seriously reconsidered their life choices.

Cast:
D.S. Forge: Human Fighter: A force of justice who has definitely earned their badge and is proving it down in the undercity.
Ratty: Ratman rogue with an awfully heavy crossbow. Very uncomfortable about this whole thing.
Lulu: Human necromancer, and the most damn fancy necromancer you ever did meet too.
Verdigris: Coppery Dragonborn Sorcerer: just wants to pay off their bar tab and damages and get the hell out of this madness.
Quinn: Weird star-elf Warlock: Very fancy, on obscure mission from space (probably) and just in general, a bit off.

Brief Context:
The City of the Ives is the greatest city in this, or any age. Free from crime (mostly), a utopia of perfection (in the good bits) and a bastion of democracy (for the well-dressed and often-bathed).
Beneath the city however, is a different matter.
The Sewer System of the city is overly vast and maddeningly complex. It stretches literal miles, and winds in mysterious and occasionally unknowable ways. In the years since the city council gave up on trying to manage them at all, who knows what kind of creatures could have moved in, and what kinds of treasures they might be hording...
There are at least 3 wizards, and presumably at least 1 dragon. More details are so far un-substantiated.
For this game in particular, a mysterious sealing of one of the larger valves of the sewers has resulted in a build up of waste beneath the central district of the city. This needed to be remedied, and these were the ones they could scrounge together to actually go down and attempt the job...

We got off to a slowish start (compared to my expectations, goes to show I guess), beginning in a chamber just off the edge of the main sewer, scrawled with adventurer graffiti, with two exits; one marked "Main Valve" the other scrawled with "Fuck these Eel Mother-Fuckers".

Interestingly, they chose the later. On the plus side, they quickly discovered one of the control rooms, with a flint spear stuck part-way through a glass window.

On the other hand, they quickly discovered the inception of the grafitti when a few open doors later, they get rushed by Eel-hounds. Imagine a dog, but replace the central trunk and head with a squirming, screaming Lamprey Eel. Yikes.

Verdigris tries to pull the door closed before the beasts reach them, but is only partially successful, deciding to blast them with his dragonborn lightning breath, scorching a couple. A few ranged attacks and a magical exploding ice-knife later, and they repel the beasts, sealing off their avenue of attack with illusory party-hat styled spikes.

With a second, more coordinated approach, the party take another stab at the Eel-Hounds, though one of them takes a chop at D.S. Forge and won't let go. They hear an almighty bird shriek, unearthly and loud through another door, and scrabbling and scratching.

Finishing off the Eel hounds just in time, a huge Raven-Black bird monstrosity like a tiger crossed with a bat and twice as big, partially bursts through the door, spearing Verdigris for all but one of his hit points on its beak.

Through a combination of the Bird Beast being stuck in a tight corridor, Quinn's unearthly fey presence, and D.S. Forge grappling the creature, they keep it stuck enough to variously chop, stab, and shoot it to the brink of death.

Lulu the Necromancer continues to fail to contribute as everything passes the saving throw against her Toll the Dead cantrip.

Finally, Ratty gets a cheeky crit, spearing the creature in the eye with his bolt, and Verdigris and Forge finish it off.

As Forge bandages up Verdigris' wound, Quinn slices open a few of the Eel-Hounds and finds a ring on a partially digested hand, Lulu harvests a bunch of the Bird Beast's feathers, and they open up the two ways forward they have cleared.

They discover the Eel-Hounds slimey lair, and a large cupboard, padlocked shut. With time and effort, Quinn repeatedly freezes the lock until it is brittle enough for Verdigris to shatter with his warhammer.

In the other direction, they open up a large hall festooned with long tables and benches, a few crates of salvage, and the Bird-Beast's nest, from which they recover an Egg.

They enter a room beyond the hall, and enter a room piled high with rotten garbage, and decrepit cooking equipment. As they investigate, a trio of insectoid beasts with (literal) human faces pull themselves free from the muck.

One of them continues to ruin Verdigris' day by slathering him in acidic spital, while another lunges at D.S. Forge, stabbing at him with its limbs and rasping in his ear;
"Why would they do this to us?"
Quite understandably, Forge is somewhat disturbed by this.

The party quickly dispatch them however, with a combination of a sleep spell, a few cantrips, and a couple of well-placed crossbow bolts. During the fight, and confirmed by some post-violence dissection, they discover that there are actual people somehow sealed within and bonded to an insectoid exo-skeleton. It reeks with transmutation and Necromancy when Lulu casts Detect Magic on the Corpses.

Quinn also searches the muck, discovering the key for the lock they already destroyed, and rolls a 1 on his save versus disease. More on that to come, presumably.

To the north, they discover a set of skeletons, too small to be adult humans, and which none of the party (even Lulu with her extensive knowledge of bones) can recognise. Beyond this chamber they come out into the main sewer intersection again, by the smaller, middle valve. While the party arrange furniture to allow them access on top of it, Lulu scouts with her familiar, discovering a group of Troglodytes on one side of it, and what appears to be a skeleton-man camping on the other. The familiar also scouted out briefly the other side-sewer on the far side of the valve.

Their most pressing concern at this point was how to deal with the Troglodytes. Options were considered such as redirecting the poo-water flow into them to wash them away, or alternatively, diplomacy.

These were dismissed, as they decided that next time, they would instead enter the next section;
Research.

Lessons Learned:
- Woah, DnD takes loads longer than I thought it would. I guess I didn't expect them to be able to clear the whole Great Valve Complex in one go, but I expected them to find more than 1 control lever. But that's how it goes, its cool. I may consider thinking about how I can improve the general procedure for exploration if it continues to be an issue. We played for about three hours, and had about three combats that didn't take toooooo long in the scheme of things I think, so I suspect it was the exploration stuff that took the majority of the time, but that remains to be seen and continue to be tested.
- The rumour system I made was crap. No other word for it, I've realised it was terrible. I'm still unsure about how to remedy it yet, but in my considerations, I think there are a few things I need the new rumours to talk about:
> Things players want to find (i.e. fountains of youth, oracles, magic items, etc.)
> Things players want to overcome (i.e. dungeons, dragons, etc.)
> Things players want to discover (i.e. things they find mysterious)
Point is, it needs to become about things players want, and I think it also needs to answer 1 or maybe 2 of the 'W' questions, where, when, why, who, etc. so that players aren't totally in the dark about how to actually find the thing. We'll see.
- My improvised monster stats and notes work, which is nice. Everything in the evening's play was contained on 1 revision card, so that's great considering I've got a whole bunch of them for other locations too...
- Oh, and minimal maps weren't my ally. In a bid to reduce my workload, I made the maps super simple. Should probably put a little more effort into them, as I feet like it meant I had to explain myself more than once on a few things because there was no evidence of them on the map. We'll see how it helps next time.

I aim to post one of these each week for the sessions of this game. We'll see how that goes too.

The Shaman of the Old Ways

The Shamans practice the Old Ways, communing with the world and trying to live in harmony with the Spirits of the World. It grows harder with every day as civilisation strangles and cuts off the living earth from man. Some Shaman flee the encroaching of cities, some accept that this is how it must be, and some hide within the villages of man, and fight back. These are tables for the latter.

Spirit Followers

The Shaman has a number of sets of Spirit Followers equal to d3+1. They manifest as glowing ghostly figures, and have the capabilities of mundane animals of their kind, but with double the normal HD, and they serve the Shaman's orders perfectly. They always have Morale 12.

1 - A Bear
2 - A Pair of Wolves
3 - A Flock of Crows
4 - An Elk Stag and Doe
5 - A Trio of Cats
6 - An Eagle
7 - A Stallion
8 - A Trio of Dog-Sized Spiders
9 - A Pair of Owls
10 - A Pair of Serpents

Follower Elemental Attributes

Each Spirit Follower also has their own Elemental Attribute, roll individually for each set of Followers. This feeds into their appearance, and also grants them an addition combat trait.

1 - Lake: While grappling, the target is paralysed
2 - River: When moving past a target, they are pushed 10 feet
3 - Cloud: Can cast Fog Cloud at will, but can only have 1 instance at a time
4 - Flame: Leaves a trail of flames, dealing damage to others that cross it
5 - Mud: Area within 10 feet is difficult terrain
6 - Wind: Can cast Gust as a bonus action
7 - Thunder: Damages enemies is dashes past/through
8 - Stone: Has double the normal amount of HP
9 - Tree: Regenerates a small amount of HP each turn, slows down each turn it does so
10 - Poison: Attacks deal an additional amount of poison damage

Spirit Powers

The Shaman is also invested with pure spirit powers in proportion to the number of Followers they have. The number is equal to 6 - the number of sets of Spirit Followers they have.

