There are many abominations born through experimentation into magic with little concern if it is the right thing to do. Others are born through the actions of gods, Masked, o other entities, from the effects of the raw power of the Realms warping natural creatures, or through the actions of scientific experimentation. The products often can be incredibly destructive and a threat to nearby regions and settlements.
These Order’s train their members on to deal with such threats, on how best to research their foes, and how to exploit any weaknesses discovered. Each Slayer that joins these Orders are fairly unique, due to the fact the Orders rarely can find the masses of the same kind of abomination needed to make new Slayers. This had led to rumours that some Lodges of this Order have been experimenting in producing artificial Slayers, a grave taboo which all the Lodges of this Order have been accused of this practise have firmly denied.
This Order uses a Spell List that you and your GG best feel fits the Abomination you draw your power from (the Cosmic spell list is considered default if none are more suitable). Their Associated Damage Type and their Nemesis Entity Type are determined between you and the GG, while designing the Abomination your draw your power from, and the Damage Type and Entity Type associated with it.
| Slayer Level | Spells |
|---|---|
| 2nd | Burning Mixture, Disrupt Rhythms |
| 5th | Alter Self, Enhance Ability |
| 9th | Dispel Magic, Protection from Energy |
| 13th | Minor Note of Endurance, Polymorph |
| 17th | Arcane Osmosis, Vampiric Chains |
A GG can choose to replace the above spell options with spells more appropriate to the specific Abomination.
When you gain this Order, choose either the Altered Template or the Oozeling Ancestry (speak with the GG which may be more suitable). You immediately gain access to the chosen Ancestry or Template.
If the Oozeling Ancestry is chosen, any Slayer Feature that refers to a Template will consider the selected Ancestry as a Template for their effects, and you immediately gain access to one Ancestry Feature of your choosing.
Instability of Form. Immediate Effect: On a failed Test, you explode in a blast of flesh and bone. Each entity within your AoC must make an Agility Test against your Channelling the Darkness TG, you are considered to automatically fail this Test by 5 or more.
Failed Test: The entity takes Necrotic Acid damage equal half you SB (rounded down) number of rolls of your Darkness Damage Die.
Failed by 5+: They take twice as much damage.
Successful Test: They take half as much damage.
Secondary Roleplay Effect: You generally feel unwell, and your body doesn’t feel quite right, though you cannot really place what is wrong, this lasts until you next complete a Long Rest, you spend some time meditating or performing an action positively affirming your body as your own, or until you succeed on a Resist Test.
Adaptable Shroud. When you use the Enshroud action, choose a Damage Type. For the Duration of the action, you gain Resistance to the chosen Damage Type.
Whilst under the effects of the Enshroud action, should you apply the Frightened or Poisoned condition to a Target, increase the number of Degrees applied by 1.
1st Tier Abomination Slayer Feature
You have studied the varieties of foes you may come across in your travels to allow you to be as adaptable as possible. Choose any two Skills to Learn from Cosmology, Faiths, General Knowledge, Investigation, Magical Lore, Medicine, Nature, Survival, and Technology. Then choose one listed Skill you have Learnt to Master.
You also gain an additional Fighting Style Feat.
1st Tier Abomination Slayer Feature
You gain power from your slain enemies. Oo a successful Medicine Skill Roll for an entity, you learn of one Passive Trait or unique action for the entity that could be gained with the Fleshmeld action. On an Inspired Event, you learn three different options if there are that many, otherwise you learn as many as you can.
You gain the Fleshmeld action.
You may have a number of Fleshmelded aspects from this action equal to half your SB. If absorbing an aspect would bring you above this amount you may replace one absorbed aspect with the new one.
2nd Tier Abomination Slayer Feature
Your own life force enhances your alchemical abilities. When you gain this Feature, you gain access to the Haema Goetia option of the Tools of the Enemy Feature. You also gain the Haematic Alchemy action as an action bestowed by the Haema Goetia Feature.
If upon gaining this Feature, you had already selected the Haema Goetia option when you gained the Tools of the Enemy Feature, you also gain an additional number of d10 Hit Dice equal to half your SB, that may only be expended to be used for Haema Goetia actions/reactions. These Hit Dice are restored whenever you complete a Short or Long Rest.
In addition, when you gain an aspect of an entity using your Fleshmeld action, for the Duration of the Fleshmeld you gain one Damage Reduction, Resistance, or Sense the Target had if any.
3rd Tier Abomination Slayer Feature
Your form is adapted to recover from all but the most severe wounds. If at the start of your Turn, your current HP is greater than 0 but less than your Hit Point Maximum, and you have not received Acid damage since the end of your last Turn, you regain 1 HP.
If you have the Bloodied condition, the restored HP increases to 1 + your Endurance (minimum of 1).
If you have the Desperation condition, the restored HP increases to 6 + your Endurance (minimum of 1).
As an Activity during a Short or Long Rest, you may focus your restorative power to regenerate any single severed body part you are currently missing that you choose.
In addition, when using your Hit Dice to replace Ingredients as part of your Haematic Alchemy action, the Ingredient is considered to be of Standard Quality by default.
4th Tier Abomination Slayer Feature
You gain greater skill at altering your form. You can maintain a number of Fleshmelds per the Abominable Fleshmeld Feature equal to your SB, and the Fleshmeld action’s AP cost is reduced to 1AP.
Whenever you use the Fleshmeld action, you can recover a number of expended Hit Dice equal to the Target’s unexpended Hit Dice (up to your Trait of Power).
You gain the Flash Evolution action.
Once you use this action, you may not do so again until you have completed a Long Rest. You may also expend two unexpended Hit Dice to replenish a use of this action.
In addition, when using your Hit Dice to replace Ingredients as part of your Haematic Alchemy action, the Ingredient is considered to be of Rich Quality by default.
There are some creatures, which maintain a steady population of only one or two of their kind. No matter how much time passes or even if any are slain, the same number of the creature remain constant.
One reason is it is said many of these creatures can curse unlucky enough to encounter one of these creatures on a moonlit night or perhaps a curse is placed upon those who slew them. The curse turning the target into another version of that entity.
These creatures are known as Cryptids, often creatures whose existence is a matter of debate as some claim they are nothing but a fairytale. Yet this Order knows such creatures exist and take the curse applying it to new members as part of their induction. The curse changing the soul of the afflicted, implanting in them the seed of something dark, their true cryptid form.
The Order of the Cryptid is a disorganised Slayer Order, they tend to wander alone or in small groups looking for others afflicted to induct them into the Order to grant them measure of control. While Others may find those wronged by such creatures, offering them the power to gain their revenge. The Order trains these initiates to gain strength from the cryptid within, without feeding its power and losing themselves to it.
This Order uses a spell list that you and your GG best feel fits the Cryptid you draw your power from (the Cosmic Spell List is considered default if none are more suitable). Their Associated Damage Type and their Nemesis Entity Type is determined between you and the GG is designing the Cryptid your draw your power from, and the Damage Type and Entity Type associated with it.
| Slayer Level | Spells |
|---|---|
| 2nd | Charm Humanoid, Fog Cloud |
| 5th | Pass Without Trace, Silence |
| 9th | Fear, Nondetection |
| 13th | Greater Invisibility, Regen |
| 17th | Call the Primordial, Telekinesis |
A GG can choose to replace the above spell options with spells more appropriate to the specific Cryptid.
When you gain this Order, speak with your GG to determine the Template or one of the Beastkin or Oozeling Ancestries that would best suit the Cryptid you gain power from. You immediately gain access to the chosen Ancestry or Template.
If an Ancestry is chosen, any Slayer Feature that refers to a Template will consider the selected Ancestry as a Template for their effects, and you gain access to one Ancestry Feature of your choosing.
When you gain this Order, choose one of the following options for your Consumed by Darkness effect, based on the kind of Cryptid you draw your power from:
Bloodlust. Immediate Effect: On a failed Test, you must immediately move your Movement speed directly toward the nearest entity and use the Attack action against that Target. If you have your Multiattack Feature, you can choose whether to use it for this attack. If more than one entity is equally near to you, roll randomly to determine your Target. Once your attack is resolved, you regain control of yourself.
Secondary Roleplay Effect: You feel a rush of ecstasy whenever you get into a fight, this lasts until you next complete a Long Rest, reduce an entity to 0 HP, or until you succeed on a Resist Test.
Corpse Feaster. Additional Trigger: If you start your Turn and can see or hear an entity who is dead or on 0 HP, you must make a Resist Test.
Immediate Effect: On a failed Test, you must immediately move directly toward the nearest dead entity or entity on 0HP you can see or hear. If you reach the Target and it is a corpse, you begin feasting on it, if the entity is instead just on 0HP you immediately make a single Unarmed Strike against the body. Once your attack is resolved or you have feasted on the corpse, you regain control of yourself.
