Кровь земли in Мир Беспросветной Тьмы | World Anvil
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Кровь земли

The earthblooded have a powerful link to Aryth, and specifically to the web of magics that flow through and around it. Though they may not have a magical affinity themselves, they can still draw strength from that energy. The earthblooded tend to see themselves as protectors of the world they inhabit, particularly the power nexuses that dot Aryth’s surface (see page 347). Most will hear the call of a power nexus at some point in their life and feel compelled to protect it from those who would drain it of its magical energies. However, the earthblooded instinctually feel that the black mirrors of Izrador are antitheses to the powers of Aryth (see page 274 for more information about black mirrors). Any earthblooded can feel these mirrors’ stain on the soul of the world. Any effort an earthblooded makes to remove a black mirror’s foul taint may drive them into a nearly mindless fury.

ОСОБЕННОСТИ

Единый с Землёй

Не были выбраны особенности из других деревьев героического пути.

Вы развили сильную связь с землёй у вас под ногами. Пока вы стоит на твёрдой, натуральной земле, вы знаете следующее:

  • В каком направлении Север.
  • Направление к источникам воды в радиусе 5 миль, а также знаете, является ли она питьевой.
  • Направление к любым натуральным геологическим особенностям в радиусе 5 миль, таких как: пещеры, горы, обрывы и ущелья.
  • Направление к любым структурам искусственного происхождения в радиусе 1 мили.
Также вы получаете владение навыками Выживания и Восприятия.
 

Nexus Affinity

Minimum level of 4

Your soul begins to innately resonate with any nearby power nexuses (see page 347 for more information on power nexuses) and black mirrors (see page 274 for more information about black mirrors). You gain the following benefits: 0 Your Wisdom score increases by 1, to a maximum of 20. 0 On your turn, you can use a bonus action to make a DC 16 Wisdom (Insight) skill check to attempt to sense a nearby power nexus or a black mirror. If you succeed, you sense the presence and direction of any power nexus or black mirror within 5 miles. After you have attempted to sense for a nexus or black mirror for a third time, you can't do so again until you complete a long rest. 0 While you are within 1 mile of a power nexus or a black mirror, when you make an attack roll, ability check, or saving throw, you can roll a d6 and add the number rolled to the attack roll, ability check, or saving throw.

Avatar of Aryth

Minimum level of 8

You gain the ability to summon an embodiment of the earth upon which you stand. On your turn, you can use your action to summon a shambling avatar of Aryth’s wrath. This works as a conjure elemental spell, except that you must always summon an earth elemental. If your concentration is broken, the earth elemental remains friendly to you and your companions, although it may not continue to obey your commands. Once you have summoned an avatar of Aryth’s wrath, you can't do so again until you complete a long rest.

Rooted

Minimum level of 12

The strength of the earth flows up and through you, making you an extension of the ground beneath your feet, giving you the following benefits: 0 Your Constitution score increases by 1, to a maximum of 20. 0 You cannot be moved or forced to drop prone against your will. 0 You have advantage on saving throws to avoid being grappled or restrained and on ability checks to grapple or restrain others.

Nexus Guardian

Minimum level of 16

You can choose to become the guardian of a power nexus, forever binding your body and soul to that place. Becoming a guardian requires you to spend 24 uninterrupted hours of contemplation and meditation within the nexus as your mind binds itself to the nexus’s presence. You can't attempt to bind yourself to a nexus that already has a guadrian, and you can't bind yourself to a nexus if you have already bound yourself to a nexus. Once you become the guardian of the nexus, you gain the following abilities: 0 Eternal Guardian: You are always attuned to your power nexus, and no other spellcaster may attempt to break your attunement. You can drain charges from your nexus even while you are not within 100 feet of it. 0 Tractless Bond: On your turn, you can use your action to vanish from your current location and reappear within 30 feet of your power nexus. This works as a teleportation circle spell. The means of your disappearance is linked to the nature of the nexus in some way. For example, if the nexus is a pool of water, liquid may pool around your feet before you sink into it and reappear by the nexus; if the nexus is the top of a rocky, windswept spire, you may disappear in a sudden, stinging gust of wind. You can't bring anyone else with you when you do this, and you can't do this while within 500 feet of another power nexus or a black mirror. 0 Deathless Vigil: You no longer age. If you are killed, your body slowly melts into the ground. One day later, you return to life with 1 hit point remaining in the center of your power nexus. If your nexus is ever destroyed, you immediately die, no matter where you are in the world.


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