1 - Spirit Vision: As True Vision, always active
2 - Barkskin: As the spell, at will
3 - Perfect Senses: They cannot be surprised, and detect anything automatically unless magically hidden
4 - Alter Self: As the spell, three times per day
5 - Wild-Shape: As the Druid Ability, using the Forms of their Spirit Followers
6 - Strength of the Storm: Can cast Thunderous Smite every other turn
7 - Investiture of Ice: As the spell, once per day
8 - Entreat the Earth:
9 - Gifts of Thorns: Can cast Ensaring Strike every other turn
10 - Verdent Blood:

The Shaman's Sacred Space

This is the Shaman's secret retreat, where they go to commune with Nature and the Spirits. They will protect it viciously, like a cornered animal with her pups.

1 - A Secret Spring
2 - A Spirit-Shaped Tree
3 - A Rock-Bound Garden
4 - An Animal Graveyard
5 - A Wind-Swept Hilltop
6 - A Remote Islet

The Shaman's Totem

This is how the Shaman maintains their relationship and transactions with the spirits. Without it, they are nothing. Their offerings are place at its foot, or within it.

1 - A Totem Pole, many animals high
2 - Bone-Carved Charms tied around the fore-arms
3 - A necklace of Animal Charms
4 - A Knotted, Carven Saff
5 - A Cape of many skins, furs, and feathers
6 - A Series of winding, intricate tatoos
7 - A Mural of Nature Scenes and Animals
8 - A Decorated Tree, covered in Dream-catchers and Animal Charms

How Do They Contact Spirits?

This is the method by which they see what cannot be seen by the sight of mortals.

1 - Images in Smoke
2 - Whilst High on Hallucinogenics
3 - In the Depths of Dreams
4 - A Magical Mud Manifestation
5 - In the Flowing of a Waterfall
6 - Through Animated Cave Paintings
7 - In the coiling of Blood in Water
8 - In the Dancing Heart of Flames
9 - Whispers on the Wind
10 - In the Midst of the Drum-Trance

What is their Relationship with the Spirits?

This is how they consort with the spirits.

1 - Domineering: The Spirits regret them
2 - Slavery: The Spirits serve unwillingly
3 - Transactional: The Spirits serve, for a price
4 - Friendly: The Spirits serve willingly
5 - Guardians: The Spirits protect the one they love
6 - Vessel: The Shaman is an instrument of the Spirits

The Shaman's Tasks

These are the ways they fight back against the cancer of civilisation. Once a task has been performed, or otherwise rendered impossible, they will generate a new one. They will attempt them with all stealth if possible. They do not wish to bring too much attention to themselves.

1 - Poison a Well
2 - Set a Rot in a Building's Foundation
3 - Damage a Crop-Field
4 - Ambush a Forest-Patrol
5 - Sabotage a Forest-Hunt
6 - Destroy a Homestead away from the Village
7 - Spread the Trees of the Grove
8 - Plant a Totem-Tree
9 - Cull the Herds of the Farmers
10 - Set a Wildfire
11 - Lay down the Bones of the Dead
12 - Feed a person to the Wilds

Artefact Porn Magic Items

So a little while ago, I went to r/artefactporn (sfw, promise) and like, its a bloody treasure trove. Literally. Here are 10 made from posts that were on the (or at least, near the) top of all time.
(Except the scarab, it was there when I first took notes on the list, but its since disappeared. There's another one in its stead. One scarab brooch is very like another. Sort of. For my purposes.)

Blade of the Earth's Blood
Made by particularly Socioclastic Druids from the very blood of the earth

Blades which strike this sword, or armour that is smote by it, degrade in quality quickly. Blades degrade a dice size for their damage, and armour provides 2 less AC than normal. These effects require as many days to repair as the decrease in AC value, or in the decrease of maximum damage result.

It can also rust away solid metal at the rate of 1 square inch per minute.

Furthermore, it has a devastating effect on blood, which seems to be an excellent carrier of its magic. Damage taken from this blade is also applied to the target's maximum hit point value as their blood is disassembled at the core of each blood cell. The maximum only returns at the value of 1 per full day of rest.

The Mightiest of Their Kind, Thundering Across the Welcoming Plains
Carved by the very oldest men, when we still knew the spirits who thunder through the invisible airs that surround us.

As long as you offer the proper gifts to the Bison Kings the statue represents, you will enjoy every success on your hunts for a month and a day, proportional to the magnitude of the gifts offered. As it is sympathetic magic that fuels this, the gifts will not be taken bodily. The curse of the Bison Kings will rest heavily on they who take their gifts however.

Hypistrixes' Stone
Carved by a mighty assassin, who was said to be able slay a man in a single blow of his blade when he wished it.

When this stone is attached to a sword, dagger, or the like, its strange magic takes hold of the weapon's wielder. The wielder can no longer score critical hits with the weapon by normal means. However, they can roll a 'tracking' d20, keep it by their side, and reduce the total on the dice by 1 each time they attack. When they make an attack and the 'tracking' d20 shows 1, that attack is a critical hit. They then roll the 'tracking' d20 again, and continue the process.

The effect is born of a Luck Spirit Hypistrixes bound within the stone. While mercurial and alien-minded, it can be communicated with as all spirits can, and those that can form a friendship with the spirit will enjoy the benefits, as the enchantment bonus of the blade increases, and the size of the 'tracking' dice decreases. It is desperately hard to maintain the relationship for very long, however. Luck Spirits are changeable in the extreme, and even day-to-day their tastes and moods change entirely.

Jorrul's Lament
Grown by Jorrul, the mightiest Alchemist of his time, in the shape and temper of his lover.

No-one now knows why Jorrul was driven to grow this creature, though many have offered many differing explanations. All that can be divined however, is that something went terribly, terribly wrong, and the Homunculus grew to maturity alone and masterless.

Now, it lies dormant until someone with the appropriate knowledge of the sigils and rituals required attunes to it. It serves the one who has attuned to it faithfully and diligently as a normal man with scores of 13 in all of its statistics. It has triple the normal number of HP, and bleeds mercury.

If the attuned owner of the Homunculus should die, and the Homunculus can reach the corpse within a minute of its death, the Homunculus will suck the spirit out of the corpse through the mouth, transposing and swapping spirits. The Homunculus dies in the owner's original body, and the owner now lives within the Homunculus' body. The owner replaces their Physical Statistics with 13s, and lose d4 x 10% of their experience points from the transfer, but otherwise survives the experience.

Finnegal's Sacrement
Written by a small boy in a swamp who stumbled across something he really shouldn't have.

The scroll bears a terrible secret, a deep and mighty facet of the universe, contained and bastardised in writing upon a piece of paper, its edges charred and curling as if scorched by flame. The full power of the Sacrement can never be truly unlocked, but with an hour of study, unwieldy magics can be utilised. If you use the scroll, at the end of the hour of study, make a Wisdom Saving Throw. On a failure, roll a d4 and decrease your Statistics by that amount, in any order and combination you wish. On a success, decrease one of your Statistics by 1. Once you have done that, you may change one word on your character sheet to something that it could conceivably be (ie, you could change your race, or change a potion of invisibility to a potion of Immortaility, but not to a potion of Godhood), or you may decrease a single number as much as you like, or you may increase a single number by 1 (no, you can't pick the place value of the number you change).

You may use the Sacrement more than once, but the time taken to study it doubles with each use, and each time you use the Sacrement beyond the first, the number you must decrease your statistics by increases by 1 if you fail the saving throw. So for example, if this is the third time you use the Sacrement, it takes 4 hours to study, and if you fail the saving throw you must decrease your statistics by d4+2.

Statue of Our Lady Belladona
No-one knows or could ever find out what hands carved this statue, or how they carved it 120 feet beneath the surface of the ocean.

Someone who knows the Rites of Our Fair Lady will know that if you drown a willing victim at the feet of the statue, you will bear the curse of Our Lady Belladona. The curse decreases the Constitution Score of the bearer of the curse by 1 each day, and can never be removed, except possibly by divine intervention. Perhaps not even then. The bearer of the curse will only become aware that they have been cursed once their Constitution Score has been halved by the curse, but they will know no further details of the curse except by magics or one who knows the Rites of The Fair Lady of the Seas who tells them.

Someone who is intimately familiar with the Rites of Our Fair Lady will also know that the curse can be passed on by spitting into the mouth of another person, and having them swallow it.

Safe-Guard Scarab
The amulet was carved from Lapis by an ancient Priest of a Cult of Immortality.

At the bearer's command, the owner of the amulet can command the Scarab to burrow into their flesh and dig out an impurity with unerring accuracy. It can also dig out unwanted thoughts, feelings, sights, sense, whatever you can ask of it. However, the ministrations of the Scarab are not pleasant in the least, and the scars are permanent. Each use of the Scarab reduces your Maximum Hit Points by 1d4, or potentially more depending on the nature of the impurity you request the Scarab to remove.

