Pact of the Censer
Pact of the Censer
Approving of your desire to obfuscate and deceive, your patron has granted you a magical censer. As a bonus action, you can summon a Tiny censer; it appears in your hand or hanging from your clothing. This censer is destroyed if you use this feature to create another censer. You can also dismiss this censer without an action. The censer will burn any magical or mundane incense placed in it, but otherwise you can use a bonus action while holding it to cause it to produce smoke as a mundane censer, lightly obscuring your space for 1 round. Any effects that cause the censer to spread smoke do not increase the area of effect for anything burning within it. Anything burning within the censer moves with it when you dismiss the censer, and it is left behind in the censer is destroyed.
As a bonus action, or as part of the bonus action used to create the censer, you can order the censer to fly to an unoccupied space you can see. The censer has a fly speed of a number of feet equal to 10 × your proficiency bonus and can’t be commanded or used for any abilities if it is ever more than 60 feet away from you or if you can’t see it (though you do not need to see it for the entire duration of the effect, just to initiate it or give further direction).
You can cast spells with a target of Self and an area of effect that centers on you (such as burning hands , color spray , or antilife shell ) as though you occupied its square. This does not apply to spells that require a body, such as gaze attacks or spitting, such as with cobra’s spit.
Your censer has an Armor Class equal to 8 + your proficiency bonus + your spellcasting ability modifier and a number of hit points equal to your warlock level. It is destroyed if its hit points are reduced to 0. If you lose your censer, you can perform a 1 hour ritual to receive a replacement. This ceremony destroys the previous censer. If your censer is dismissed or destroyed, any spell or effect that it grants ends. You can only use one eldritch invocation or secret of arcana that utilizes your censer at a time. Using a second feature ends the first. The censer and any of its contents are collected by your patron when you die.
Lexican
Lexican
Whether they stumbled upon the demiplane by accident as a child or were born among the towering shelves, Lexicans are those who have been brought up within the interplanar Labyrinthe Library. Nearly as unmoored from reality as the library itself, the very being of such humanoids interacts strangely with the Material Plane.
Lexican adventurers have many reasons for leaving the Library. Some become enamored with tales of danger and glory and, either knowingly or not, pursue these interests onto the Material Plane. Some have attempted to returned an errant visitor to their original plane and become trapped themselves, while others choose to venture forth for the good of the Library itself. A few merely made a wrong turn or read too deeply into the wrong book and found themselves somewhere else entirely. Regardless of their circumstances, many Lexicans are sure they’ve never left and are merely reading a particularly gripping tale. Not that this makes them foolish—even one’s imagination can be hazardous within the Library.
Characters raised in the Lexican culture share a variety of traits in common with one another.
Food for Thought. You can sustain yourself on knowledge alone. In place of consuming Supply , you can read a book you have never read before over the course of a short or long rest . A book generally contains enough original content to provide the equivalent of Supply for a number of days equal to 1/5 its gold value and must be read each day to gain the benefits of eating. You may not gain this benefit from spellbooks or from books that are also magic items. This does not affect your ability to eat or gain sustenance from mundane Supply.
Impossible Pathways. You can easily navigate paradoxical paths. You gain a climb speed equal to your speed. In addition, starting at 5th level, you can cast spider climb on yourself once per long rest . While you are in a library or similar place of learning, this effect does not require concentration and lasts until you leave the library or choose to end it, whichever comes first. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Orbis Tertius. The world you call home exists at the nexus of several others. You gain an expertise die on checks to recall information about other planes of existence, as well as on checks to locate and interact with gateways between planes.
Widely Read. You have read so much you couldn’t possibly keep it all in your head at once. At the end of each long rest , roll a number of d6s equal to your proficiency bonus and compare the results to the following table. For each result you rolled, you gain one speciality of your choice in the associated skill until the end of your next long rest. If you roll the same result twice, pick a different speciality in that skill.
D6 | Skill |
1 | Arcana |
2 | Culture |
3 |
Engineering |
4 |
History |
5 |
Nature |
6 |
Religion |
Languages. You can speak, read, write, and sign Common and one other language of your choice. You can read an additional three languages of your choice.