Secondary Roleplay Effect: You feel incredibly hungry and an innate desire to hoard foodstuffs, this lasts until you next complete a Long Rest, until you eat double the usual Units of Food & Drink required in a Day, or until you succeed on a Resist Test. Note: this effect has no mechanical effect on the Units of Food & Drink you need to consume in a Day.
Disturbing Presence. Additional Trigger: After taking damage from a Critical Hit or Overwhelming Blow, you must make a Resist Test.
Immediate Effect: On a failed Test, your Movement speed becomes 0 until the start of your next Turn, and you unleash a wave of psychic energy as part of your true Cryptid Form, the one your curse wishes to become, is revealed temporarily. All entities within 12m (At Range) of you, and aware of you, must succeed on a Determination Test against your Channelling the Darkness TG.
Failed Test: The entity takes Xd12 Psychic damage, where X equals half your SB, and gain two Degrees of the Frightened condition.
Failed by 5+: They gain an additional Degree of the Frightened condition.
Successful Test: They take half as much damage.
Secondary Roleplay Effect: You feel a constant pain in your skull like a mild headache, this lasts until you next complete a Long Rest, you cast a spell bar a Cantrip or manifest a psionic power bar a Talent, or until you succeed on a Resist Test.
Mantled Form. Whilst under the effects of the Enshroud action, you gain the benefits of your Don the Mantle Feature’s Hybrid Form without requiring a use of your Channelling the Darkness Feature. You also gain an additional benefit chosen when you choose this Order:
Cryptid’s Grace. When an attacker that you can see hits you with an attack, you can use your reaction (1RP), to halve the attack’s damage against you.
Cryptid’s Power. Once per Turn, when your hit with an Unarmed Strike, you may choose for the attack to automatically become an Overwhelming Blow.
Cryptid’s Resilience. Once per use of the Enshroud action, when you are reduced to 0 BP you may instead be reduced to a number of BP equal to a roll of your Darkness Damage Die + your Slayer Level.
It may be that you and your GG have a specific creature in mind to be your Cryptid, that the options presented by the Don the Mantle and Awakened Power Features do not quite manage to reflect. GGs should feel free to create new options for these features to better reflect the Cryptid that you take your power from.
1st Tier Cryptid Slayer Feature
You learn to control the curse that courses through your veins, donning a mantle of your inner cryptid to alter your form into a cross between your original form and the true form of your cryptid inside. When you gain this Feature, choose three Cryptid Transformation Features, bar Combat Features, from the list below that best reflect your Cryptid.
When you gain a Level in this Class you can change one of your chosen Cryptid Transformation Features. Come up with an interesting way your Hybrid Form changes to reflect your modified Cryptid nature.
You gain the Cryptid Transformation Channelling the Darkness Action.
While you are transformed, you gain the chosen benefits as well as the Combat Features Feature:
Combat Features. Your form is altered to gain Natural Weapons, such as horns, claws, fangs or a spiked tail. You can use Agility instead of Physique for the Attack and Damage Rolls of your Unarmed Strikes, the size of your Unarmed Strike damage die equals the size of your Darkness Damage Die, and you can choose to replace the Damage Type of your Unarmed Strikes with either Acid, Bludgeoning, Lightning, Piercing, Poison, or Slashing damage (chosen when you make the attack).
Additionally, when you use the Attack action to make at least one Unarmed Strike, you can make one extra attack as part of the same action. That extra attack must be made with your Unarmed Strike, and you don’t add your Trait or Skill Bonus to the extra attack's damage. You can make this extra attack only once on each of your Turns.
Amorphous. Your form isn't quite as solid as you appear. You have Advantage on Acrobatics Skill Rolls made to escape bonds and end the Grappled condition, and Trait Tests to avoid, resist, and end the Restrained and Frozen condition.
At 3rd Tier, you can move through a space as narrow as 2.5cm wide without squeezing.
Aquatic Lungs. Your lungs become adapted for life around water. You gain Cold Reduction 5, a Swimming speed equal to your Walking speed, and can breathe underwater.
When using the Movement action, so long as your only use your Swimming speed as part of it, the AP cost only increases by 1AP rather than 2AP for repeated uses on the Turn.
At 3rd Tier, you gain Resistance to Cold damage.
Bestial Might. Your body alters to increase your physical strength. You have Advantage on Physique Tests, bar Attack Rolls, and you have a bonus to your melee Damage Rolls equal to half your SB. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.
At 3rd Tier, you gain Advantage on all Physique Tests, and deal double damage to Constructs, objects, vehicles, and structures.
Blood Drinker. One of your Combat Features is modified to allowing you a method to drink the blood of your prey. When you deal damage to a Target with your Combat Feature, the Target must make an Endurance (Stamina) Test (using your Channelling the Darkness TG).
On a failed Test, the Target is dealt Necrotic damage equal to two rolls of your Darkness Damage Die and you regain that many Hit Points.
At 3rd Tier, the Necrotic damage becomes equal to three rolls of your Darkness Damage Die.
Blood Rage. You draw strength from your wounds to drive you to greater fury. So long as you have the Bloodied condition, when you perform the Attack action, you can make an additional attack with your Combat Features.
Your Critical Hit Scope increases by 1 whilst you have the Bloodied condition, or by 2 whilst you have the Desperation condition.
At 3rd Tier, increase the number of additional attacks you can make with your Combat Features each Turn by 1.
Chameleonic Skin. You gain the ability through physical or magical means to become temporarily invisible. If you successfully Hide, then you become Invisible until you move or take any action or reaction. Anything you are wearing or carrying is Invisible as long as it is on your person.
At 3rd Tier, you only stop being Invisible when you attack, or cast a spell, manifest a psioic power, or apply a condition to an entity.
Climber. You are adapted for pursuing your target from unusual angles. You gain a Climbing speed equal to your Walking speed, you can walk across solid surfaces whilst leaving your hands free.
You may use your Trait of Power instead of your Physique for determining your Jumping Distance, and treat any Jump standing still, as if it was a Running Jump.
At 3rd Tier, when you use the Movement action, you can instead of moving normally, choose to Jump a distance up to double your Walking speed. You also can move across the surfaces of fluids without submerging as if they were a solid surface.
Form of Static. Something about you makes you hard to witness via any means bar natural senses. You are Invisible to methods that would display an image of you such as a camera, artwork, or illusory effect, a faint smudge at best showing your presence. You have Advantage on Trait Tests to resist avoid, or end effects of Divination School Spells, Powers, and Rites.
At 3rd Tier, you gain Resistance to Psychic damage and are Immune to the effects of Technology and Divination School Spells, Powers, and Rites, that would view you remotely, try to glean information about you, read your thoughts or truthfulness, or detect your presence.
Hypnotic Eyes. Others find it easy to become lost in your gaze. You have Advantage on Trait Tests made as part of the Socialise action if the Target can see you. If the Test is successful, the Target becomes Charmed by you, so long as you and allied entities do nothing to negatively affect them.
At 3rd Tier, when you would apply the Charmed condition to the Target, you may choose for them to become hypnotised. Whilst hypnotised, so long as the entity can see you and you maintain Concentration staring at the Target, the Target becomes Incapacitated and has their Movement speed reduced to 0m.
Ill Omen. Misfortune follows you. Each entity within SBm of you, bar you, increases their Critical Failure Scope by half your SB. Your Inspired Event Scope increases by 1.
At 3rd Tier, so long as you have the Inspired condition, Attack Rolls against you are made with Disadvantage.
If you are dealt damage by an entity or an entity bestows a condition upon you, the next Trait Test made against that entity is made with Advantage.
Invisible Steps. You gain the ability to move exceptionally quickly either by physical means or magical in certain conditions. When you are not being seen or are in a Dimly Lit area or area of Darkness, you can Teleport a distance using your Walking speed, where every 1m teleported uses 2m of your Walking speed.
At 3rd Tier, you can move this way in any lighting or even when seen.
Mimic. You can mimic any sound you have heard to lure in prey. You can mimic any sound you have heard, including voices, and are able to mimic a voice if you have listened to it for 5 Minutes, to produce sentences you haven’t heard that voice make before. Entities wishing to identify your mimicry must succeed on an Investigation or Perception Skill Roll against your Channelling the Darkness TG.
At 3rd Tier, you can cast the Disguise Self spell at will, without expending a Spell Slot or requiring Spellcasting Components.
Poisonous Skin. Your skin seeps poisonous fluids or maybe a toxic miasma. You gain Poison Reduction 5 and have Advantage on Trait Tests made to resist, avoid, or end the Poisoned condition and Diseases.
At the start of each of your Turns, if you are being Grappled by an entity, or are Grappling an entity, the Target takes Poison damage equal to a roll of your Darkness Damage Die and gains a Degree of the Poisoned condition.
At 3rd Tier, you gain Resistance to Poison damage, and Immunity to the Poison condition and Diseases.