The Reliquary of Martyr Benedictus - Boxwood
Carved by Benedictus' most devoted apostle to contain his last breath.

The Boxwood is magically airtight, and the breath can never escape unless knowingly released, and even when it is released, the breath is recalled instantly when the box is closed.

When held by someone of the same Faith as Benedictus, they may cast Bless upon themselves once per day as part of any non-spellcasting action they make. They may instead cast Bane upon someone of a differing Faith as part of any non-spellcasting action they make.

The holder of the Reliquary can as an action break the Boxwood utterly, totally releasing the power of the Saint's-Relic within, casting Flamestrike centered on themselves. They automatically pass their Saving Throw against the spell. 

The Walls of Respite - Monumental Walls
Built by no human hands, the stones were raised by the earth at the Elves' request, the barriers put in place by the desires of the dead.

As long as the wall stands, nothing can enter unless invited by something within the walls. No power, living, dead, spirit, elemental, divine, can subvert this law. Not even magical or spiritual possession can trick the walls, nor can even sickness or curses.

Servitor Helm - Helmet
Forged a hundred times by the hands of the desperate in the Wars of High Flames, only six are thought to have survived.

The wearer of the servitor helm gains superior mental protection and bravery, the ultimate willingness to dive into the heart of battle and fight without fear. The wearer gains advantage on all Intelligence, Wisdom, and Charisma Saving Throws they must make, and cannot be Frightened at all. However, they are also loyal to an absolute fault, and in fact if they perceive someone to be their Ranking Commander, they cannot refuse an Order from them by any means at all.

Vampires


Well, Vampires are pretty cool. Here are some tables for Vampires I guess. Look, I'm not good at these introduction things.

The Vampiric Archetypes

The Vampire's archetype informs their powers, and their disposition, how they approach Unlife, their problems, their Vice.

1 - The Lord
2 - The Debaucher
3 - The Impersonator
4 - The Knight
5 - The Arcane
6 - The Black Captain
7 - The Beast
8 - The Shapeless
9 - The Druid
10 - The Thin
11 - The Grave
12 - The Corpse

The Lord:
The classic vampire, brooding, powerful, dominating, proud.
The Debaucher:
She meets you in the parlours, in the salons. She catches your eyes every time, and she always leads the proceedings by example. Eventually you catch her eyes, and she catches your neck.
The Impersonator:
You would never know that it was them. They are slightly pale, but they've just had a period of sickness, its only natural. There wasn't anything off about them was there?
The Knight:
She bears ancient arms and armours, wields them with impeccable skill from centuries of honing and slaughter. A laugh rises from her throat like oil from a well.
The Arcane:
They are thin and gaunt and lifeless, all the energy has left them, and gone into the Great Work. They work the subtle art like a dancer, a musician, elegant and masterful. You will not be able to appreciate it for long. Savour it while you can.
The Black Captain:
He comes riding the black horse, dark and imperious. He raises a hand, darkness seeps from him like water, and the hordes of the dead stalk forth from it.
The Beast:
Vampires have no humanity left, only a pretense and an ego. The Beast has shed even these.
The Shapeless:
This one has left behind everything, even its old shape, it twists and contorts; the powers of the Vampire have granted this one its desires, perfect power over itself.
The Druid:
What is the self but a temporary state between fruit and fallow? The Druid recognises that dust we are, to dust we must return. It is a priest of the earth, an agent of its desires, a witness to the strength of the Great Mother.
The Thin:
Withered and dry, this one lurks on the edges, takes what it can when it can. Barely above an animal. Eyes like a predator. Like a murderer.
The Grave:
Lie rotting and stinking in the earth. Feed worms. Give nothing, take nothing. Master of silence. The only thing that is sacred when you're dead is peace.
The Corpse:
There are no pretenses among the dead. You know what you are, why pretend to be any different? As the living surround themselves with the living, so the dead surround themselves with the dead.

The Vampire's Lair

Lords, Debauchers, and Impersonators roll with disadvantage. Beasts, Shapeless, and Druids roll with disadvantage. 

1 - A Dark and Dead Castle, dry and dust and stone, the ghost of opulence yet lingering.
2 - A Rotting and Ruined Tower, a crooked and broken finger accusing the sky.
3 - A Dilapidated Manor, slowly sinking beneath the weight of years.
4 - Among Society, in the last place you'd expect, or perhaps dare to look.
5 - A high and lonely Mountain Lodge, kept company only by the howls on the wind.
6 - Hidden in Plain Sight; really? It was them? All along?
7 - A grand and echoing Museum/Gallery, figments and fragments of secret pasts.
8 - The deep reaches of the Sewers, keeping the muck and filth at bay as best as they can.
9 - A Graveyard, quiet and empty save for the stone markers of things long since passed.
10 - An incalculably Ancient Temple, they may even remember it being pulled from the earth.
11 - A vast and empty Megalithic Hall, they trace the old paintings with something like fondness.
12 - The depths of the Dungeon, sequestered between devices of pain and the jail cells.
13 - Amongst the hooks and drains of a Slaughterhouse, reclining between remnants of death.
14 - In the secret and hidden chambers of a Pyramid, walking amongst the memories of rituals
15 - The Tunnels beneath the Moor, lurk between roots, huddle beneath stones.
16 - A Sepulcher and the Crypts beneath it, winding and coiling, homes for corpses.
17 - A Cave System, down into the earth like cancer, cysts of stone, veins of rivers.
18 - A Dark Forest, dark boughs, dark roots, dark earth, dark growth, dark beasts.
19 - In the Roots of Trees, hidden halls and archways, drink the sap from the follicles.
20 - Beneath the surface of a Stagnant Lake, stinking and grimy, slick with mud.

The Vampire's Powers

Vampires begin life with only 1 power, but gain 1 more when they break free of their creator's control (or they start with two if they did not begin under the control of another vampire). They gain 1 HD and an additional power every 100 years.
The following lists are suggestions, and having one or two powers outside of the "normal" domains won't break anything really.

Lords should split their rolls between Physical and Mental Powers.
Debauchers should split their rolls between Mental and Sorcerous Powers
Impersonators should split their rolls between Transformation and Mental Powers.
Knights should split their rolls between Physical and Transformation Powers.
Arcane vampires should split their rolls between Sorcerous and Necromantic Powers.
Black Captains should split their rolls between Physical and Necromantic Powers.
Beasts should split their rolls between Transformation and Elemental Powers.
Shapeless vampires should split their rolls between Transformation and Sorcerous Powers.
Druids should split their rolls between Sorcerous and Elemental Powers.
Thin vampires should split their rolls between Necromantic and Elemental Powers.
Grave vampires should split their rolls between Elemental and Physical Powers.
Corpses should split their rolls between Mental and Necromantic Powers.

Physical
1 - Impossible Strength
2 - Impossible Speed
3 - Near Invulnerability
4 - Regeneration
5 - Impossible Skill At Arms
6 - Life-Vision
7 - Spider Climb
8 - Venom
9 - Echolocation
10 - Swallow Whole

Impossible Strength:
The Vampire has advantage on all strength checks, a +4 bonus to attack and damage rolls using strength, and it deals d12 damage with its unarmed strikes.
Impossible Speed:
The Vampire can gain the effects of Haste without using an action, but no more than once per hour. This ability is not a spell.
Near Invulnerability:
The Vampire gains bonus Hit Die equal to half its normal Hit Die, and it gains a +2 bonus to AC.
Regeneration:
The Vampire regains 2d4 Hit Points at the start of each of its turns. This does not happen if the Vampire is exposed to any of its weaknesses, regardless of severity.
Impossible Skill At Arms:
The Vampire gains a +4 bonus to attack and damage rolls using weapons, and it gains two additional reactions each turn, which it can use to backstep 5 feet when an enemy moves within 5 feet of it (without triggering attacks of opportunity) and to parry enemy blows (adding +4 to its AC for that single attack). It can only use these benefits whilst wielding a weapon.
Life-Vision:
The Vampire can see all creatures in its line of sight, regardless of (non-magical) obstructions.
Spider Climb:
The Vampire can gain the effects of Spider Climb without using an action, at will. This ability is not a magic spell.
Venom:
Rather than dealing necrotic damage when using its bite attack, the Vampire deals poison damage, and poisons the target, which additionally loses d6 Hit Points each turn it is poisoned.
Echolocation:
The Vampire gains +10 to its passive perception if the creature moving makes any noise at all, but suffers -5 to its passive perception if it is totally silent instead. It also knows the precise location of anything it can hear, even if it is invisible, or otherwise hidden.
Swallow Whole:
When a creature is hit by the Vampire's bite attack, it must make a Strength saving throw or be swallowed whole, suffering 3d10 necrotic damage each turn it remains so. It can attempt to escape as if grappled on its turn.