Corruption
Corruption
While one may be tempted to write off corruption as a particularly virulent curse, it’s quite different and has the potential to be more far-reaching. Unless the surrounding areas are purified by powerful holy energies, corruption left unchecked can and often will spread, overrunning and infecting everything in its path. As it has the potential to permeate the very land in which it is found, simply traveling through corrupted lands can be enough to twist an individual’s mind or body. Corruption bound to an object often has some form of powerful abjuration magic attached to it that keeps the evil confined, but any who willingly open their minds up to such evil often find themselves a victim of both corruption and a curse.
Safety Tools: Corruption and Body Horror
It is important to note that not everyone has a similar tolerance for horror elements, particularly body horror. Narrators should make note of what players want to avoid and tailor the presentation of the more disturbing elements of this condition to create a game everyone can enjoy. The effects listed in the Corruption Effects table are merely suggestions and can be adjusted or omitted as necessary to ensure everyone is comfortable and still having fun.
But for some, giving one’s self up to corruption holds within it some benefits that can outweigh the costs. There are some who willingly take on corruption, hoping to leverage it to their benefit—be that in pursuit of power or out of sheer desperation. Some truly believe that what they lose of themselves can be replaced with something greater; whether or not that is the case is left to individual interpretation.
It is important to note that truly corrupted lands, creatures, or items are extremely rare and the result of a series of very traumatic or heinous events. The violent death of a god, a book bound in the flesh of a tortured solar, a powerful ritual intending to contact those amorphous beings who linger in the spaces in between planes gone awry, or a precious item bound to a particularly evil archmage are some examples of the extreme amount of malice and evil energy that is necessary to create corruption. Narrators who choose to incorporate corruption into their games should do so sparingly.
To determine the effects of corruption, refer to the table below. The change may be immediate or it may take hold over a period of time, at Narrator’s discretion. Narrators may choose to follow this table in order as characters fail their saves, or they may choose to roll 1d6 to determine an effect at random, as level 7 of corruption should nearly always be saved as the last effect on the track. Note that a character can have only one instance of each level of corruption. If you roll the same result twice, roll again until you roll a new result. Like all tracked conditions, a creature suffers the effect of its current level in a tracked condition as well as all lower levels. In the case of a rolled effect, the creature still suffers the effect of all active corruption results.
Status Level | Effect |
1 | You start to lose some of yourself and who you used to be as the corruption enters you and begins to alter your very mind. You lose one skill, tool, or language proficiency gained from your background of the Narrator’s choosing. That proficiency is replaced with a different proficiency of the same type (a skill is replaced with a skill, a language with a language, etc.). This replacement proficiency should reflect the narrative nature of the item or area in which you are traveling. Any expertise dice that are attached to a skill or a tool kit proficiency are retained, though any specialties you have may change. |
2 | Your joints and ligaments become unnaturally flexible. You suffer a –2 penalty to Strength checks, but your disconcerting flexibility grants you some benefits. You have advantage on checks made to escape the grappled or restrained conditions. |
3 |
Your mind is tormented by dream visions of both the past and the future, though when you awake you cannot remember any concrete details. You must rest for a full 12 hours to achieve the benefits of a long rest (a regular 8-hour rest only counts as a short rest for you). However, these visions grant you some measure of prescience. You have advantage on either your first attack roll , ability check , or saving throw of the day. |
4 |
Veins on one or more of your limbs begin to blacken as your blood turns foul. You have disadvantage on Constitution saving throws , but your blood takes on a caustic trait. Any time you are hit with a melee weapon attack, the attacker must make a Dexterity saving throw against your maneuver DC or take 2d4 acid damage. Any creature who consumes your blood (such as a vampire) automatically takes 4d4 acid damage. |
5 |
The whispers of unknowable beings fill your mind. You have disadvantage on Wisdom saving throws . However, the chaos of your mind shields it from unwanted prying. Any creature who attempts to read your mind (as in the spell detect thoughts ) must make a Wisdom saving throw (DC 12) or take 2d6 psychic damage. |
6 |
Abnormal growths sprout on your body—both within and without. These may be small, malformed limbs, eyes or mouths where there should be none, or other horrific mutations. Your Charisma score is reduced by 2, but you gain immunity to poison and necrotic damage. |
7 |
The corruption fully takes hold of you, warping you into an avatar of evil. You radiate an Evil aura, and good-aligned creatures (such as a solar or other celestial) react to your presence with hostility. Any time you attempt to enter a hallowed place dedicated to a good-aligned force, you must make a Wisdom saving throw (DC 15). On a failure, you cannot enter the area for 1d4 days, after which you may repeat the saving throw. However, you learn the vampiric touch spell. You can cast it once per day without expending a spell slot. When you cast it in this way, the spell is considered to have been cast using a 5th-level spell slot. |
The Spread of Corruption
While it lingers until truly cured, corruption only progresses so long as the individual is continuously exposed to the source of the corruptive forces. For example, a party who is traveling through a forest corrupted by the untimely death of a nature god will only continue to acquire levels of corruption so long as they remain within the area; once they leave, they cease to gain levels in the status, as seen on the Corruption Effects table. Conversely, an individual who is in possession of a cursed item that also imbues corruption will continuously acquire corruption levels until they become unattuned to the item or it is destroyed.