Resilient Hide. Your body alters to make it more resistant to damage. You have Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks not made with Silvered weapons. Additionally, while you are not wearing Heavy Armour Pieces, you have a +1 Armour Bonus to your HT.
At 3rd Tier, the Armour Bonus increases to a +2 Bonus.
Shadow Form. You are one with the Darkness. You gain Necrotic Redution 5. Whilst in an area of Darkness you become Invisible to all entities that rely on Nightvision to see in the Darkness. If you are within an area of Darkness and would Teleport, you can increase the distance you can Teleport by a number of metres equal to your Trait of Power + your SB, so long as the Target destination is also an area of Darkness.
At 3rd Tier, this effect also applies in Dimly Lit areas, and you gain Resistance to Necrotic damage.
Shapechanger. You can shift into the form of an animal. You gain the Shapechanger Entity Tag. You also gain the Wild Shape Channelling the Darkness Action.
At 3rd Tier, you can shift into a Medium or Large sized Forms of the Land, Sea, or Sky.
Solitary Hunter. You are adapted to fight alone. When you would make an Attack Roll, so long as no allied entities, bar Incapacitated allies, are within your AoC, you have Advantage on your Attack Rolls. On a hit, you can add a roll of your Darkness Damage Die to the attack’s Damage Roll.
When making an Attack Roll against an entity Marked by you or who is a Critical Threat your Critical Hit Scope increases by 1.
At 3rd Tier, when you would make an Attack Roll, so long as no allied entities, bar Incapacitated allies, are within your AoC, if you hit the Target but did not score an Overwhelming Blow or Critical Hit, the attack is considered an automatic Overwhelming Blow.
Tentacled Mass. You grow tentacles to aid you. You are treated one Size Category larger when determining your Carrying Capacity, Reach (maximum of Gargantuan), Grapple & Shove effects, and the weight you can push, pull, drag, or lift. You can Grapple a number of entities simultaneously equal to half your SB.
At 3rd Tier, you are instead treated as two Size Categories larger when determining your Reach (maximum of Gargantuan).
Tunneller. You are adapted for striking your foes from below. You gain a Burrow speed equal to your Walking speed and Tremorsense out to 6m, and whilst burrowing you can make a Stealth Skill Roll against the Perception Skill Roll of any entity with Tremorsense or Blindsight. If your TTV was higher, then your movement cannot be sensed by these senses until you reveal yourself.
At 3rd Tier, the tunnel made from your Burrow speed is stable enough for entities of your Size Category or smaller to follow you through the tunnel, so long as nothing externally affects its stability.
Winged Form. You are adapted for striking your foes from above. You gain Lightning Reduction 5, a Flying speed equal to your Walking speed, and can Hover. You ignore the Difficult Terrain penalty for increasing your altitude whilst Flying, and your wings produce no sound while Flying.
If you and try to Fly whilst wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy (1) Armour Property or increasing its Heavy (X) Property by 1.
At 3rd Tier, you gain Resistance to Lightning damage.
1st Tier Cryptid Slayer Feature
Your form gains features of a predator, enhancing your natural senses. When you gain access to this Feature, choose two of the following senses: Sight, Hearing, or Smell. You can perform the Seek and Use Skill (Stealth) actions for 1AP, and when you would make an Endurance Test to resist, avoid, or end an effect you can use your Trait of Power instead.
You also gain the chosen Senses as Skill Foci for your Empathy, Investigation, Perception, and Survival Skills, and have Advantage on Stealth Skill Rolls made to hide amongst natural features such as rocks, foliage, a river, or trees.
You also gain an additional benefit based on the Senses you chose:
2nd Tier Cryptid Slayer Feature
You gain physical alterations as your power grows. Your Walking speed increases by 1m, and you gain one of the following Movement speeds equal to your Walking speed; Burrow, Climb, Fly, or Swim speed, your form changing to better allow for this change of speed. If you chose Climb speed you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
In addition, you add 2m to your Long Jump distance and 1m to your High Jump distance. Your Hybrid Form also gains the following additional benefit.
Unnatural Combat Traits. Your Form gains or enhances itself to allow you to deal devastating blows with your body, be it sharpened horns, fangs or claws that have changed to be just unnatural somehow. Your Unarmed Strikes are considered magical for overcoming Resistances and Immunities, and you have a Magic Bonus to Attack Rolls made with your Unarmed Strike equal to half your SB, and your Unarmed Strike Damage Rolls equal to your SB.
When you attack with your Unarmed Strikes, you can choose to apply either the Brutal, Rattle, or Slow Weapon Focus Property to the attack (chosen before you make the Attack Roll).
3rd Tier Cryptid Slayer Feature
Your inner Cryptid has awoken granting you greater power even when not in a hybrid form, though the ever-present risks of losing control only grow the more you rely on its power. When you gain this Feature, choose one of the following supernatural benefits to gain the effects of. The benefit is broken into two parts the first is an effect that is always present, while a second benefit only occurs when you are in your Hybrid Form from your Don the Mantle Feature.
When you gain a Level in this Class you can change your chosen benefit. Come up with an interesting way your Hybrid Form changes to reflect your modified Cryptid nature.
Bound in Flesh. You use your own flesh to bind the spirit of a Cryptid which may be called upon to grant you additional offensive ability. You gain access to the Bound Weapon option from the Tools of the Enemy Feature. You may use your Trait of Power instead of Physique to fulfil the Heavy (X) Weapon Property for your Bound Weapon.
Whilst in your Hybrid Form, you may choose when summoning a Weapon without the Two-Handed Weapon Property, for it to appear out of your flesh. If you do so, the Weapon cannot be removed from your grip, however that hand cannot be used for anything else until the Weapon is dismissed.
At 20th Slayer Slayer Level, when summoning your Bound Weapon in a form with the Two-Handed Weapon Property, you may ignore the Weapon’s Two-Handed Weapon Property, however if you do this the Weapon gains the Heavy (5) Weapon Property. If the Weapon form already had the Heavy Weapon Property, add the two bracket numbers of the Properties together to determine the new value of the Property.
Cursebringer. You gain the ability to curse an opponent using their very blood or other life energies against them. You gain access to the Haema Goetia option from the Tools of the Enemy Feature, and gain the Haematic Curse action to use with the Haema Goetia Feature:
Whilst in your Hybrid Form, Targets have Disadvantage on Trait Tests made to resist your Haematic Curse and Malisons of Darkness, and entities Marked by you have Disadvantage on Trait Tests, bar Attack Rolls, using a Trait of your choice, chosen when you apply the Marked condition.
At 20th Slayer Level, Duration of Haematic Curse increases to become Permanent, though it can be removed by rites that remove Curses, and the Charmed condition effect will only last for 1 Day. If you apply the Haematic Curse to an entity Marked by you, whenever you complete a Long Rest, even if they are no longer Marked by you, you can use a Malison of Darkess Targeting the entity no matter their distance from you, so long as you are on the same Realm of Creation. If the Malison is successfully applied you can also Mark the Target.
Frightful Presence. You can reveal in controlled amounts your true terrifying cryptid self to creatures of your choosing. Whilst in your Hybrid Form, all effects of yours that bestow Degrees of the Frightened bestow an additional Degree of the condition. Also whilst you are in your Hybrid Form, upon receiving one or more Degrees of the Frightened condition or Terror condition from you, until the start of your next Turn, the entity cannot recover HP and reduces their RP by 1.
Whilst an entity has Degrees of the Frightened condition or the Terror condition from you, and can see you in your Hybrid Form, their Movement speed is reduced to 0m.
You also gain the Frightful Presence action.
At 20th Slayer Level, whilst an entity has Degrees of the Frightened condition or the Terror condition from you, and can see you in your Hybrid Form, their RP is reduced by 1, and the Frightful Presence action ignores Immunity to the Frightened condition, and entities that succeed on the Determination Trest against it or who have the Frightened condition granted by it end on them, no longer become Immune to the action for 1 Day.
Future Sight. You always have the Augury and Divination spells Prepared.
You can cast the Augury spell at will, without requiring Spell Slots, and can cast the Divination spell once per Long Rest without requiring a Spell Slot. You do not require Spellcasting Components for casting these spells with this Feature.
In addition, when you cast these spells reduce the chance the GG gives you no answer or a random reading by 25%.
Whilst in Hybrid Form you have Advantage on Initiative Tests, and may use your Cryptid Transformation action as a reaction (1RP), with the Trigger "You make a Trait Test".
At 20th Slayer Level, whilst in your Hybrid Form, you can grant yourself the benefits of the Foresight spell for 8 Hours, treating it as having a Casting Time of 3AP. After using this effect, you cannot do so again until you have completed a Long Rest.
Innate Spellcasting. You gain access to the Spellcasting option from the Tools of the Enemy Feature. Select a Cantrip, a 1st Circle, and 5th Circle spell from any Spell List, whenever you gain a Level in this Class you may alter your chosen spells. You always are considered to have these spells Prepared.