Sorcerous
1 - The Evil Eye
2 - Dance Macabre
3 - Shadow Transposition
4 - Mirror Transposition
5 - Statue Animation
6 - Portrait Magics
7 - Flight
8 - Invisibility
9 - Hexes
10 - VooDoo Dolls

The Evil Eye:
If the Vampire wishes, each creature that meets its gaze directly is afflicted with a curse, as if by Bestow Curse.
Dance Macabre:
As an action, the Vampire can cast Otto's Irresistible Dance on creatures whose total Hit Die don't exceed the Vampires own.
Shadow Transposition
As part of its movement, the Vampire can magically teleport between any area of darkness without using any movement that it can see (bearing in mind that Vampires can see in total darkness).
Mirror Transposition
As part of its movement, the Vampire can magically teleport between two points, as long as it is touching a mirror at the start and end of the teleportation. There is no limit to the distance the Vampire can travel with this power, as long as it is aware of the locations of both Mirrors.
Statue Magics
As a ritual, the Vampire can magically become aware of anything that it could perceive if it was standing in the place of any statue in its domain. As an action, it can also cause any statue in its domain to animate, as a 3HD creature.
Portrait Magics
As a ritual, the Vampire can magically become aware of anything that can be seen by any eyes depicted in Paintings in its domain, or it can speak through any mouths depicted in paintings in its domain. The contents of any Paintings are also decided by the Vampire's whims.
Flight
The Vampire gains a Flying Speed equal to its movement speed.
Invisibility
As an action the Vampire can magically become Invisible. It can use this ability for a total of 10 minutes each day.
Hexes
As a ritual, the Vampire can cast Bestow Curse, Hex, or Bane on any creature it is aware of, with no limit on range, as long as it possess a part of the creature's body, or an item of significant personal history.
VooDoo Dolls
Over the course of a day, the Vampire can create a VooDoo Doll of a creature it is aware of, as long as it possess a part of the creature's body, or an item of significant personal history. Any injury that the Vampire causes to the doll is felt (but not replicated) by the Victim's body, and the victim must make a Constitution Save or be stunned by the pain. Any injury that would result in serious bodily harm (such as the removal of a limb or vital organ) incapacitates the victim until they pass a Constitution Save on their turn.

Necromantic

1 - Blood Control
2 - Corpse Control
3 - Call Souls
4 - Blood-Limbs
5 - Bone Beast
6 - Control Bone
7 - Cause Disease
8 - Unknit Flesh
9 - Blasphemous Speech
10 - Banshee Scream

Blood Control:
The Vampire can manipulate small amounts of Blood it can see as if by Telekinesis, without using an action. It can also use an action to attempt to manipulate larger bodies of Blood as if using the spell Control Water targeting the Blood. The Vampire can also target the Blood within a living creature to attempt to control them as if with Dominate Person, if the creature fails a Constitution saving throw, rather than the save the spell normally requires.
Corpse Control:
The Vampire can animate corpses under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be corpses of a creature that was particularly powerful in life.
Call Souls:
The Vampire can manifest angry souls as incorporeal undead under its control as an action. It can manifest and control a number of Hit Dice of undead equal to its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful incorporeal, undead there must be some resident restless spirit for the Vampire to manipulate, rather than the general haze of wandering spirits it normally calls upon.
Blood-Limbs:
If there is Blood that the Vampire can see, it can manifest the Blood as a necromantic extension of itself, roiling semi-solid material forming additional crimson limbs and armour. The Vampire gains a pool of temporary Hit Points that it can fill from the Blood. The maximum of this pool is equal to half the Vampire's normal maximum hit points. As a bonus action it can add up to 10 Temporary Hit Points worth of Blood to its Blood-Limbs pool. It can use an action to add any number of Temporary Hit Points worth of Blood to its Blood-Limbs pool. For every 10 temporary hit points in its Blood-Limbs pool, the Vampire increases its AC by 1, and it gains an additional Claw Attack that deals half damage. It should be assumed that any pool of Blood can provide Hit Points equal to the damage that was dealt to the original owner of the Blood to cause it to shed that blood.
Bone Beast:
As a ritual, the Vampire can animate the Bones of a creature, or group of creatures into a Bone-Beast, with Hit Die equal to the total Hit Die of the creatures whose Bones constitute the Bone Beast. The Vampire can create a Bone Beast with Hit Die equal to a maximum of two thirds its own, rounded down.
Control Bone:
The Vampire can animate bones to create undead skeletons under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be the bones of a creature that was particularly powerful in life. The Vampire can also attempt to control the Bones within a living creature, treating that creature's Hit Die as part of the pool of Hit Die the Vampire can control with this ability. If the target fails a Constitution Saving Throw, it is treated as being under the effects of a Dominate Person spell.
Cause Disease:
The Vampire can cast Contagion a number of times per day equal to its Constitution modifier.
Unknit Flesh:
As an action, the Vampire can attempt to unknit the flesh of another creature. The Vampire and the Target make a contested Constitution check. If the Vampire bests the target, the target suffers 3d10 damage as their flesh is warped and torn, and it is stunned for a number of turns equal to the number of dice that showed 5 or more. If the Target is victorious, the Vampire takes d10 psychic damage from the strain of losing.
Blasphemous Speech:
As an action, the Vampire can cast Unholy Word a number of times per day equal to its Charisma modifier.
Banshee Scream:
As an action, the Vampire can unleash a Banshee Scream. Any creature that can hear the scream, and that is within 60 feet of the Vampire must make a Constitution Saving Throw. Any creature more than 30 feet from the Vampire has advantage on the Saving Throw. A creature that fails and that has less Hit Points than the Vampire has Hit Die, is instantly slain. Other creatures that fail, and creatures that succeed and have less Hit Points than the Vampire has Hit Die, have their Hit Points halved. Other creatures that succeed the Saving Throw take 1 damage.

Mentalism

1 - Domination
2 - Minions of the Night
3 - Sow Mistrust
4 - Uncanny Whispers
5 - Utter Silence
6 - Cause Terror
7 - Blood Frenzy
8 - Induce Despair
9 - Nightmare Manifestation
10 - Moonlight Illusions

Domination:
The Vampire can cast Dominate Person on any creature with Hit Die equal to or less than its own. Creatures with 1 Hit Dice are allowed no save against this ability. A creature that succeeds on the Saving Throw against this ability cannot be affected by it any more.
Minions of the Night:
As an action, the Vampire calls upon the Nocturnal creatures that inhabit its domain to serve their lord and Master. In d4 turns, a Swarm each of Bats, Rats, and Gnats arrive to serve the Vampire.
Sow Mistrust:
As a ritual, the Vampire can attempt to sow discord and thoughts of betrayal amongst a group of creatures with total Hit Die equal to or less than the Vampire's own Hit Die that it has seen within the last 24 hours. Each creature must make a Wisdom Saving throw, and each creature that fails will now no longer fully trust their allies. At a minimum, affected creatures will refuse all beneficial spells and actions from their team-mates; attempting saving throws against spells cast on them, gaining no benefits from Help actions, etc. This effect lasts until the Vampire rests.
Uncanny Whispers:
As part of its action, the Vampire can cast Dissonant Whispers against a creature that can hear it within 10 feet. If it attacks a creature, it can only target that creature with this ability that turn. 
Utter Silence:
At will, the Vampire can cause an area of 100 feet around it to become supernaturally silent, as if affected by a Silence spell. Other sounds from a further 100 feet away are muffled and subdued, and can only be heard from half as far away as normal.
Cause Terror:
As an action, the Vampire can attempt to cause a living creature to become deathly afraid of the Vampire. The target must make a Wisdom Saving Throw, becoming frightened of the Vampire on a failure for as long as it can see the Vampire.
Blood Frenzy:
As an action, the Vampire can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Induce Despair:
As an action, the Vampire can drain the spirits of those nearby. All creatures within 30 feet of the Vampire must make a Wisdom Saving Throw. Creatures that fail and have less Hit Points than the Vampire has Hit Dice are incapacitated for 1 hour. Other creatures that fail are affected as if by a Slow spell. None of the effects of this ability are magical. Creatures that succeed on their Saving Throw against this ability cannot be affected by it again.
Nightmare Manifestation:
The Vampire can cast Phantasmal Force against any creature it can see. If the Vampire knows the Creature's darkest fear, it can instead cast Phantasmal Killer. It can only cast Phantasmal Killer once per day with this ability.
Moonlight Illusions:
As a ritual, the Vampire can cast Hallucinatory Terrain on any or all parts of its domain as it wishes. It can only use this ability, and the effects of this ability only manifest, on nights when there is visible moonlight.

