A new Class and a new Race

From the original work of Marco Dalmonte (ddmystara.altervista.org), which we gratefully acknowledge for his kindness. Adapted for D&D fifth Edition by Giuliano Michelon, EPK; translated from Italian by EPK team.

NEW RACE: Tryclop

THE LEGEND OF SANSHJIAMA

During the age of Blackmoor, the Central Government authorized some biogenetics and cybernetics experiments to enhance the human race and create perfect specimens of warriors with which to expand their domain on the world. Amongst the various biogenetic experiments, one, led by Professor Yakomo, was aimed towards an amplification of the psychic capabilities of the test subjects, to let them reach a higher state of consciousness and awareness of the surrounding world, much more complete than a common human being. The Professor Yakomo anyway, was a very weird scientist, an out of the box thinker he used specimens of other races, a part for humans, to carry on his research. Amongst his test specimens was also a female sidhe, a thousand-year old creature of the Fairy Folk and, combining her genes with the elven and human ones, he was able to create a child that was definitely different from a human being. Equipped with a third eye in the middle of the forehead, the child showed telepathic abilities right from birth and was able to influence the external environment with his limited psychokinetic abilities. Yakomo called the kid Sanshjiama and tried again to create others like him, calling this new breed Triclops. However, his following experiments ended in failure, because he was never able to find another fairy of which to use the genes.

Once grown, the Central Government wanted the professor to secure Sanshjiama at their disposal for further study and research. Sanshjiama however, now grown up and controlling his powers, understood he was no more than a lab rat and, helped by Yakomo, fled before the government soldiers managed put him in prison. But, during the escape, Yakomo was mortally wounded. Desperate and hunted by the Blackmoor police, the fugitive unwittingly opened an interplanar gate, with his powers, and disappeared, ending in another plane of existence. After the annihilation of his laboratory during Sanshjiama flight, the experiments of Professor Yakomo were indefinitely suspended.

As he came in this new world, Sanshjiama realized that very primitive people surrounded him and thanks to his mental and magical powers (due to the elven and fairy legacy) and his superior knowledge, they soon began to worship him as a deity. The superior being who ruled over that plane became greatly upset by the undertakings of Sanshjiama and decided to eliminate it. The triclop however, overcame all opponents that were sent against him, and eventually fought face to face with Creh’ebarud, the demon who ruled the world, defeating him also. Thanks to the knowledge absorbed by the demon, Sanshjiama finally mastered the art of immortality, but was unable to rise to the highest state of the Celestial Spheres because he was still a member of the Fairy Folk.

In time, he created new followers and he had children, generating the triclops lineage, with which he was able to conquer Aratsym, the world he came upon by chance.

But an obsessive desire dug his mind growing everyday: he wanted to return to Blackmoor and take revenge on those who had made him suffer and killed his father (Professor Yakomo). With the enormous acquired knowledge he built, over five centuries, four powerful mechanical creatures simply called the Exalted Weapons (Ruby, Emerald, Diamond and Amethyst), built in imitation of the legendary Dormant Dragons of Aratsym, and finally opened the gateway to the world of Mystara, ready to take his revenge.

To his amazement, however, he discovered that Blackmoor existed no more, and from the information he could gather, he realized that precisely because of the experiments of the Central Government, his world suffered for an upheaval of colossal proportions. The feeling of revenge gave way to pity and the first triclop began to help some of the populations of Skothar to raise from their primitive state and the deprivations they endured since the collapse of Blackmoor (in the year 2800 PI).

However, the four Exalted Weapons he brought with him (although mechanical with a mind of its own) began to show signs of imbalance, and suddenly rebelled against Sanshjiama, bringing destruction to the continent. After titanic efforts and battles that greatly reduced the number of triclops on Mystara, Sanshjiama was able to block the Weapons in a trance-like state. He then hid them in the four corners of the world, in places where no living creature could find and awake them, entrusting their custody to four triclops whom he donated the secret of immortality so they could guard them forever.