Whilst in your Hybrid Form, you may cast the 1st Circle spell chosen with this Feature, once during your Cryptid Transformation without requiring a Spell Slot, once the spell has been cast this way, you may not do so again until you use the Cryptid Transformation action again outside of the current Encounter/Scene.
Whilst in your Hybrid Form, you may cast the 5th Circle spell chosen with this Feature, once during your Cryptid Transformation without requiring a Spell Slot, once the spell has been cast this way, you may not do so again until you have completed a Long Rest.
At 20th Slayer Level, you may select a 7th or 8th Circle spell from any Spell List. Whilst in your Hybrid Form, you may cast the chosen spell once during the Cryptid Transformation without requiring a Spell Slot, once the spell has been cast this way, you may not do so again until you have completed a Long Rest.
Paralysing Agent. You somehow are able to paralyse creatures you come into contact with, maybe by electrical bursts or by some kind of secreted venom. Whilst in your Hybrid Form, when you deal damage with your Unarmed Strikes, whilst they are under the effects of the Imbue with Darkness action, the Target must make an Endurance Test against your Channelling the Darkness TG.
On a failed Test, the Target gains a Degree of the Dazed condition.
If they failed the Test by 5 or more, they gain an additional Degree of the condition.
Whilst in your Hybrid Form, if your effects would bestow the fifth Degree of the Dazed condition, instead of being replaced with the Stunned condition it is replaced with the Paralysed condition.
You also gain the Dazing Burst reaction.
At 20th Slayer Level, whilst in your Hybrid Form, on a failed Endurance Test, the Target instead gains the Paralysed condition.
Regeneration. You gain the ability to knit your wounds together given enough time. At the start of each of your Turns, when you have at least 1 HP and the Bloodied condition, you recover HP equal to 1 + your Endurance (minimum of 1).
Whilst in your Hybrid Form, the recovered HP equals your SB + your Endurance (minimum of 1).
You can over a Short Rest, so long as you are alive, reattach a severed body part back onto your body though this does require holding the body part in place for the Duration of the Rest.
At 20th Slayer Level, you can regenerate HP even without the Bloodied condition.
3rd Tier Cryptid Slayer Feature
You have through physical wards placed upon you, gained greater control of your Inner Darkness, in turn granting you access to abilities previously too dangerous to use. You gain the Concept “Wards of Light”, and whilst in your Hybrid Form you have Advantage on Resist Tests.
In addition, whilst in your Hybrid Form, you have Advantage on Attack Rolls against a Target afflicted by your Marked condition, and you gain the Cryptid’s Pursuit action.
4th Tier Cryptid Slayer Feature
You have mastered your inner cryptid. You can use your Cryptid Transformation action an unlimited number of times without expending a use of your Channel the Darkness Feature, your Cryptid Transformation action’s Duration becomes Indefinite, lasting until you revert to your normal form, fall Unconscious, or Die.
Whilst in your Hybrid Form, your Inspired Event Scope increases by 1, you gain Immunity to your Order’s Associated Damage Type and the Exhaustion condition, and when you apply a Malison of Darkness to a Target, they are always considered Marked by you when determining its effect.
In addition, your Don the Mantle Feature, now allows you to choose five Cryptid Transformation Features to benefit from whilst in your Hybrid Form.
Dragons are majestic, powerful, and intelligent entities. Many live in peace with nearby cultures that share their home or live away from societies allowing them to coexist without being aware of the others existence. However, some dragons either brought to rage by the actions of a few mortals, or who through their own ego or desire for power, seek to conquer or destroy the lands others call home bring death and destruction to those around them. Those harmed by dragon fire, driven from their homes, or who have lost their freedom or those closest to them at a dragon’s command will in turn take up the path of vengeance. It is in the fires of this vengeance that Dragon Slayers are born.
These Order’s train their members on where best to land their strikes and the nature of their foes. Ensuring that each member carries weapons that will exploit the weaknesses of their target while imbuing their form with the essence and power of their hated foes. Unfortunately for these Orders the nature of what drives someone to take up this path means that they are only truly found in number, within lands and nations where the threat of dragons real or imagined is an overwhelming part of the culture. Whereas in many other regions they are a rarity often shunned for seeking to slay being who those living there have done nothing wrong or sought to live in peace with the common folk.
It also does not help that the rage of what they have lost at the hands of dragons, is often stoked by the power of the dragons slain as part of their initiation rites. Many who take up this path are lost to vengeance, quick to anger, and as such rejected by most of common society.
This Order uses the Cosmic Spell List, their Associated Damage Type is based off the Breath Weapon of the Dragon you draw your power from (speak with your GG to determine what this would be), and their Nemesis Entity Type is Dragons.
| Slayer Level | Spells |
|---|---|
| 2nd | Detect Magic, Elemental Barrier |
| 5th | Elemental Exhalation, Wind Dance |
| 9th | Elemental Stride, Fly |
| 13th | Freedom of Movement, Regen |
| 17th | Hold Entity, Legend Lore |
A GG can choose to replace the above spell options with spells more appropriate to the specific Dragon you draw your power from.
When you gain this Order, choose either the Draubekiw or Drauthazil Ancestry. You immediately gain access to the chosen Ancestry and gain one Ancestry Feature from the chosen Ancestry.
Any Slayer Feature that refers to a Template will consider the selected Ancestry as a Template for their effects.
Vengeance Stoked by Dragon’s Flame. Immediate Effect: On a failed Test, you must immediately move your Movement speed directly toward the nearest Dragon you can see, if you cannot see a Dragon then instead move directly towards the nearest entity. Then use the Attack action against that Target. If you have your Multiattack Feature, you must use all your attacks against the entity if they have the Dragon Entity Type, if they do not then you can choose how may attacks you make as part of the action.
If more than one valid Target is equally near to you, roll randomly to determine your Target. Once your attack is resolved, you regain control of yourself.
Secondary Roleplay Effect: You are quick to anger and lash out at those around you, especially if you suspect if someone is trying to keep you from fulfilling your vengeance, this lasts until you next complete a Long Rest, reduce an entity with the Dragon Entity Type to 0HP, or until you succeed on a Resist Test.
Winged Form. For the Duration of the Enshroud action, you gain a Flying speed equal to your Walking speed + your Trait of Power.
If you are Flying and dive at least 3m toward a Target and then successfully hit it with a melee attack, the attack deals an extra 1d12 damage to the Target, the Damage Type equals the Order’s Associated Damage Type.
1st Tier Dragon Slayer Feature
You studied your foe to know best how to slay them. Choose two of the following Skills to learn, Acrobatics, Athletics, Cosmology, General Knowledge, Magical Lore, Nature, Perception, Stamina, Survival, or Technology. Then choose one of the listed Skills you have Learnt to Master.
You also gain an additional Fighting Style Feat and Learn the Draconic Language.
1st Tier Dragon Slayer Feature
You have dedicated your life to the slaying of dragons. Your Inspired Event Scope increases by 1, and you may perform the Jump spell at will, without requiring a Spell Slot or Spellcasting Components.
When dealing damage to an entity with the Dragon Entity Type, it is always considered Marked by you, and you ignore Damage Reduction and Resistances to your Order’s Associated Damage Type it may have.
2nd Tier Dragon Slayer Feature
You hate is such your strikes always harm your targets. When taking the Attack action, you can reduce the number of attacks made as part of the action by 1. For the remaining attacks, so long as they are melee attacks, instead of making an Attack Roll the Target must make an Agility Test against your Channelling the Darkness TG.
On a failed Test, the Target takes damage as if the attack hit, if the Target had the Dragon Entity Type the attack is considered an Overwhelming Blow.
If they failed the Test by 5 or more, the attack instead is considered a Critical Hit.
On a successful Test, they take half as much damage.
After completing the Attack action as modified by this Feature, immediately make a Resist Test with a -2 penalty for each attack made as part of the action after the first.
2nd Tier Dragon Slayer Feature
You know how best to slow your fall to take less damage. You gain 1 RP, you only require 1m of movement to get up from Prone, and you gain the Slow Fall reaction.
3rd Tier Dragon Slayer Feature
Your rage makes your strikes hit all the harder. You gain Blindsight to 6m. Your hate is such your strikes always harm your Targets. When taking the Attack action, for every melee attack after the first that hits the same Target per use of the action, the Critical Hit Scope increases by 2.
On a Critical Hit with a melee attack, each entity within 1m of the Target bar you and the Target, takes damage of your Order’s Associated Damage Type, equal to 1d10 + your Trait of Power.
After completing an Attack action where you scored a Critical Hit, by rolling within the Critical Hit Scope of an Attack Roll modified by this Feature, immediately make a Resist Test with Disadvantage.
3rd Tier Dragon Slayer Feature
You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. When you are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail.