Elementalism

1 - Decay Iron
2 - Entomb
3 - Ice Affinity
4 - Darkness Control
5 - Withering Touch
6 - Aging Touch
7 - Control Weather
8 - Control Flame
9 - Liquid Night
10 - Control Water

Decay Iron
As an action, the Vampire can destroy a number of pounds of iron with a touch equal to their Hit Dice.
Entomb
As an action, the Vampire can force a creature it has grappled down into the earth, 2 feet down below the surface. It takes 10 rounds worth of digging to unearth the creature again, though using proper tools increases the effective "rounds" of digging a creature does each turn to d4, though rolls of 4 also deal that much damage to the entombed creature.
Ice Affinity
The Vampire is immune to Cold Damage if it wasn't already, suffers no penalties for trying the move on ice nor for trying to see in blizzard conditions. It also gains an effective burrow speed equal to half of its movement speed that it can only use to move through ice.
Darkness Control
Without using an action, the Vampire can effectively cause any light source to dim to the brightness of a candle, or increase in brightness as much as it wishes, by increasing or decreasing the darkness in the area. It can manipulate the shape of darkness in any way it wishes too, even if such a formation should be impossible.
Withering Touch
The Vampire can cast Blight with a range of touch and number of times per day equal to its Constitution modifier.
Aging Touch
As an action, the Vampire can age a creature it touches. The target must make a Constitution Saving Throw, aging d4 years on a success, and by 3d4 years on a failure. The target's Strength, Dexterity, and Constitution scores also take temporary damage equal to the number of dice it was aged by from the system shock.
Control Weather
The Vampire can cast Control Weather and Call Lightning as rituals.
Control Flame
The Vampire can cast Pyrotechnics and Investiture of Flame a number of times per day equal to its constitution modifier, and Firestorm once per day. It also knows the Control Flame cantrip.
Command the Earth
The Vampire can cast Earth Tremor and Move Earth a number of times per day equal to its constitution modifier, and Firestorm once per dayIt also knows the Mold Earth cantrip.
Control Water
The Vampire can cast Control Water and Wall of Water a number of times per day equal to its constitution modifier, and Firestorm once per dayIt also knows the Shape Water cantrip.

Transformation

1 - Misty Form
2 - Demonic Form
3 - Animal Form
4 - Dust Form
5 - Swarm Form
6 - Perfect Disguise
7 - Stone Form
8 - Ethereal Form
9 - Shadow Form
10 - Unwholesome Plants

Misty Form
The Vampire can assume a Gaseous Form as an action, as per the effects of the spell of the same name.
Demonic Form
The Vampire can assume the form of a Demons or Devils as an action, with the limit that the Demon Form can have a number of Hit Die equal to or less than the Vampire's own. Any damage dealt to the Demon Form also carries over to the Vampire.
Animal Form
The Vampire can cast Polymorph on itself a number of times per day equal to its Constitution modifier.
Dust Form
When reduced to 0 Hit Points, the Vampire dissolves into dust, and blows away on an ethereal wind. It can then act as normal, though it only exists ethereally, with a number of hit points equal to its Hit Dice. The Vampire can only reform its Physical Body whilst resting within its coffin. If reduced to 0 Hit Points while in Dust Form, it is slain permanently regardless of the presence of Deadly Weaknesses.
Swarm Form
As an action, the Vampire can assume the form of a Swarm of Insects, replacing its stats with the Swarms, except for mental statistics and magical abilities. It can do this a number of times per day equal to its Constitution Modifier.
Perfect Disguise
The Vampire can cast Disguise Self on itself at will. The DC to discern the Illusion or to dispel it, or even to detect it magically, is equal to the Vampires's Hit Die, or its Intelligence score, whichever is higher.
Stone Form
The Vampire can cast Flesh to Stone and Passwall on itself at will.
Ethereal Form
Once per day, the Vampire can cast Etherealness.
Shadow Form
At will, the Vampire can become a shadow, becoming virtually invisible in the darkness. None of its statistics change whilst in Shadow Form.
Unwholesome Plants
The Vampire can animate plants under its control as an action. It can animate and control a total number of Hit Dice of plant-creatures equal to double its own with this ability, with no single creature having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful plant-creature, there must be particularly large and potentially magically charged plants to be animated.

Weaknesses

Vampires have 4 Weaknesses. Each Weakness has a severity, from Weakened to Deadly. One of the Weaknesses must be Deadly severity. When you roll each Weakness, roll a d4 to determine the Weakness's severity. Weaknesses 1 to 5 roll the d4 for severity with disadvantage. Weaknesses 16 to 20 roll the d4 for severity with advantage.

Severity
1 - Weakened
2 - Repelled
3 - Immobilised
4 - Deadly

Weaknesses
1 - White Lilies
2 - Tears of True Love/Grief
3 - Social Rules
4 - Disorder
5 - Mirrors
6 - Holy Items
7 - Living Wood
8 - Diseased Blood
9 - Copper
10 - Coffin Nails
11 - Bone of Virgins
12 - Rope from a Hanging
13 - Antivenoms
14 - Ink
15 - Blessed Water
16 - Sunlight
17 - Salted Flames
18 - Silver
19 - Flint
20 - Lightning

The Vampire's Vice

Each Vampire has a vice, or maybe more than one. This they cannot resist.

1 - Food
2 - Art
3 - Pride
4 - Violence
5 - Sex
6 - Themselves
7 - Drugs
8 - Drink
9 - Pampering
10 - Pain
11 - Gambling
12 - Hunting
13 - Sloth
14 - Riches
15 - Beauty
16 - Envy
17 - Dark Knowledge
18 - Sowing Betrayal
19 - Betrayal
20 - Contest

The Tell-Tale Sign

This is that tiny crack in each Vampire's facade, the physical flaw that betrays them. Some of these can be hidden, or avoided. But the Vampire can never remove the Tell-Tale sign, and they must always be diligent of it, or risk their nature becoming known. 

1 - Pale and dry skin, supernaturally so.
2 - They can't quite hide the look of hunger.
3 - Their irises are a terrible shade of red.
4 - They blister and blight at the touch of copper.
5 - They cast no shadows, or reflections.
6 - Cats and other such 'elegant' animals hate them.
7 - Water freezes in their presence.
8 - It is always cloudy near them, storms are especially terrible near them.
9 - Grave-stones crack at their passing.
10 - Glass and reflective surfaces frost over near them.
11 - Condensation forms constantly on the eyes of statues and paintings near them.
12 - Rats are abhorrently large and aggressive in the Vampire's domain.
13 - The Vampire's foot-prints are taloned and animalistic.
14 - Holy Symbols tarnish and dirty at their passing.
15 - Smoke coils into demonic and leering faces in their presence.
16 - Food rots and spoils in seconds in their presence.
17 - Wood dries and creaks and weakens at their passing.
18 - Living plants desiccate and wither at the Vampire's passing.
19 - The Vampire cannot touch silver.
20 - Water will not stick to the Vampire, nor soak into its clothes.

Minions

The Vampire has a set of minions for every 3 full Hit Die it has.

1 - Miserable Men (3d8)
2 - Twisted Beasts (2d6)
3 - Swarms of Nocturnal Beasts (2d6)
4 - Swarms of Insects (2d6)
5 - Zombies (5d6)
6 - Skellingtons (5d6)
7 - Spawn Vampires (d6)
8 - "Built-Men" (d6)
9 - Ratfolk (3d6)
10 - Minor Demons (d4)
11 - Lamenters (d6)
12 - Bound Spirits (2d4)
13 - Gaunts (d4)
14 - Blood-Wraiths (d4)
15 - Raven-Knights (d4)
16 - Sycophants (3d8)
17 - The Brain-Washed and Broken (4d10)
18 - Shades (2d6)
19 - Ghoules (3d6)
20 - A Necromancer

Weirdo Minions

Built Men - Your classic flesh-golem/frankenstein monster. Hideously strong for a creature with the form of man, but lacking self-actualisation, they just follow orders and are easily subducted by the Vampire's dominating presence.

Lamenters - The dead who still have too much life to live when they die, and freed from mortality, find that their old desires and ambitions pale in the face of eternity. Apathetic and unconnected, some will enter the company of a Vampire to seek new heights of depravity and a break from monotony, for a time at least.

Gaunts - Elves cannot die, this much we know. Dead Elves however, can be turned undead, and Gaunts are what they become. They are yet more alien than those most inhuman peoples, and they are just so much more than us humans, they can't help but take the air we breath, drain the liquids from our eyes, steal the skin from our flesh, pull the the teeth from our mouths. They don't even really try to. It just happens.

Blood-Wraiths - Some truly desperate Vampires seek battles like hyenas seek lions; they are looking for easy meals just being left around. Such vast quantities of blood seeping down into the ground inevitably come into contact with the ancient dead, and wandering spirits of the earth; they fuse and merge, and from these places of incredible slaughter rise Blood-Wraiths. They are easily controlled by Vampires, lacking all sense of self as they do, even the presence and unconscious thoughts of the Vampire is pressure enough to assert control over them. They become crimson mirrors of their host-lord, wandering as the Vampires thoughts wander, reflecting its deeds in and as red shadows.