TRICLOPE

Sanshjiama and the remaining triclops then isolated themselves on the peaks of northeastern Skothar, creating the legendary city of Sanctuary, continuing to watch over the continent from there. When a terrible explosion, caused by a Blackmoor device, devastated a part of Brun, in 1500 PI, Sanshjiama realized that many other technological devices existed, around the world, and that they could cause bigger disasters. Therefore, along with representatives of the Fairy Folk living in Skothar, he took a pledge to eliminate from the world the threat of technology, an unstable and dangerous art for Mystara, and ordered his triclops to travel the world, searching for artifacts of Blackmoor and destroy them. Those they could not destroy (because they were unbreakable, or because they could cause apocalyptic explosions) were brought on their mountains and are enshrined, even today, in the Temple of the Lost Knowledge.

Today, Sanshjiama spends most of his time studying the ancient artifacts of Blackmoor on Aratsym, returning once a year in the land of triclops in Mystara, thanks to a permanent portal he created on the Peak of Wisdom (the tallest mountain in the Sagarmatha Mountains), to monitor the search of his children, and solve problems, if any. While Sanshjiama is in the world of triclops, Benares, his Wu, is the authority that governs Sanctuary and to which all the inhabitants of the city and the triclops around the world account for. Anybody rebels against Sanshjiama or Benares is considered a deserter, and subjected to the art of humanization (i.e. stripped of his powers and made human) by the Statue of Humanity. Then they throw him in underground caves, without any memory, or abandon him in the plains at the foot of the mountains of triclops, at the mercy of hordes of barbarians and humanoids rampaging through the land.


APPEARANCE

A triclop is a thousand-year old creature that has much in common with the Fairy Folk. As fairies and goblins, a triclop do not feel the effects of aging and can live about 1,000 years, but unlike the Fairies, his body shows signs of decay after a certain time. The growth of a triclop is similar to that of an elf: he reaches full maturity at twenty and he is ready to face a trial to become an adult in all respects.

A triclop usually has very youthful looks, as if he still were in his twenties, for the first five hundred years of life. Later his body suffers a slow outer decay and when he reaches the life span of 1000 years, he is forced to disperse his own life essence due to the inability to maintain his physical body, thus entering the great cycle of life of the Fairy Folk. For every 10 years over the initial 500, in fact, the trIclop age of 1 year, and although he does not suffer the effects of aging on the mental level, his body begins a slow decay and shows signs of aging.

Triclop has very delicate traits, almost elvish and vaguely oriental, with large almond-shaped eyes, pointed ears, raised cheekbones and slender fingers. Their skin color varies from pink to milky, while eyes and hair reflect the broad range of elves and humans, although there are very few triclops with red hair. The physical characteristic that more than anything else distinguishes a triclop, however, is the presence of a third eye in the middle of the forehead, rumored to be the source of the powers for this race. Easily hidden under rather long bangs or a bandana, when closed it looks like a strange crescent-shaped scar, and once opened it is similar to the two normal eyes of the triclop but gives off an aura of magic around it: a triclop is perceived as a ‘magical’ when inspected by detection spells but only when the third eye is open. Moreover, the triclop can use his special powers only by opening the third eye.

CLASSES

Because of their immortal nature, the Triclops do not serve other higher beings (apart for Sanshjiama, who anyway cannot give them spells, being just an immortal but not a deity), and so there are no true priests among them, nor is it possible for them to belong to a class that uses divine magic. Many triclops finally prefer the monk’s class or wizard and sorcerer.

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TRAITS OF THE TRICLOPS

The triclops have the following common race characteristics:

Ability Score Improvement. Ability score increase. Your Intelligence score increases by 1. The Charisma increases by 2.

Aging. See description above paragraphs.

Alignment. Any. In some, actually, the tendency to a Chaotic vision of life, a legacy of their descent from the Fairy Folk, prevails. In others, the Legal rigor is stronger, as a result of the iron discipline imparted them during the long years of training at the Temple of Lost Knowledge. The triclops with a Neutral vision of life are rarer.