Once you have resolved this Feature, if you succeeded on the Test, you teleport to an unoccupied space outside of the AoE.
4th Tier Dragon Slayer Feature
You cannot die until you have claimed your vengeance. When rolling Initiative, you gain BP equal to 1d10 + your Determination (minimum of 1).
The first time in an Encounter/Scene, you would gain the Bloodied condition, you gain BP equal to 2d10 + your Determination (minimum of 2).
The first time in an Encounter/Scene, you would gain the Desperation condition, you gain BP equal to 3d10 + your Determination (minimum of 3).
Whilst you do not have BP bestowed by this Feature, your Critical Hit Scope increases by 1, this bonus doubled for Attack Rolls against entities with the Dragon Entity Type. If you have the Desperation condition and no BP from this Feature remaining, then the number of attacks you can make with the Attack action increases by 1.
If at the end of the Active Time Encounter/Scene you have no BP from this Feature remaining, you must make a Resist Test with Disadvantage.
Eternals are any kind of being that gains power from faith, a being may not have started out as an Eternal but as faiths for around them they can become a minor Eternal. While many Eternals, especially deities, tend to not directly interact with the Material Realm, instead acting through their Demi-Eternals and Eternalists. There are some who directly interact with the world often with less than noble ends, alongside them are evil Eternals who spread harm and strife who send their Demi-Eternal servants to cause ruin and further their selfish ends. Those harmed by cruel, oppressive, or malicious faiths, tormented by Demi-Eternal attacks, or who have been tormented and traumatised by the actions of a specific Eternal, formed Orders centred around resisting the powers of Eternal magic and casting down cruel faiths. Some even have tried researching how to slay Eternals themselves.
These Orders have strained or violent relationships with organised faiths, for even the faiths of the most benevolent Eternals see these Orders as a risk, especially those seeking to perform the most profane act of slaying an Eternal. This leads most of these orders to go underground, operating in secret, ready to strike should any faithful step out of line. With the common folk viewing many of these slayers as myths or boogeymen to be told of in tales to frighten children.
Those who are members of these Orders, find themselves being trained to use Eternal magic against their foes, as well as how best to counter or hide from Eternal magical effects, while also in the intricacies of the faiths they seek to fight and the weaknesses of that Eternal’s servants.
This Order uses the Eternal Spell List, their Associated Damage Type is Radiant damage, and their Nemesis Entity Type is Demi-Eternals.
| Slayer Level | Spells |
|---|---|
| 2nd | Cure Wounds, Shield |
| 5th | Flash, Momentary Erasure |
| 9th | Eternal’s Weapon, Revivify |
| 13th | Divination, Zone of Healing |
| 17th | Eternal’s Illumination, Hold Entity |
When you gain this Order, you immediately gain access to the Heavens-Touched Template. You do not gain the Demi-Eternal Guide Feature, but you instead gain a different Heavens-Touched Template Feature instead.
You also Learn the Eternal Language.
Wave of Corrupted Radiance. Immediate Effect: On a failed Test, you explode in a wave of corrupting light. Each entity within 6m (Near) of you must make an Endurance Test, entities within your AoC make this Test with Disadvantage, and you automatically fail the Test by 5 or more.
Failed Test: The entity takes Entropic Radiant damage equal to SB rolls of your Darkness Damage Die and gain the Impaired (Sight) condition until the end of their next Turn.
Failed by 5+: They take twice as much damage.
Successful Test: They take half as much damage.
Secondary Roleplay Effect: You feel an impulse to behave according to the tenets of the Eternal who’s the source of your power, this lasts until you next complete a Long Rest, perform an action in opposition to the Eternal’s faith, or until you succeed on a Resist Test.
Radiant Form. For the Duration of the Enshroud action, you gain a Flying speed equal to your Walking speed + your Trait of Power (minimum of 1).
You also emit light in a Well-Lit area in an 10m (At Range) Radius, and a Dimly Lit area in a further 10m (At Range) Radius. As an action (1AP), you can reduce or increase both areas by 1m to a maximum of 10m.
1st Tier Eternal Slayer Feature
You have been trained in skills useful for infiltrating and evading the reach of organised faiths. Choose two of the following Skills to Learn, Cosmology, Deception, Empathy, Faiths, Focus, Intimidation, Investigation, Medicine, Perception, or Performance. Then choose one listed Skill you have Learnt to Master.
For any of the above Skills you have at least Learnt, you gain the Skill Foci :Organised Faith.
You also gain Training with Disguise Kits and Forgery Kits.
1st Tier Eternal Slayer Feature
You have been trained how to shield yourself against the magic of faith. Your Inspired Event Scope increases by 1, spells and psionic powers that detect if you told the truth always treat you as having told the truth, and you have Advantage to resist, avoid, or end the effects of Eternal Magic and the abilities of Eternalists, Demi-Eternals, and Eternals.
In addition, you may select one Channel Faith Action available to the Eternal you draw your power from, per Appendix A: Eternals of the Eternalist Playbook, you may use this action with your Channelling the Darkness Feature, action is considered a Channelling the Darkness Action for your Slayer Features.
2nd Tier Eternal Slayer Feature
Your strike down the servants of wicked Eternals. When dealing damage to an entity with the Demi-Eternal Entity Type, it is always considered Marked by you, and you ignore any Damage Reductions and Resistances to your Order’s Associated Damage Type it may have.
If you score a Critical Hit against a Demi-Eternal, until the end of the Target’s next Turn, they cannot use the Cast action or any other spell actions.
2nd Tier Eternal Slayer Feature
You can take the arcane power of faith to turn it against your foes. When Eternal Magic is cast, or a Demi-Eternal or an Eternal casts a spell, within SBm of you, you gain a Faith Point. Any unused Faith Points disappear at the end of the current Encounter/Scene.
Whilst under the effects of the Enshroud action, the Range of this Feature increases to the Range of your Well-Lit area, if it is greater than your SB.
You gain the Guidance of the Faithful, Prayer of Protection, Psalm of Restoration, Celestial Visions, Faithful Vitality, and Faith Shaper actions.
3rd Tier Eternal Slayer Feature
The wards of lands blessed by faith shall not be an obstacle to you. You always have the Dispel Magic spell Prepared. You have Advantage on Trait Tests made as part of the spell to dispel the Hallow rite.
Whilst under the effects of the Enshroud action, whenever you spend Faith Points per the Sap Faith Feature, you and a number of entities of your choosing within the Well-Lit area of your Radiant Form, up to your Trait of Power (minimum of 1), gain the benefit of the chosen action listed in that Feature.
4th Tier Eternal Slayer Feature
You wrap yourself in an aspect of divinity. When you roll for Initiative, you gain a number of Faith Points equal to your Trait of Power.
You may spend 10 Faith Points to cast the Wish spell, once you have done so, you cannot do so again for 2d8 Days.
You gain the False Mantle action.
Once you have used this action, you may not do so again until you have completed a Long Rest. You may also replenish a use of this action by expending two unexpended Hit Dice, or by expending 5 Faith Points.
While many Fae have peaceful and open relationships with the folk of the Material Realm and the Realm of Dreams, these are some who delight in causing misery and pain to mortal folk. This is not some prank or jest taken too far, as can be a common occurrence with the Fae of the Summer and Autumnal Courts but an act of pure cruelty or malice. This often occurs with the Courtless, Fae who were exiled from the Courts for actions that the Fae would not even tolerate, however this may also apply to certain overly zealous Winter Court Fae. When these Fae begin causing havoc and pain for the mortal folk and Dreamed, it may be a Slayer is called upon to slay the monster.
These Order’s train their members on how best to avoid the illusions and charms of the Fae, while also using their own powers to turn the tide against weakier minded foes. The training also includes rigorous training on how to interact with the Fae Courts and proper etiquettes, that they may maintain cordial relationships with the Fae Realms. Often with these Orders being found in regions where the space between the Material Realm and the Realms of the Fae are weakest.
It is also rumoured that the Courts maintain communication with these Slayer Orders to deal with particularly unruly or troublesome Archfae, some even whisper the some of the Monarchs of the Courts have their own secretly trained Orders at their exclusive beck and call to perform tasks of the upmost importance and secrecy.
This Order uses the Cosmic Spell List, their Associated Damage Type is either Fire, Cold, Necrotic, or Radiant (dependant on the Court of the Fae you drew your power from or if they are Courtless), and their Nemesis Entity Type is Fae.
| Slayer Level | Spells |
|---|---|
| 2nd | Faerie Fire, Sleep |
| 5th | Blur, See Invisibility |
| 9th | Hypnotic Pattern, Mental Fortress |
| 13th | Messenger of Dreams, Phantasmal Killer |
| 17th | Geas, Misty Sprint |
When you gain this Order, you immediately gain access to the Fae-Touched Template, the Fae Associate is considered to be the Fae whose power you absorbed as part of your initiation rite.