Raven-Knights
These are Vampire-Spawn of a sort, though only the most dishonorable warriors end up as Raven-Knights. The cowardice and hate in life is twisted into black fury and supernatural calm under the Vampire's curse. To the Raven-Knight, this is ecstasy. They are suddenly powerful and masterless, nearly. They pledge loyalty to the Vampire, because that is what they feel like they should do, they serve because they know this is right, and the way they will earn what the Vampire has given them. This is of course, all the mental prodding of the Vampire Master. They stoke the black coals in the Raven-Knight's soul, whilst also silently, without any tell-tale signs, tying the chains of dependency in the Raven-Knight's mind.

Super-Duper Weirdo Variant

So, Vampires drink blood right?
Well, you know what blood is? THATS RIGHT, ONE OF THE FOUR HUMOURS. Some vampires devour the other humours. Heres which ones drink which:

Sanguine
1 - The Lord
2 - The Debaucher
3 - The Impersonator
They are the classic Vampire, social and hedonistic at times, introverted at others, but always supremely self-assured. They have affinity with air, and heat, which they crave. Time has little meaning for them, convinced as they are that the world does actually revolve around them, and they don't put much effort into remembering things, assured that what is important will "stick". Sanguine Vampires drink the blood from your veins, gulping it down even as it spills from their mouths and coats their chins and chests.

Choleric
4 - The Knight
5 - The Arcane
6 - The Black Captain
The thing that drives Choleric vampires more than than anything else, is the allure of mastery, over themselves, magic, others, it matters little as long as there are none who can surpass them. They have affinity with fire, and are plagued by mood-swings. Choleric Vampires drink a strange pale liquid from their victims, who often survive the experience, but will invariably be struck down by terrible sicknesses before the month is up.

Phlegmatic
7 - The Beast
8 - The Shapeless
9 - The Druid
They are selfless (as far as Vampires can be), such that they give up what they are, or serve things other than themselves. They have affinity with water, and apathy. They care deeply for nothing (save their vice) and are quiet, and ever so slightly curious. Phlegmatic Vampires drink in the vapours from your lungs, steal the very breath from your mouths.

Melancholic
10 - The Thin
11 - The Grave
12 - The Corpse
They are dead on the inside. They have affinity with the earth, the cold. Obsessed with tragedy and perfection (of a sort) they will frequently forget their pasts. Melancholic Vampires drink the bile from your body, and if the shock of their feeding (they are the least careful and elegant of all vampires after all) then you will die shortly after, as poisons build up in your body, and the very food you eat corrupts you.

Scrimshaw Charms

Scrimshaw Charms

There are three aspects to creating a Charm: Level, Medium, and Pattern.

There are three Levels of Charm, Novice, Initiate, and Master.
Novice Charms are the easiest to craft, but are also the weakest.
Master Charms are the hardest to craft, but are also the most powerful.
Initiate Charms are somewhere in the middle.

The effects they offer are many and varied, they depend on the pattern carved into the medium.

Aspects of Charms and Bone

The Medium is always Bone, though there are two further aspects of the Bone that must be known; the Quantity, and the Quality.

The Quantity of the Bone depends on how much you have to work with. If you have an entire skeleton, you can afford to spoil your work many times before being forced to stop. If you have merely a knuckle-bone, you have no such second chance.
The Quantity of Bone you have is recorded as either a Pittance, a Bundle, or a Heap. A Pittance is mostly equivalent to a few good finger bones. A Bundle is mostly equivalent to a majority or so of a fully grown human's skeleton. A Heap is mostly equivalent to a good few humans' full skeletons.

The Quality of the Bone depends on many factors, and represents the power inherent in the Bone. Higher Quality Bone makes it easier to craft a charm, and Master level Charms require high Quality Bone to even begin. Some of the Factors that influence the quality of the Bone are the type of creature you took it from, the potency of the creature in life, and how whole the Bone is. Some charms will favour some types of Bone, and will treat the Bone as if it were higher quality than it is. Quality is recorded as either Poor, Fine, or Brilliant. Poor Bone is usually broken badly in some way. Fine Bone is what most people have in their bodies; deformed in each person's unique way, or bearing some small defect. Brilliant Bone is flawless, and a taxonomic exemplar of a species' Bones.

When You First Learn Scrimshaw

If you have learned Scrimshaw at character creation, you know Charm Patterns of your choice equal to 1 plus your choice of your Wisdom or Intelligence modifier, and 1 Minor Pattern. You also begin with Sets of Bone equal to the Modifier you didn't choose, generated as if bought from a Bone Merchant.

If you learn Scrimshaw during play, when you gain your first rank, you learn Randomly selected Charm Patterns equal to 1 plus your choice of your Wisdom or Intelligence Modifier, and 1 minor Pattern.  

Recording Your Bone

Every load of Bone you possess for the purposes of Scrimshaw is called a Set, and always has the properties of Quantity and Quality, and sometimes others.
Each set of Bone should be recorded in this manner; a [Quantity] of [Quality] [Creature Type] Bone.

For example; a Bundle of Fine Fey Bone.

Any further details, such as specific bones gathered or traits of the being you gathered Bone from, should be recorded beneath the primary description of the set. When using bone with that specific extra detail, such as if you are using spell-caster bone, always treat those specific Bones as having a Quantity of Pittance.
For example, you might have a:

Trove of Fine Humanoid Bone
- Spellcaster Bone
- Scapulas
- Diseased Bone

If you use these more specific types of Bone, and the dice say you should deplete them, merely remove them from that set of Bone, the Quantity of the main Set is not affected, unless it is also a Pittance with no other specific Bones, in which case it is also depleted. They are also always treated as being the same Quality of Bone as their parent Set. If they are higher Quality, then they belong to a different Set of Bone don't they?

Types of Pattern

There are a wide, wide variety of Patterns, and they determine the effects the charms have, and they are themselves divided into seven categories: Curse, Luck, Skill, Odd, Spell, Spirit, and Ward. There are also minor Charms that have similarly limited powers known by most that carve Bone.

Curse charms are bound with magics that bring misfortune or harm on others. They are more potent when crafted with Bone that is related by species or blood to the target.

Luck charms are wound with lines that bring fortune to you or deflect harm from you. They are more potent when crafted with Bone that is related by species or blood to you.

Skill charms are run about with engravings that enhance your abilities and provide knowledge. They are more potent when crafted with Bone from a being skilled in the knowledge you wish the charm to provide.

Odd charms are adorned with a chaos of lines and dots that provide a plethora of effects that are not easily placed in other categories. There is no way to predict what Bones will enhance their potency until the first time the pattern is attempted.

Spell charms are marked with arcane runes and equations that mimic the effects of a spell when broken. They are more potent when crafted with the Bones of spellcasters.

Spirit charms are marred by faux-tooth and claw marks that can be used to call upon a spirit creature to do the crafter’s will. They are most potent when crafted with the Bones of the animal whose spirit will be called on.

Ward charms are emblazoned with sigils that offer protection and safety to their creator. They are most potent when crafted with the Bones of a creature that was resistant to the type of the danger the charm itself offers protection to.

Minor Charms have only slight works and lines written into them, and off small benefits or charms for their makers. Minor Charms are also unique in four ways; there is no chance of failure when crafting them, they can only be made at novice level, they can only benefit the person who crafted them, and they do not require attunement. Anyone with ranks in Scrimshaw knows a number of minor patterns equal to their Scrimshaw Ranks.

To use a Charm, one must only have it on their person. They must be attuned to as if they were magic items; though you may attune to a number of Bone Charms equal to your proficiency modifier using 1 attunement slot if you crafted the Charms, if you did not craft the Charms, you can attune to a number equal to half your proficiency modifier (rounded down) using a single attunement slot. Charms whose effects are triggered when broken do not require attunement. Charms that target creatures other than those attuned to them must still be attuned to a creature for their effects to work. Minor Charms do not require attunement.

Retrieving Bone

Buying

Bone can be bought from the right people, though often in limited quantities and qualities. A typical Bone-seller’s inventory will have d4 lots of Bone for sail. 
For each lot, roll a d6. Each roll of 1, 2, or 3 represents a lot of Poor Quality Bone. If the roll was a 1, it is a Pittance; if it was a 2 it is a Bundle, if it was a 3 it is a Heap. 
Each roll of 4, or 5 represents a lot of Fine Quality Bone. If the roll was a 4, it is a Pittance; if the roll was a 5, it is a Bundle. 
Each roll of 6 represents a lot of Brilliant Quality Bone. Brilliant Quality Bone is always offered as in a Pittance.