Size. Triclops size is Medium. The males have the same average height of an elf (140 + 10d4 cm) and a slender body (45 + 3d10 kg). For females the average height is about 10 cm lower (130 + 6d8) and a significantly lower weight (30 + 3d8 kg)

Speed. Triclops walking basis speed is of 30 feet (9 meters)

Language. Triclops can speak, read and write, in addition to the Common of Skothar, the Silvan tongue and a language of choice.

Special abilities of the Triclop. Once passed the test of maturity and actually become adult, each triclop gains some special and individual powers, arising from the mastery of their own spiritual energies and the use of the third eye (which always remains closed until maturity). Each triclop possesses a resistance and three triclopsce powers that he learn to master during their existence.

Resistance. The triclop is resistant to psychic damages.

In addition, at 1st level the triclop can master a triclopsce power. At 3rd level he has access to a second triclopsce power. Finally, on the 5th level he learns the use of the third triclopsce power.

To determine what these powers are, he has to roll on the table below.

Dice % Type of Power
01-06 The third eye can cast a ray of force (attack roll 1d20 + Proficiency Bonus + s Mod. Intelligence) that causes 1d8 + level [hp]. Maximum range of 60 feet (18 meters). Usable only once between short rests.
07-10 Resistance to acids
11-15 Hold Person (2nd level). Usable only once between short rests.
16-20 Permanent Infravision up to 60 feet (18 meters).
21-25 Seeing the invisible (2nd level). Usable only once between short rests.
26-29 Permanent Telepathy.
30-32 Resistance to bludgeoning non magical weapons.
33-35 Intelligence increase of 1 point (can be taken multiple times, up to the maximum allowed)
36-38 Charisma increase of 1 point (can be taken multiple times, up to the maximum allowed)
39-41 Strength increase of 1 point (can be taken multiple times, up to the maximum allowed)
42-44 Thicker and more durable skin than normal (Natural AC of 11)
45-47 Dexterity increase of 1 point (can be taken multiple times, up to the maximum allowed)
48-50 True Sight through the third eye within 18 meters, 1 time between long rests.
51-53 Constitution increase of 1 point (can be taken multiple times, up to the maximum allowed)
54-55 Resistance to slashing non magical weapons.
56-60 Wisdom increase of 1 point (can be taken multiple times, up to the maximum allowed)
61-64 Strength increase of 1 point (can be taken multiple times, up to the maximum allowed)
65-67 Fast Walk. The basic speed increases by 10 feet (3 meters) per round
68-70 Resistance to fire damage
71-73 Resistance to cold damage
74-76 Resistance to lightning damage
77-79 Can use the spell Blink (3rd level), 1 time between long rests
80-82 Can use the spell Invisibility (2nd level), 1 time between short rests.
83-85 Speak and understand any language permanently
86-87 Resistance to piercing non magical weapons
88-90 Can use the spell Thoughts Reading (2nd level), 1 time between short rests.
91-92 Can use the spell Arcane Eye (Level 4), 1 time between long rests
93-96 Can use the spell Charm (1° livello), 1 time between short rests
97-99 Psychic attack. It produces a cone of psychic energy 60 feet long and inflicts 4d8 + 4 (22) psychic damages. Intelligence ST, DC 15 or stunned for 1 round.    
00* Roll two other times on this table

Notes:

  • * Ignore the repetition of this result after the first time.
  • The ability to refer to, in the calculations of the attack rolls and Difficulty Classes to ST of the opponents is, unless otherwise indicated, the Intelligence.