Uncontrollable Glamour. Immediate Effect: On a failed Test, your form’s appearance is altered by rampant illusion magic to a source of unnatural charm or fear. You take Psychic damage equal to half your SB rolls of your Darkness Damage Die. Each entity other than you who can see you, must make an Intuition Test against your Channelling the Darkness TG.
Failed Test: The entity takes Psychic damage equal to that dealt to you.
If the Damage Roll is even, they also become Charmed by you until the end of your next Turn.
If the Damage Roll is odd, they also gain a number of Degrees of the Frightened condition equal to your SB until the end of your next Turn.
Failed by 5+: They take twice as much damage, and the condition applied lasts its default Duration.
Successful Test: They take half as much damage.
Secondary Roleplay Effect: You find yourself naturally drawn to manipulating others, this lasts until you next complete a Long Rest, you become Charmed, or until you succeed on a Resist Test.
Glamoured Form. Whilst under the effects of the Enshroud action, entities that can see/hear you have Disadvantage on Trait Tests to resist the Charmed, Frightened, and Terror conditions from you, and the number of Degrees you apply of the Frightened condition to an entity are incresed by 1.
1st Tier Fae Slayer Feature
You have been trained in skills useful for dealing with the Fae Courts. Choose two of the following Skills to Learn, Cosmology, Deception, Diplomacy, Empathy, Focus, Intimidation, Investigation, Magical Lore, Perception, or Survival. Then choose one listed Skill you have Learnt to Master.
For any of the following Skills: Empathy, Investigation, and Perception, if you have at least Learnt the Skill, you gain the Skill Foci :Illusions for that Skill.
For any of the following Skills: Deception, Diplomacy, and Intimidation, if you have at least Learnt the Skill, you gain the Skill Foci :Fae Etiquette for that Skill.
1st Tier Fae Slayer Feature
You have trained to identify and foil illusory effects. You learn the Minor Illusion Cantrip. You gain a Fae Bonus to Trait Tests made as part of the Socialise action equal to your Trait of Power.
You gain the Mesmeric Manipulation action.
2nd Tier Fae Slayer Feature
You know how to track down even the most cunning of Fae. You always have the Reveal Tracks spell Prepared. When you cast the Reveal Tracks spell, it ignores the restriction on not revealing tracks have been obscured by spells or psionic powers.
You can cast it a number of times without expending a Spell Slot equal to your SB, replenishing expended uses upon completing a Long Rest.
In addition, you have Advantage on Trait Tests to navigate or track a Target through the Realms of Dreams not infected by the Nightmare or recall knowledge about their denizens. You also gain the Skill Foci Cosmology:Realms of Dreams.
3rd Tier Fae Slayer Feature
Your strength and development of your abilities allow you to take on an additional Rite of your Order. One which implants small slivers in your skin and throughout your blood, turning you into a deadly weapon against the Fae. Slayers who take this Rite are known for the aura they radiate that makes magic users uncomfortable, and can hurt especially sensitive fae nearby or in contact with the Slayer. You gain the Concept “Ironblooded”. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells, rites, and magical abilities.
Your Unarmed Strikes are considered to have the Silvered Weapon Property against Fae and Undead. You can expend an unused Hit Die to confer this bonus to a Weapon you share a Soulbond with until the end of the current Encounter/Scene.
You also gain the Iron Suppression action.
4th Tier Fae Slayer Feature
You channel Fae magic to hide yourself from sight. When using a spell or action to teleport, you can increase the Range by a number of metres equal to your Trait of Power. If you are under the effects of the Invisibility condition, the increased Range is doubled.
You gain the Faeshadow Cloak action.
Once you have used this action, you cannot do so again until you have completed a Short or Long Rest.
In addition, your Dream Tracker Feature lets you always have the Locate Individual spell Prepared. You can cast any combination of it and the Reveal Tracks spells a number of times, without expending a Spell Slot, equal to your Trait of Power, replenishing expended uses upon completing a Long Rest.
Many ghosts or similar spirits of the departed harmlessly exist across the Realms, waiting to be pulled into the Realms of Death often with the assistance of a Psychopomp, however sometimes they can present risks to the mortal folk. Perhaps the ghost is the soul of a particularly malicious individual, maybe they have lost themselves to their Tithe, or tragically perhaps the spirit has become rampant as their memories and sense of self has eroded due to isolation.
The Slayer Order’s raised against these undead can often trace their roots back to organised faiths, where their Eternalists would go out to drive of the hostile spirits. This has led to these Slayers being trained in dispatching many kinds of incorporeal undead. As such these Slayers more and more find themselves called upon to deal with rogue necromancers and other powerful undead targets who would threaten the land.
These Orders train their members on how best to resist the attempts from such undead to possess them, how to keep track of them as they pass through solid obstacles, alongside how best to confound their abilities, and the many weaknesses of the undead. Their studies also include rigorous training on how to interact with the Spectral Councils of the Realms of Death and proper etiquettes, that they may maintain cordial relationships with the Councils and potentially can petition them for aid against especially powerful wayward spirits. Often with these Orders being found in regions where the space between the Material Realm and the Realms of Death are weakest or close to locations tied to organised faith.
This Order uses the Eternal Spell List, their Associated Damage Type is Radiant damage, and their Nemesis Entity Type is Undead.
| Slayer Level | Spells |
|---|---|
| 2nd | Disrupt Rythms, Protection From Other Realms |
| 5th | Lesser Restoration, Magic Weapon |
| 9th | Converse with Dead, Investiture of the Spirit |
| 13th | Banishment, Minor Note of Death |
| 17th | Greater Restoration, Phased Form |
When you gain this Order, you immediately gain access to the Death-Touched Template and an additional Template Feature.
You do not gain a Tithe Flawed Concept when you gain this Template, though you still track Hunger as normal per The Tithe Template Feature, reducing your Hunger Tally by half your SB on a Short Rest, and by your SB on a Long Rest rather than by consuming a Tithe object. When your Hunger Tally increases enough to make a Hunger Test, you instead must make a Resist Test and, on a failure, follow the rules for failing a Resist Test rather than a Hunger Test.
Bonded to Death. Immediate Effect: You let out an unearthly wail clawing at the souls of nearby entities. Your Hunger Tally is reduced to 0. Each entity within 6m (Near) of you must make a Determination Test against your Channelling the Darkness TG.
Failed Test: The entity takes Necrotic damage equal to SB rolls of your Darkness Die, and gains three Degrees of the Frightened condition.
Failed by 5+: They instead take Necrotic damage equal to half their Hit Point Maximum, gains four Degrees of the Frightened condition, and gains the Incapacitated condition until the start of your next Turn.
Successful Test: They take half as much damage, and gain a Degree of the Frightened condition.
Secondary Roleplay Effect: You uncomfortable in the presence of the living, this lasts until you next complete a Long Rest, reduce an entity to 0HP, or until you succeed on a Resist Test.
Ghostly Form. Whilst under the effects of the Enshroud action, you can use Death-Touched Template Features without increasing your Hunger Tally, and you gain the Incorporeal condition.
1st Tier Ghost Slayer Feature
You have studied the nature of ghosts and the undead. Choose any two Skills to Learn from Cosmology, Diplomacy. Empathy, Faiths, Focus, General Knowledge, Linguistics, Investigation, Magical Lore, and Perception. Then choose one listed Skill you have Learnt to Master.
You also gain an additional Fighting Style Feat.
1st Tier Ghost Slayer Feature
You have learnt to draw power from the undead around you to aid you in dire circumstances. You gain the Ritual Caster Class Tag, Spiritsight out to 12m, Advantage on Hunger Tests, and are Immune to effects that would Turn the Undead.
When an entity with the Undead Entity Type within your AoC is reduced to 0HP, you replenish one expended Hit Die, if you already have all your Hit Dice, then you may instead either roll your Hit Die without expending it to recover that much HP, or you may have Advantage on the next Trait Test you make.
You Learn the Blessed Rites rite, and if you successful perform the Funeral Rite option as part of it, the corpse and soul cannot return to the Material Realms as an Undead for 1 Year on a success, and for 7 Years and a Day with 5 Successes.
2nd Tier Ghost Slayer Feature
You have learnt how to phase your attacks to strike a foe using another as a shield. You have Advantage on Trait Tests to resist, avoid, or end a Possession on yourself. When you make a Weapon Attack or Unarmed Strike whilst under the effects of the Enshroud action or under the effects of the Imbue with Darkness Channelling the Darkness action, or you cast a spell Targeting a single entity, and the Target is a Possessed entity, you may choose for all of the damage to only affect the entity Possessing the Target without any being dealt to the Possessed Target.
In addition, your Embody the Darkness Feature is modified to allow you to use the Enshroud action a number of times up to half your SB, replenishing expended uses upon completing a Short or Long Rest. You may still expend two Hit Dice to replenish an expended use of the action.