For a lot of Poor Quality roll a d4. For a lot of Fine Quality, roll a d6. For a lot of Brilliant Quality, roll a d10. Use the table below to determine the type of creature the Bone came from:

1 - Beast
2 - Humanoid
3 - Monstrosity
4 - Undead
5 - Giant
6 - Aberration
7 - Fey
8 - Dragon
9 - Celestial
10 - Infernal

Specific Bones cannot usually be bought, though they might be "ordered" in advance, at the DM's discretion.
Prices are determined at the DM’s discretion.

Harvesting

Using the corpse of a creature, Bone can be retrieved using your Medicine, Nature, or Scrimshaw skill.

When you harvest Bone from a creature, take a number of dice equal to your ranks in your choice of your Medicine, Nature, or Scrimshaw skill +1, and roll them. You may pair up dice that show the same result. For each pair of 1, 2, or 3, you have found some Poor Quality Bone. If the roll was a 1, it is a Pittance; if it was a 2 it is a Bundle, if it was a 3 it is a Heap. For each pair of 4, or 5, you have found some Fine Quality Bone. If the roll was a 4, it is a Pittance; if the roll was a 5, it is a Bundle. For each pair of 6, you have found Brilliant Quality Bone. Brilliant Bone is always found as a Pittance.

If you can match no dice, you find no worthwhile Bone.

For each spare dice you have no paired or have chosen not to pair, you may also specify a specific bone to be included in that set of Bone, which should be recorded with it.

It takes 10 minutes to attempt to harvest bone from a creature, or 20 minutes if the creature is huge or larger.

You can only harvest Bone from any given creature once.

Finding/Looting in Dungeon

Generally, Bone that you find amongst the debris of adventuring that you don't personally and bodily tear free from a creature you have recently slain will not be suitable for carving Bones. If it is, your Dungeon Master should tell you so, and any special aspects that it may have (though you may need to investigate the Bone further to discern them if the DM deems necessary). Generally, these Bones will always be a Pittance, and your DM will tell you what Quality they are. You should probably record these separately from your other sets of Bone.

Searching during Down-Time 

If you have access to truly gargantuan quantities of bone, such as those in a catacomb, you may harvest Bone during your Down-Time. For each day's worth of searching you do, you may test your Scrimshaw skill (with difficulty depending on the source of the Bone at the DM's discretion), and if you succeed, you may determine one set of Bone in the same way as you would determine one from a Bone-Seller's inventory, though it is always of the appropriate type and species for the source of Bone you utilise.

Increasing Amounts of Bone You Already Have

If you find a type of Bone from a type of creature that shares a Quality which you already have and has a higher Quantity, replace it with the higher Quantity. If it has a lower Quantity, it gives no extra benefit. If it has the same Quantity, put a check next to the Bone, and roll a d6. If you roll more than the number of checks, there is no change, but leave the checks there. If you roll the same as, or less than the number of checks, increase the Quantity.

You can't increase the Quantity of a Hoard. 

Discovering Patterns

You can discover a pattern by researching, similarly to researching a new spell.

To research, you should choose whether you are researching a pattern of any kind, a pattern from a specific Category, or if you wish to find a Pattern with a specific effect (or create a new Pattern with an effect of your devising).

If you wish to discover a random pattern, take a pool of 3d4. At the end of each day spent mostly researching, roll the pool, and remove any 1s. When you have no dice left in your pool, you discover a pattern.

If you wish to discover a pattern from a specific category, take a pool of 4d8. At the end of each day spent mostly researching, roll the pool, and remove any 1s. When you have no dice left in your pool, you discover a pattern.

If you wish to discover a specific pattern (or create a new pattern), take a pool of 5d12. At the end of each day spent mostly researching, roll the pool, and remove any 1s. When you have no dice left in your pool, you discover a pattern.

You may stop researching a pattern at any time, but if you do, all progress is lost unless you start researching the same pattern where you left it off.

Crafting a Charm

When you wish to make a Charm, you must decide on the Pattern you wish to engrave, the Level you wish to engrave it at, and the Medium you will carve it on. If you are told to treat your Bone as being levels of Quality higher than it actually is, you can increase the level of Quality beyond Brilliant; record it as Brilliant+The number of increased Quality levels, eg. Brilliant+2

When carving a Curse Charm, you must use a Bone from the same species as the creature you want to be affected by the Charm. You also treat Bone that is from a creature related to the Target as being 1 level of Quality higher than it actually is, and Bone that is from the specific creature as being 2 Quality higher.

When carving a Luck Charm, you treat Bone that is from the same species as you as being 1 Quality higher than it actually is, and Bone that is from you as being 2 Quality higher.

When carving a Skill Charm, you treat Bone from a creature who had at least 1 rank in the relevant skill as being 1 Quality higher, and Bone from a creature who had at least 3 ranks in the relevant skill as being 2 Quality higher.

When carving an Odd Charm, roll two d20 on the table below to determine two Bone aspects. If the Bone matches one aspect, it is counted as being 1 Quality higher than it actually is, and if it matches both aspects, it counts as being 2 Quality higher than it actually is.

Bone Aspect Table
1 - Beast Bone
2 - Humanoid Bone
3 - Monstrosity Bone
4 - Undead Bone
5 - Giant Bone
6 - Aberration Bone
7 - Fey Bone
8 - Dragon Bone
9 - Celestial Bone
10 - Infernal Bone
11 - Magic User Bone
12 - Non-Magic User Bone
13 - Bone from a Small or smaller Creature
14 - Bone from a Large or larger Creature
15 - Bone from someone related to you (including you)
16 - Bone that is at least 100 years old.
17 - Bone that is less than a year old.
18 - Bone that bears the mark of a strange disease.
19 - Bone that has shed blood before.
20 - Saint's Bones.

When carving a Spell Charm, you treat Bone from a creature that could cast any spells at all as being 1 Quality higher than it actually is, and Bone from a creature that could cast at least 4th level spells as being 2 Quality higher.

When carving a Spirit Charm, you treat Bone from a creature that matches the type of spirit the pattern will summon as being 1 Quality higher than it actually is, and Bone from a creature of at least double its normal hit dice that matches the type of spirit the pattern will summon as being 2 quality higher.

When carving a Ward Charm, you treat Bone from a creature that had resistance to the type of damage the pattern wards against as being 1 Quality higher than it actually is, and Bone from a creature that is immune to the type of damage the pattern wards against as being 2 higher.

Novice Charms are relatively easy to make, and a skilled Scrimshaw carver can have no chance of failure with a high Quality piece of Bone. Initiate Charms are somewhat trickier to make, though a skilled Scrimshaw carver with a high Quality piece of Bone will still have a very good chance of succeeding on the first try. Master Charms are very challenging to make, and even a master Scrimshaw carver could fail multiple times even with a high Quality piece of Bone.

When choosing a piece of Bone to work, the high the Quality of the Bone, the easier it will be to craft. Having a high Quantity of Bone will not directly increase your chances of success, but it will give you extra chances should you fail. You can only choose one piece of Bone to work at any one time.
When crafting the Charm itself, take a dice depending on the Level of charm you are attempting to craft.

If you wish to craft a Novice charm, take a d8. 
If you wish to craft an Initiate charm, take a d12. 
If you wish to craft a Master charm, take a d20. 

When using Poor Quality Bone, your target number is 1. 
If you are using Fine Quality Bone, your target number is 3. 
If you are using Brilliant Quality Bone, your target number is 7. 
When using Bone of a Quality higher than Brilliant, add double the bonus levels to your Target Number. E.g. if you are using Brilliant+2 Bone, your target number is 11. 
If your Scrimshaw skill is at least equal to the Target Number, you may roll twice and take the better result; treating Target Numbers higher than 7 as 7 for this purpose. 

You must roll beneath the Target Number. 
Each time you roll, you must also roll a dice to see if your stock of Bone is depleted. 
For a Pittance, roll a d4. 
For a Bundle, roll a d6.
For a Heap, roll a d8.
On the roll of a 1, you decrease the Quantity of Bone you are working with one step, or remove it entirely if it has a Quantity of Pittance. If using a specific type of Bone from a set, rolls of 1, or 2 deplete that specific Bone type, though remember this has no effect on the Parent Set unless it is also a Pittance with no other specific types of Bone as a part of it. 

Regardless of success or failure, each attempt takes 2 hours for a Novice charm, 8 hours for an Initiate charm, and 1 week for a Master charm.