New Spell: Create Wu

8th-level necromancy; Wizard/Sorcerer ritual
Casting Time: 24 hours
Range: one mortal and willing creature
Components: V, S, M (use pulverized gems to trace the circle of power and a big gem as a receptacle, of the total value of 10.000 gp: all is consumed at the end of the ritual)
Duration: permanent (see text below)

The enchanter needs a willing mortal to participate to the ritual. He then perform a delicate, one day long, ritual, while the volunteer lay motionless in the center of a circle of power: the enchanter chants the magical litany giving power to the spell ritual. At the end of the rite, which consumes 10.000 gp, the soul of the chosen mortal is sucked into the body of the triclop enchanter, while a permanent spiritual bond connects the two individuals. The volunteer is made into a Wu (see later), an immortal creature subservient to the triclop. The enchanter must pass an Arcana (Intelligence) ST [DC 18] to withstand the execution of the ritual. If the triclop fails the ST, he suffers 10d8 of psychic energy damage  (ignoring the triclop natural resistance) and, if he survives, he permanently loses 1 Intelligence point. In case of success, the triclop don’t lose the Intelligence point and suffers only half of the previously indicated damage.

It is impossible to have more than a Wu at the same time. The Wu continues to come back to life when he dies, while his triclop master is alive (see the Wu for further info). If the triclop dies, the soul of the Wu returns free and goes back to his body, unless something inhibits it (like a Wish or a Magic Jar spell). The Wu has to pass a Death Saving Throw (without Advantage) or instantly dies in case of a failure. If he passes the ST, he becomes again a common mortal of his original race (very often human): he is now a first level character, absolutely mortal but with all his past memories!


 

NEW CLASS: Wu

Any biological sentient being, provided with a soul, can become a Wu but there must be only a Wu, at a time, for any triclop. Every Wu has a characteristic magical symbol – improperly called rune but, more correctly an ideogram – on his forehead. Every ideogram is different from the others and is strictly related to the unique pact that binds the wizard/sorcerer triclop and his Wu.

The Wu is simply a mortal being with no soul, his soul being stolen by the triclop. This makes him subjugate to the triclop because his creator’s death means the (likely) demise of the Wu. The Wu can be created only through a specific ritual enchantment of 8th level, known only to the most powerful wizard/sorcerer triclops (Create Wu indeed), which requires quite rare components (at total discretion of the GM; finding these may require one or more research/adventures). This is not the only reason why a powerful enough triclop uses it only in case of a dire necessity: the enchantment saps part of the life essence of the triclop (see the description of the spell). The triclops are very rare in Mystara, a few dozens. The Wu are, obviously, even rarer, probably no more than ten.

The Wu is almost immortal to an appalling level: he is vulnerable to all weapons, he suffers wounds and maiming as any human being but, even if he dies, he comes back to life in a short time, thanks to the indissoluble bond with his soul, safeguarded by his triclop master. Normally it is possible to kill a weak and young Wu by the complete destruction of his body, but this is impossible to annihilate an expert and powerful Wu: in this case, the body reforms itself from nothing, even after being disintegrated. The only certain way to kill any Wu is to eliminate the triclop keeping his soul or, as shown below, to break the bond that ties the triclop and the Wu. For this reasons too, the Wu will always try to protect his “patron”, but he is also bound to him like if under a permanent Charm Person spell. The nature of a Wu, makes him susceptible to the Protection from evil/good and similar spell, even if he is not an undead or a creature of the Outer Planes. In addition, healing spells have no effects on him and he is totally immune to spells affecting the soul (like Magic Jar and similar spells), since he has not a soul or, at least, not in his own body.

From rulings point of view, the Wu is a warlock who struck a pact with a triclop taking from him some of his powers. Their relationship is, therefore, similar to the bond between a Teacher and a Pupil or, in extreme cases, between a Master and a Slave. The Wu learns evocations, cantrips and spell from the Teacher/Master triclop, very often a Wizard or a Sorcerer.

This table supplements the one in Player’s Handbook, pg. 106:

Level Wu (Warlock) Features
1 Otherworldly Patron (Limited Immortality), Pact Magic
2 Eldritch Invocations
3 Pact Boon (Pact of the Fidelity)
4 Ability Score Improvement o Wu Feat
5
6 Otherworldly Patron feature (Regeneration)
7
8 Ability Score Improvement o Wu Feat
9
10 Otherworldly Patron feature (Full Immortality)
11 Mystic Arcanum (6th level)
12 Ability Score Improvement o Wu Feat
13 Mystic Arcanum (7th level)
14 Otherworldly Patron feature (Elemental Immunity)
15 Mystic Arcanum (8th level)
16 Ability Score Improvement o Wu Feat
17 Mystic Arcanum (9th level)
18
19 Ability Score Improvement o Wu Feat
20 Eldritch Master

Otherworldly Patron (Triclop)

At first level, the Wu struck a bargain with the Master/Patron triclop, which grants him the teachings and powers, shown below. The Wu gain them as talents, respectively at 1st, 6th, 10th e 14th levels.