3rd Tier Ghost Slayer Feature
You channel power into your mark to ensure spirits and similar entities are unable to escape your grasp. You Learn the Remove Curse rite. Entities Marked by you with the Incorporeal condition are unable to move through entities, objects, structures, and terrain, and if they are also Invisible, you can see a faint glowing aura around them so long as they are within Range of your Spiritsight. When you use the Tap Into the Sight action, entities with an aura due to this Feature have the aura revealed for all entities, preventing the entity from benefitting from the Invisibility condition for the Duration of the action so long as they remain within your Spiritsight.
In addition, your Void’s Egress Feature is modified, when you use the Step of Darkness or Retreat to the Void actions, you can choose to teleport to the Target point in either the Ethereal Realm or the Material Realm.
4th Tier Ghost Slayer Feature
Your inner ghost appears to aid you when you come closest to death. You Learn the Hallow rite. Whilst under the effect of the Enshroud action, you do not fall Unconscious or become Incapacitated due to being reduced to 0HP, instead you still gain the Dying condition and accrue Degrees of the Wounded condition as normal.
Your Enshroud action can be used as a reaction (0RP), with the Trigger "You are reduced to 0HP".
When used with this Trigger, it does not expend a use of the action, and if used this way you also recover HP equal to your Slayer Level + your Trait of Power as part of it.
Once you have used the action this way as a reaction, you may not do so again until you have completed a Long Rest.
In addition, your Strength From Death Feature, now replenishes three unexpended Hit Dice if the Undead reduced to 0HP has the Incorporeal condition.
Your Shield of Borrowed Time reaction replenishes an unexpended Hit Die if you do not recover HP due to reducing your second bestowed BP to 0.
If you use the Death’s Defiance reaction, you may use the Enshroud action as part of that reaction, increasing the HP restored by the Death’s Defiance reaction by your Slayer Level.
Giants are towering, mighty, and intelligent entities, each tracing their lineages to children of deities. Many live in peace with nearby cultures that share their home or live away from societies allowing them to coexist without being aware of the others existence, working towards divine tasks that only they can remember. However, some giants either brought to rage by the actions of a few mortals, who are acting according to the whims of their more malevolent divine ancestor, or who through their own greed or ego born of their near divine status, seek to conquer or destroy the lands others call home bring death and destruction to those around them. Those harmed by a giants might, driven from their homes, or who have lost their freedom or those closest to them at a giant’s command will in turn take up the path of vengeance. It is in the fires of this vengeance that Giant Slayers are born.
These Order’s train their members on where best to land their strikes and the nature of their foes. Ensuring that each member carries weapons that will exploit the weaknesses of their target while imbuing their form with the essence and power of their hated foes. Unfortunately for these Orders the nature of what drives someone to take up this path means that they are only truly found in number, within lands and nations where the threat of giants real or imagined is an overwhelming part of the culture. Whereas in many other regions they are a rarity often shunned for seeking to slay being who those living there have done nothing wrong or sought to live in peace with the common folk.
It also does not help that the rage of what they have lost at the hands of giants, is often stoked by the power of the giants slain as part of their initiation rites. Many who take up this path are lost to vengeance, quick to anger, and as such rejected by most of common society.
This Order uses the Eternal and Primordial Spell Lists, their Associated Damage Type is based off the kind of Giant you draw your power from (speak with your GG to determine what this would be), and their Nemesis Entity Type is Giants.
| Slayer Level | Spells |
|---|---|
| 2nd | Eternal's Rebuke, Strikedown |
| 5th | Enlarge/Reduce, Reinforced Form |
| 9th | Glyph of Warding, Protection from Energy |
| 13th | Divination, Minor Note of Endurance |
| 17th | Commune, Roar of the Elements |
A GG can choose to replace the above spell options with spells more appropriate to the specific Giant.
When you gain this Order, you immediately gain access to the Giantkin Ancestry and gain one Ancestry Feature from the chosen Ancestry. You may decide upon gaining this Ancestry to either gain a Size Category listed in the Giantkin Ancestry or increase your Size Category by 1 (maximum of Large).
Any Slayer Feature that refers to a Template will consider the Giantkin Ancestry as a Template for their effects.
Vengeance Stoked by Giant’s Might. Immediate Effect: On a failed Test, you must immediately move your Movement speed directly toward the nearest Giant you can see, if you cannot see a Giant then instead move directly towards the nearest entity. Then use the Attack action against that Target. If you have your Multiattack Feature, you must use all your attacks against the entity if they have the Giant Entity Type, if they do not then you can choose how may attacks you make as part of the action.
If more than one valid Target is equally near to you, roll randomly to determine your Target. Once your attack is resolved, you regain control of yourself.
Secondary Roleplay Effect: You are quick to anger and lash out at those around you, especially if you suspect if someone is trying to keep you from fulfilling your vengeance, this lasts until you next complete a Long Rest, reduce an entity with the Giant Entity Type to 0HP, or until you succeed on a Resist Test.
Giant Form. Whilst under the effects of the Enshroud action, your Size Category increases by 1, so long as you can fit within the current area at that size.
1st Tier Giant Slayer Feature
You studied your foe to know best how to slay them. Choose any two Skills to Learn from Athletics, Cosmology, Faiths, General Knowledge, Linguistics, Magical Lore, Nature, Perception, Survival, or Technology. Then choose one listed Skill you have Learnt to Master.
You also gain an additional Fighting Style Feat and Learn the Runic Language.
1st Tier Giant Slayer Feature
Your form warps to grant you the power of a giant. You Hit Point Maximum increases by your Slayer Level, your Slayer Class’ Hit Die increases in size to a d12, your Unarmed Strike Damage Die increases to the size of your Darkness Damage Die unless it is already larger.
Your Features and abilities that only affect entities of one Size Category larger than you or smaller, bar this Order’s Features, can instead effect entities up to two Size Categories larger than you or smaller (maximum of Gargantuan).
Your Unarmed Strikes and melee Weapon Attacks against Targets whose Size Category is smaller than you, are treated as having either the Force or Push Weapon Focus Property in addition to any they would normally have (chosen when you make the Attack Roll).
2nd Tier Giant Slayer Feature
You have trained how to best channel the power of giants to fight foes larger than yourself. When you make a Weapon Attack or Unarmed Strike against a Target with a Size Category larger than you, your Critical Hit Scope increases by 1 and the Target is considered Marked by you.
If you score a Critical Hit against a Target with a Size Category larger than you, you can roll an additional time on its Critical Hit Table, if it has one, choosing which result you wish to use, unless the entity is Gargantuan or Titanic, at which point you can use the additional result from this Feature in addition to another rolled result.
You also gain the Giant’s Resilience reaction.
2nd Tier Giant Slayer Feature
You call forth the might of your inner giant to break the walls where your target hides. You double your damage dealt with your Weapon Attacks and Unarmed Strikes to Constructs, objects, vehicles, and structures.
Entities Marked by you have Disadvantage on Trait Tests to resist or avoid the Prone condition bestowed by you or your effects that would push them.
3rd Tier Giant Slayer Feature
Your Inner Darkness manifests its most potent power whilst you are reflecting the nature of the giant within. Whilst your Size Category is Huge or larger, you gain the following benefits:
In addition, your Enshroud Bonus from this Order now increases your Size Category by 2 (maximum of Gargantuan), so long as you can fit in your current space at that size, otherwise your size increases to that which will fit.
4th Tier Giant Slayer Feature
You gain power from your inner giant to improve your defences. You gain the following benefits:
Increase your Endurance by 1 (to a maximum of 6), the maximum value of this Trait increases by 1 for later Slayer Features that would increase it.
You gain a Shield Bonus to your HT equal to half your Endurance Trait (minimum of 1).
Increase the size of your Weapon’s base damage die and of your Weapon Focus Properties, against Targets of your Size Category or smaller, by 1.
If you would be moved against your will or pushed, reduce the distance you have to move a number of metres equal to your Endurance (minimum reduction of 1m, to a minimum distance of 0m).
When you use the Enshroud action, increase the BP bestowed by your Endurance Trait (minimum of 1).
Most practitioners of magic are harmless or a boon to society. However, some pursue magic to become tyrants and conquerors, others seek knowledge or power that threatens the stability of the Material Realm itself or the laws of Creation, not to mention those who perform profane acts and bargains in the pursuit of immortality or other similar feats. It is against these practitioners of magic who stray too far into the dark, that these Orders were formed to hunt.
These Orders train their members how best to resist the harmful effects of magic, how to shield their minds from psionics and dictation spells, and how best to slay the myriad of entities they can summon. They may have strained relationships with organised colleges of mages and similar organisations, each respecting the need for the others existence but disagreeing often with the methods the other uses. Their reputations in different regions largely will depending on that areas history of individuals misusing magic alongside how overly extreme or overzealous Slayers were in pursuit of their targets.