How quickly corruption takes hold is dependent on its source. Because blighted lands are more pervasive and oppressive, a character or party will need to roll a Constitution saving throw every 1d4 days to determine whether or not a new level of corruption takes hold. If the source is an item, the effect takes hold far more slowly, as cursed items are often sentient and wish to exert their insidious control over time. A character attuned to an item touched by corruption will need to make a Constitution saving throw once every 1d4 weeks.
Corruption can also be inflicted through a wound dealt by a creature touched by corruption. Often, these creatures are encountered in corrupted lands, though some of these tortured beings make their way out of these places and into other dark corners of the world. A Narrator may choose to graft corruption-based attacks onto existing stat blocks. Attacks that inflict corruption most often are through the use of a creature’s natural weapons (i.e. claws, bites, gore attacks, etc.), though powerful entities like dread knights may wield weapons that inflict corruption upon a hit. To alter an attack, see the following example from a corrupted wolf:
Corrupted Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. On a hit, the target must make a DC 12 Constitution saving throw. On a failure, the target receives one level of corruption. Once a creature receives a level of corruption in this way, it cannot gain any successive levels from additional attacks by the corrupted wolf
It is important to note that while corruption contracted in this way may resemble a disease, it is still corruption and cannot be cured through any other means other than purification as outlined in Curing Corruption below.
Preventing and Detecting Corruption
Whether an item or land is simply blighted, cursed, or actually corrupted cannot be determined at a glance. Spells such as detect evil and good registers the item or area as being desecrated in some fashion, but cannot determine the exact nature of that desecration. As with cursed items, spells such as identify do not immediately register an item as corrupted, though a Narrator may rule that such a spell allows the caster to know that there is something off or unusual about the magic that imbues the item in question. Knowledge that a particular area or item is corrupted often necessitates prior research. A successful Arcana, History, Nature, or Religion check will often provide some context for whether something is truly corrupted. A critical success provides a key piece of information that indicates that the area or item is corrupted and that utmost caution should be used in dealing with the situation.
In terms of prevention, corruption cannot be entirely avoided if one is exposed to it over a prolonged period of time, but some steps can be taken to stave off the effects temporarily. Consecrated objects can deflect environmental corruption, though this concentrated form of holy energy is rapidly sapped by the corruption and is eventually destroyed by it. What form these objects take is entirely dependent on the faith that provided it, though they all share the following characteristics: they are small objects that are easily worn or carried in one hand; they have been blessed by a high-ranking member of a holy order or clergy; and they cost at least 100 gold. If a character is carrying a consecrated object and fails their Constitution saving throw to fend off corruption, the object instead absorbs the negative energy and is destroyed. A character may only carry one consecrated object at a time. Consecrated objects only work on environmental corruption; corruption caused by an item is transferred via the attunement and cannot be prevented in this way.
Curing Corruption
Similar to fatigue and strife , corruption is a status that, if left unchecked, can negatively affect a character over time. And, like these other two conditions, higher levels of corruption require additional steps or specific conditions to be cured.
The first level of corruption, if detected early enough, can be cured with a lesser restoration or greater restoration spell. Subsequent levels, however, will require ritualistic purification in a safe or hallowed place to remove the corrupted energies. In a location marked as a haven , it takes 7 consecutive days and a daily casting of one of the listed spells to cure one level of corruption. Any penalties and advantages granted by that level of corruption are systematically removed in the order in which they were acquired. If the purification is taking place in a hallowed space (as per the hallow spell or similar magic), the amount of time needed to purify a level of corruption is reduced by 1d4 days.
Corrupted Items
Only items of extreme evil have corruption attached to them. These are often legendary artifacts that are (understandably) kept locked away or hidden out of fear or an abundance of caution. Some are blessed by evil gods, while others are created by evil archmages or the most powerful liches. Items that are listed as Legendary or as an Artifact are the only rarities that are likely to have become corrupted over time by their continued exposure to some form of irredeemable evil.