Limited Immortality

The Wu reaches the first step to immortality in exchange for his soul, kept by the triclop Patron. This means that the Wu doesn’t age, cannot die by Instant Death and roll with Advantage the death Saving Throws (see PH, pg. 197). In addition, with a “natural 20”, he recovers 1 HD (plus COS modifier if any), instead of hps. The Wu cannot be healed by healing spells, being without a soul, like an undead creature.

Regeneration

The Wu always recovers the maximum hps from the spent HDs after a Short Rest and regenerates limbs and damaged/lost organs too. These take a different time, according to the damage: from a few days (hand, foot, a single internal organ) till a week for an entire limb or serious maim.

Full Immortality

Reached the 10th level the Wu can always regenerate his body even once dead and even if completely disintegrated. This, in fact, completely regenerates within the next dawn of the death. This process also accelerates the Wu regeneration and any lost limb, regardless of the size, is recovered by dawn the next day. The only way to kill permanently a Wu is to kill his master triclop or cast a Wish spell in the turn following the temporary death of Wu, in order to break the bond between student and teacher. In the latter case, however, the triclop must be nearby and in the range of the Wish spell because it has to rescue the Wu soul from him to “give it back” to its original owner.  

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Elemental Immunity

On reaching the 14th level, the Wu chooses an elemental form between acid, electricity, fire or cold and becomes permanently immune to it.

Pact Magic

EXPANDED SPELL LIST

The Master triclop allows access, to his Wu, to a wider selection of spells whenever he must make a choice to learn a new one. These depend, in turn, on the spells the Master triclop knows and therefore does not fall in a fixed and predetermined list (in fact the choice is always subject to the will and decision of the GM).

Eldritch Invocations

Wu has access to Eldritch Invocations as a normal warlock.

Pact of Fidelity

The Wu is particularly resistant to attempts of mind control (for example, through spells of charm or suggestion) against which he has the Advantage on the Saving Throws. It can also repeat every turn, even where not permitted, a new saving throw to try to break up these spells.

However, he is particularly sensitive to these powers if it is his own Master triclop using them and rolls saves with Disadvantage against them. If he is subject to such influences, he cannot roll a new saving throw, even if he normally could, to break the spell that lasts instead until its duration or until the Master triclop loses concentration or desires its end.

This Pact is an alternative to the Pacts commonly taken by a warlock and therefore it is alternative to the various Pact of Tome, etc.

Ability Score Improvement

When the Wu reaches the 4th, 8th, 12th, 16th and 19th level, he gets an increase of 2 Ability points. As an alternative to this increase (which the normal limitations in PH), the Wu may opt for a feat (if this optional rules are used) or a Special Feat reserved to the Wu class.

Wu Class Feats:

Lightness

The Wu acquires the ability to control the muscles of his body to the point of being able to jump up to twice the amount allowed to a normal person. It is also able to mitigate, that is halve, the falling damages.

Speed

The Wu increases by 5 feet his base movement. He can also use, once between rests (short or long), an action equal to the fighter Action Surge. If taken twice, this feat allows to further increase by 5 feet his base movement and to use twice between rests the Action Surge action. This feat cannot be taken more than twice.

Unfailing Vision

The Wu is able to use the Truesight spell once between long rests. Taken twice, this feat allows you to use this innate talent spell twice between a long rest period.

Natural Armor

The Wu receives the resistance to all damage inflicted by Slashing, Bludgeoning and Piercing from non magical weapons.

Mystic Arcanum e Eldritch Master work instead as described in the PH for the Warlock base class.

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