Example in Action:

Jerrick has a Scrimshaw skill of 3, and has the following set of Bone:

A Bundle of Poor Humanoid Bone
- Spellcaster Bone (2nd level)
- Rib Bone

He wishes to carve an Initiate level Spell Charm using his Spellcaster's bone. The spellcaster had 2nd level spells, so he increases the quality of his bone to Brilliant for the purposes of crafting the charm. His target number is thus 7. He takes his d12, and only rolls it once since his skill is less than the target number. He rolls a 4, and takes 8 hours to craft the Charm. He then rolls a d4 to see if he depletes his Spellcaster Bone since it is always treated as a Pittance, and rolls a 2, so the Bone is depleted, but this has no effect on the Parent Set other than that.

Bone Charm Patterns

Notes to DM: Charms numbered 1 through 10 are the basic Charms that can be randomly researched. Charms marked with a * were made by a player requesting a specific effect. Will probably add a few letters to mark which player created which pattern.

When reading the effects, when there are words in italics separated by /’s, they separate the effects of Novice/Initiate/Master charms.

Curse Charms
1 - If something kills you, they too shall die within a year/month/week.
2 - The target suffers seemingly endless and cruel Dreams, for a week/a month/a year.
3 - The target suffers end of Love, to their gain/to no particular hurt/in the worst way possible.
4 - The target finds it all too easy to wander off/get lost/be hopelessly astray.
5 - The target contracts a minor illness/a serious condition/a deadly plague.
6 - Animals find the target uncomfortable to be around/an annoyance/an active threat.
7 - The target will often find themselves mildly unlucky/somewhat unlucky/desperately unlucky.
8 - The target will never be able to sleep more than 6/4/2 hours each night.
9 - The target will find themselves drawn into an endless sleep for d4 days/d4 weeks/d4 months.
10 - If you use two Bones in this charm, you can cause mild/serious/deadly antipathy between two targets.

Luck Charms
1 - When you roll a d20, your rolls of 4/5/6 are counted as 8/10/12.
2 - When you roll a d20, also roll a d8/d10/d12 with it, and use the higher roll.
3 - If a ranged weapon attack misses your AC by 1, if you make a successful dexterity save with a DC of the attack roll, the attack hits something else within 5/10/15 feet of you.
4 - Add a +1/+2/+3 bonus to a saving throw that you add no proficiency to (decide when you craft the charm).
5 - You score a critical hit on rolls of 19/18/17 or higher. (Cannot be further modified)
6 - Every week, roll a d10. On the roll of a 10, you gain a few coins/a handful of coins/a purse of coins.
7 - When you roll for regaining HP, or gaining HP because of a level up, your results are counted as being 2/3/4 if they would be lower.
8 - Add a +1/+2/+3 to a skill that you are not proficient in (decide when you craft the charm).
9 - When you suffer a critical hit, you have a 1 in 6/2 in 6/3 in 6 chance to ignore the extra damage and effects.
10 - When you fail a skill check, you may try again if you choose. This charm has 1/3/7 uses.

Skill Charms
1 - Add a +d4/+d6/+d8 to all skill checks to do with Nautical activities.
2 - Add a +d4/+d6/+d8 to all skill checks to do with Meat.
3 - Add a +d4/+d6/+d8 to all skill checks to do with interacting with Animals.
4 - Add a +d4/+d6/+d8 to all skill checks to do with restraining someone.
5 - Add a +d4/+d6/+d8 to all skill checks to do with Doors.
6 - Add a +d4/+d6/+d8 to all skill checks to do with Foraging or Hunting for Food.
7 - Add a +d4/+d6/+d8 to all skill checks undertaken in Total Darkness.
8 - While you hold this charm, you have advantage on all checks using one/two/all set(s) of tools with which the creature whose Bone you used to craft this charm was proficient with (choose when you craft the charm, if you choose a tool set with which the creature was not proficient with, the charm has no effect).
9 - While you hold this charm, you roll one/two/three additional d20s, choosing the highest result on all history checks to do with the species whose Bone you used to craft this charm.
10 - You learn skills 1/3/7 days quicker than normal.

Odd Charms
1 - You can talk to your choice of one/two/three of rats, bats, cats, and gnats (choose when you craft the charm).
2 - Can be planted, and 1/2d4/3d8 mushrooms with strange powers will grow there 1 minute later.
3 - You grow gills while this charm is in your mouth. Can be used for 1/10/100 minutes each day.
4 - Your dreams are slightly/kind of/somewhat prophetic.
5 - Your touch is slightly/kind of/somewhat reassuring.
6 - You can eat some/a meals worth of/all your food needs of spoiled food.
7 - Will point at the nearest grave within a mile/10 miles/100 miles when dropped.
8 - This Charm is a whistle, and can mimic a noise chosen when the charm is crafted/a noise you have heard within the last hour/a noise you have heard in the last day. Once a noise is chosen, that is the only noise it can mimic.
9 - You sound like a specified individual chosen when this charm was crafted/at least a day in advance of/just before you hold this charm to your throat. Once an individual is chosen, that is the only individual it can imitate.
10 - When broken, this charm releases a swarm of flies/rats/locusts that obey the first order you give them, for no longer than 1 hour/1 day/1 week.

Spell Charms
1 - You cast blade ward/sanctuary/pass without trace
2 - You cast produce flame/fog cloud/web3 - You cast true strike/detect magic/detect thoughts
4 - You cast friends/charm person/enthrall
5 - You cast light/faerie fire/scorching ray
6 - You cast minor illusion/disguise self/invisibility
7 - You cast spare the dying/false life/blindness or deafness
8 - You cast prestidigitation/goodberry/enhance ability
9 - When a spell is cast within 10 feet of you, you gain one/three/seven temporary hit points.
10 - You may memorise one/two/four more spells than you normally could.

Spirit Charms
All summoned creatures will serve faithfully for a maximum of 1 month, or until they use up their allotted abilities.
1 - When you break this charm, you summon a cat that knows 1/3/7 random 1st level wizard spells, that can teach them to you over 10 minutes, though you can't write these spells down in any way.
2 - When you break this charm, you summon a bat that will faithfully spy/report on 1/2/4 areas, using any senses at its disposal.
3 - When you break this charm, you summon a wolf with 1/2/4 hit dice that serves you faithfully.
4 - When you break this charm, you summon a raven that will whisper 1/2/4 secrets in your ear.
5 - When you break this charm, you summon a rat that will faithfully fetch 1/2/4 items that a rat could feasibly carry at your request.
6 - When you break this charm, you summon an owl that will translate 1/3/7 conversation(s) or paragraph(s) of any language that it hears or reads, and whisper them in your ear.
7 - When you break this charm, you summon a terrible worm that will destroy any object that could conceivably be eaten over the course of 1 day/1 hour/1 minute.
8 - When you break this charm, you cast find familiar, though it will only serve for 1 day/1 week/1 month.
9 - Any creatures that are summoned by magic within 10 feet of this charm have 1/2/4 extra bonus hit die.
10 - When you break this charm you cast animal friendship/beast sense/animal messenger.

Ward Charms
1 - A creature that has just dealt you damage has a -1/-2/-4 to hit you for the next day.
2 - A creature that inflicts a condition on you has a 1 in 6/1 in 4/1 in 2 chance of suffering it too.
3 - All creatures have a -1/-2/-4 modifier to all opposed strength and dexterity skills involving you.
4 - You reduce the damage each dice of fire damage deals to you by 1/2/3.
5 - You reduce the damage each dice of cold damage deals to you by 1/2/3.
6 - You reduce the damage each dice of lightning damage deals to you by 1/2/3.
7 - You reduce the damage each dice of thunder damage deals to you by 1/2/3.
8 - You reduce the damage each dice of acid damage deals to you by 1/2/3.
9 - You reduce the damage each dice of poison damage deals to you by 1/2/3.
10 - You reduce the damage each dice of radiant and necrotic damage deals to you by 1/2/3.

Minor Charms
1 - You may eat this charm to gain the benefits of a small meal taken from the animal whose bone the charm was carved from, though it provides no relief from hunger.
2 - If you carve this Charm on a bone that matches a place on your body where you have suffered a wound, it will heal twice as quickly.
3 - If you burn this charm, it burns for 24 hours, and will not go out unless you specifically douse it.
4 - Leaving this charm under your pillow while you sleep protects you from bad dreams and other such unconscious interference (equivalent to advantage on any saves against such effects).
5 - Carrying this charm gives you a small friendship with rats for a number of days equal to the number of knuckle-bones you used to craft the charm.
6 - Carrying this charm protects you from the evil eye (equivalent to advantage on any saves against such effects). This charm must be carved from a skull fragment that includes a whole eye-socket.
7 - This charm feels cold when malevolent spirits are present. It must be carved from the bone of a murderer.
8 - This charm always points north when dropped. It must always be carved from a matching pair of Ribs.
9 - Planting this charm in a field of crops ensures they will not be blighted for a month. This Charm must be carved from a Pelvis.
10 - Intergrating this charm into the walls of a building ensures it will not be blown down by storms. This Charm must be carved from at least 3 Spinal Vertebrae.

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