If an item has the “cursed” tag, the effects of the curse and the corruption happen concurrently, though the curse always takes precedence. If a character in possession of an item that is both cursed and corrupted must make simultaneous saving throws, they first make the saving throw for the curse. The Narrator then rerolls the 1d4 in secret to determine how many weeks pass before they must make the saving throw for the corruption.
Squashling
Squashling
Gourdling
Gourdling
Gourd Empress
Gourd Empress
Wood Elf Gear
Wood Elf Gear
Wood elves prize connection to nature, stealth, and self-sufficiency in the wilds, and their choices of equipment reflect all of these realities.
Item |
Cost |
Weight |
---|---|---|
Bowblades | 26 gp | 4 lbs. |
Ironleaf | 1 gp | - |
Ironleaf seed | 10 gp | - |
Scout's hammock | 12 gp | 5 lbs. |
Bowblades. A kit that can be added to a longbow, bowblades are a pair of shortsword-like blades that emerge from a specialized grip attachment on the bow. They run parallel to the limbs of the longbow, but do not directly attach to them, preserving the draw and accuracy. A set of bowblades allows you to use a longbow as a two-shortsword double weapon. They are typically treated with dark colors to aid in stealth. Blowblades are a martial weapon for anyone of a wood elf culture, but otherwise are considered a rare weapon.
Ironleaf. The ironleaf plant is cultivated by wood elves in and around their communities. The leaves are so sharp and so rigid that they can be used as throwing daggers. Once harvested, a leaf from an ironleaf plant lasts a month, after which point it deals half damage and is destroyed on its next use. Three leaves per week can be harvested from an ironleaf plant without harming it. Leaves sold at market are usually within 3 days of their harvest time. Ironleaf seeds can occasionally be found at market as well, and with proper care grow into a mature plant after 4 months.
Item |
Damage |
Cost |
Weight |
Properties |
---|---|---|---|---|
Ironleaf | 1d4 Piercing | 1 gp | 3 lbs. | Dual-wielding, finesse, thrown (30/80) |
Scout’s Hammock. These lightweight hammocks are camouflaged from below and are designed to allow wood elf scouts to sleep securely in the branches of a tree, rather than down on the ground where predators and vermin are more likely to accost them. Setting one up requires climbing a suitable tree (with a DC dependant on weather conditions and the tree itself) and 10 minutes of work.
Tyrannized Gear
Tyrannized Gear
Those living under oppressive rulers often must acquire a modicum of what people living in less dire circumstances would consider covert skills just to survive. Their possessions often reflect this unfortunate reality.
Item |
Cost |
Weight |
---|---|---|
Scourge | 7 gp | 3 lbs |
Liar's lozenge | 5 gp | = |
Smuggler's Wagon | 50 gp | 1,400 lbs |
Weaponized Tool | varies | varies |
Liar’s Lozenge. These candies contain some herbs that lower the signs of nervousness in those that consume them. After you eat it you gain an expertise die on Deception checks for 1 hour. They are typically flavored in ways the oppressors don’t favor and thereby passed off as “inferior local fare.”
Scourge. An implement of cruelty more than a true weapon, a scourge is a multi-headed, short whip tipped with shards of jagged metal, glass, or bone. A scourge deals 1d4 points of slashing damage, and on a hit, the target must make a DC 10 Constitution saving throw or suffer 1 point of ongoing slashing damage due to a bleeding wound. This damage can stack with successive hits up to the wielder’s proficiency bonus. A scourge is a martial weapon for anyone of a tyrannized culture, but otherwise is considered a rare weapon.
Damage |
Cost |
Weight |
Properties |
|
---|---|---|---|---|
Scourge | 1d4 Slashing | 7 gp | 3 lbs. | Finesse, parrying immunity, special |
Smuggler’s Wagon. This ordinary-looking wagon has a concealed chamber large enough for a medium-sized creature to fit inside. If the wagon is empty, Perception and Investigation checks to locate the chamber in a normal search or inspection are made with disadvantage . If the wagon is fully loaded, there’s no chance to locate it at all unless it is emptied. Outfitting an existing wagon in this way costs 15 gold and adds an additional 100 lbs to its weight.
Vehicle |
Size |
Weight |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Special |
---|---|---|---|---|---|---|---|---|---|
Smuggler's wagon | Huge | 1,400 lbs | 12 | 80 | Drawn | 1 | 50 gp | 80 | Drawn |
Weaponized Tool. This item is an ordinary tool that has been sharpened, reinforced, or rebalanced to function as a weapon. It can function as a dagger or mace (as appropriate to the original tool) for a character proficient in that weapon and does not count as an improvised weapon for the purposes of proficiency, but will also not be identified as a weapon unless inspected closely. It also functions as a tool of its type. Purchasing such a tool costs 50% more than the cost of the weapon it functions as.
Stoic Orc Gear
Stoic Orc Gear
Stoic landings are a refuge for the distressed and traumatized but also for the mystical and wise (though this can be a distinction without a difference in many cases). Their unique equipment tends to support this mix of mysticism and calm.
Item |
Cost |
Weight |
---|---|---|
Meditative incense (1 stick) | 75 gp | - |
Scholar's slate | 8 sp | 2 lbs. |
Suppressive herbs (1 dose) | 7 sp | - |
Theurgic focus | +20 gp | varies |
Meditative Incense. Lighting a stick of meditative incense takes an action and it continues to smoke for up to an hour, covering a 5-foot space in fragrant smoke. While in the smoke, you are lightly obscured and have disadvantage on Perception checks, but gain a 1d6 expertise die on Concentration checks to maintain spells you have cast. The smoke can be dissipated and the stick extinguished by a wind of moderate or greater speed. The stick is segmented into 6 pieces, at least one of which is used each time it is lit. Meditative incense is usually very difficult to come by outside the stoic landings, which may further increase the price.
Scholar’s Slate. Popular among scholars who have been to the stoic landings, these small slate panels in sturdy reinforced frames and some ordinary chalk are mostly used for short-term notetaking and quick sketching of ritual symbols. The more artistic among the residents of the landings sometimes use them as a short-term artistic medium with multiple colors of chalk.
Suppressive Herbs. These bitter but calming herbs must be chewed for a minute to take effect. Afterwards, they suppress the effects of a single short-term mental stress effect for 2 hours.
Theurgic Focus. These specialized spellcasting foci can function as a focus for two types of magic. They can come in any form that a normal spellcasting foci would, but are combinations of two different forms, such as a piece of sacred wood carved with the emblem of a deity or a grimoire bound with the hide of a sacred animal. The price of the most expensive focus component is increased by 20 gold due to the unique nature of this item. Very rare theurgic foci may enable the bearer to use it for three kinds of magic, but this increases the price by 75 gold.
Lone Wanderer Gear
Lone Wanderer Gear
Those without a culture to call their own frequently rely on the protection anonymity and guile can bring, and their equipment reflects this.
Item |
Cost |
Weight |
---|---|---|
Derringer | 176 gp | 1/2 lb. |
Filtering Scarf | 40 gp | 1/2 lb. |
Mysterious Cloak | 10 gp | 1 lb. |
Obscuring Tobacco (1 use) | 2 gp | - |
Derringer. This miniature, two-shot pistol is easy to conceal and is a favorite back-up weapon. It deals 1d8 piercing damage, has a range of 10/30, and the loading property. It holds two shots, after which it must be reloaded, requiring an action.
Item |
Damage |
Cost |
Weight |
Properties |
---|---|---|---|---|
Derringer | 1d8 Piercing | 175 gp | 1/2 lb. | Loading, ranged (10/30) |
Filtering Scarf. These lightweight fabric scarves have a tight but breathable weave that filters out some hazardous particles. While it is wrapped over your mouth and nose, the scarf grants you an expertise die on saves against inhaled hazards such as poisonous gas, spores, and smoke.
Mysterious Cloak. A cloak in a nondescript earth tone, it also has an exceptionally deep hood. While the hood is up, heavier panels of fabric at the top of the hood ensure your face is obscured by shadows and imposing disadvantage on Perception or Investigation checks to recognize you. The weave is considerably more open on the sides, especially at the front of the hood, allowing you to still have peripheral vision and not muffling sounds near you.
Obscuring Tobacco. A strange smoking herb with no classic intoxicating properties at all, it instead clings to the memory of those who smell it, crowding out all else. If you exhale the smoke from this tobacco in the general direction of a single creature within 5 feet, it makes a DC 13 Constitution check. On a failure, it suffers disadvantage on checks to remember anything about you other than the pleasant—but distinctive—smell of the smoke.