This Order uses the Cosmic Spell List, their Associated Damage Type is Cosmic damage, and their Nemesis Entity Type is Humanoids.
| Slayer Level | Spells |
|---|---|
| 2nd | Magic Missile, Shield |
| 5th | Arcanist's Magic Aura, Mage's Mark |
| 9th | Dispel Magic, Nondetection |
| 13th | Accelerated Duration, Private Sanctum |
| 17th | Antimagic Shell, Teleportation Circle |
When you gain this Order, you immediately gain access to either the Fate-Touched or Element-Touched Template, chosen when you gain this Order.
Nullification Waves. Immediate Effect: On a failed Test, your Runes of Nullification explode in a wave of anti-magical energy, spells cannot be cast within 6m (Near) of you, and Magic Items lose their magical properties whilst in this area. This field follows you and lasts a number of Rounds equal to half the roll of your Darkness Damage Die.
Secondary Roleplay Effect: You feel incredibly tired, this lasts until you next complete a Long Rest, a spell is successfully cast on you, or until you succeed on a Resist Test.
Spellsight. Whilst under the effects of the Enshroud action, you can read any written text, this only grants a literal understanding of the words and cannot understand more pictural forms of writing.
You also sense the presence of magic within 12m (At Range) of you. If you sense magic in this way, you can see a faint aura around any visible entity or object in the area that bears magic, and you learn its School of Magic, if it has any. This magic sense can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.
1st Tier Mage Slayer Feature
You have been trained in arcane arts learning how to identify different kinds of magic and their capabilities. Choose two of the following Skills to Learn, Acrobatics, Cosmology, Empathy, Faiths, Investigation, Magical Lore, Nature, Perception, Stamina, or Technology. Then choose one listed Skill you have Learnt to Master.
When using the Hear the Darkness’ Call Channelling the Darkness action, it also in the same Range, senses the presence of magic. If you sense magic in this way, you can see a faint aura around any visible entity or object in the area that bears magic, and you learn its School of Magic, if it has any.
This effect has the same limitation for the thickness of materials that can block it.
1st Tier Mage Slayer Feature
Your skin is covered in runic markings capable of suppressing the magic of others while empowering yourself. You Learn the Runic Language and your Critical Hit Scope increases by 1. You have Advantage on Trait Tests made to resist, avoid, or end spells and rites cast on you, this counts as two counts of Advantage against spells cast against you from within your AoC.
When you are subjected to a spell that allows you to make a Trait Test to take only half damage, and you are not Incapacitated, if you score an Inspired Event on the Trait Test, then you instead take no damage.
2nd Tier Mage Slayer Feature
You can channel your power into a weapon etching temporary Runes of Nullification along its length. Whenever you complete a Long Rest, you can touch one Weapon to imbue with runes like those that cover your form, these disappear from the Weapon whenever you complete a Long Rest.
You gain the Empower Runes and Dispelling Strike actions and the Spellbreaker reaction.
You can use any combination of the Dispelling Strike action and Spellbreaker reaction, a number of times up to your SB, replenishing expended uses upon completing a Long Rest. You may also expend an unexpended Hit Die to use either action/reaction without expending a use from this Feature.
3rd Tier Mage Slayer Feature
You have learnt how to bypass magical defences between you and your foe. When attacking a Target, you ignore any BP and Damage Reductions bestowed by spells and Magic Items.
When attacking a Target, you treat Resistances granted by spells and Magic Items as Reduction X to that Damage Type, where X equals half the Target’s CR/Level - your Trait of Power (minimum of 1), these Reductions are not ignored by this Feature.
When attacking a Target, you treat Immunities granted by spells and Magic Items as Resistance to that Damage Type, these Resistances are not altered by this Feature.
In addition, your Runes of Nullification Feature now makes it that when you are subjected to a spell that allows you to make a Trait Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail. On an Inspired Event, you now recover the use of one expended Hit Die.
4th Tier Mage Slayer Feature
You have gained greater control of your abilities to suppress magic. When you are subjected to a spell that allows you to make a Trait Test to take only half damage, you can expend 3 unexpended Hit Dice to automatically succeed the Trait Test. You may as part of this effect choose to activate the Active Effect of the Nullification Waves effect of this Order, when you do so you can expend an additional 2 unexpended Hit Dice to only affect entities and Magic Items of your choosing.
You gain the Arcane Disruption action.
Once you have used this action, you cannot do so again until you have completed a Short or Long Rest. You may also expend an unexpended Hit Die to replenish a use of this action.
In addition, when you score a Critical Hit with a Weapon imbued with your Rune Etching Feature, the Target gains the Silenced condition.
Masked are evil made manifest. The Courtiers of the Masquerade manipulate mortal folk, in order to achieve long reaching goals, or corrupting whole cultures, whilst the Beasts are forces of raw primal destruction. As such Orders that hunt these forces must seek both to train their members in how to uncover and break apart the conspiracies of the Courtiers, while also how to strike the forces of the Beasts in a way to topple their forces back into infighting. Those who join these Orders know they are fighting a losing battle for forces of the Masquerade are more numerous and powerful than the forces these Orders can provide, so they must train to best make the use of their limited numbers.
Those who join this Order often have chosen for them a suitable target to gain the power from, based on whether or not the Order needs more with the powers of a particular Bloodline or from the magical and subtle powers of the Courtiers, or the more physical power granted by the Beasts. This does however come at a cost, for those who join this Order have a time limit placed on their lives. For absorbing the essence of a Masked, it will seek release to return to the Realms of the Masquerade and reform. Eventually the Slayer’s body will fail to contain the power an action that will not only kill the Slayer but also drag their soul back to the Realms of the Masquerade to join the Eternal war there. The greater danger is that while seeking to weaken the body of the Slayer, the essence of the Masked will corrupt the mind, body, and soul of the Slayer, but all who join this Order willingly make the sacrifice, in Order that those they care most for may survive without fear of the threat of the Masquerade.
This corruption does mean many view those of this Order with suspicion, but the songs and tales of those saved by them or who have fought alongside them tend to outweigh the cries against them. These are doomed figures, tragic heroes, each willing to give their lives in the pursuit of saving others from the suffering left by the Masquerade.
This Order uses the Cosmic and Eternal Spell Lists, their Associated Damage Type is Fire damage, and their Nemesis Entity Type is Masked.
| Slayer Level | Spells |
|---|---|
| 2nd | Command, Eternal's Rebuke |
| 5th | Darkness, See Invisibility |
| 9th | Fire Breathing, Fireball |
| 13th | Dimension Door, Minor Note of Endurance |
| 17th | Dawn Strike, Insect Plague |
When you gain this Order, you immediately gain access to the Mask-Touched Template and the Natural Weapons Template Feature.
Assumed Control. Immediate Effect: On a failed Test, you immediately perform a Turn under the control of the GG as you lose control of yourself to the Masked entity within, once this Turn ends you regain control of yourself.
Secondary Roleplay Effect: You feel a rush of ecstasy whenever you cause another entity pain, this lasts until you next complete a Long Rest, reduce an entity to 0HP, or until you succeed on a Resist Test.
Diabolic Form. Whilst under the effects of the Enshroud action, you gain Immunity to Fire damage and Resistance to Necrotic damage, your Critical Hit Scope increases by 1 for melee Attack Rolls, and either Weapon Attack Rolls if you chose Abyssian for the Masked Allegiance Template Feature, or Spell Attack Rolls if you chose Maledar.
1st Tier Masked Slayer Feature
You have been trained in skills useful for uncovering Masked schemes. Choose two of the following Skills to Learn, Cosmology, Deception, Diplomacy, Empathy, Faiths, Intimidation, Investigation, Magical Lore, Perception, or Stealth. Then choose one listed Skill you have Learnt to Master.
You can perform the Seek action for 1AP. Whenever you would succeed on an Empathy, Investigation, Medicine, or Perception Skill Roll to gain information, you gain an additional piece of information. This is unless the Test would have Degrees of Success, in which case on a successful Test you instead treat the result as being one-Degree higher than normal.
1st Tier Masked Slayer Feature
You draw strength from the Masked entity within. Once per Turn, you may when performing a Damage Roll, expend an unexpended Hit Die to increase the Damage Roll by a roll of the expended Hit Die.
Whilst under the effects of your Imbue with Darkness Channeling the Darkness Action, your Weapon Attacks/Unarmed Strikes ignore Damage Reduction and Resistances to your Order’s Associated Damage Type.
You also gain an additional ability based on what you chose for your Masked Allegiance Template Feature:
Abyssian. You gain the Blood Fuelled Mask-Touched Template Feature.
Maledar. You gain the Innate Magic Mask-Touched Template Feature.
2nd Tier Masked Slayer Feature
You have learnt to make weapons out of bound Masked entities. When you gain this Feature, you gain access to the Bound Weapon option of the Tools of the Enemy Feature. Bound Weapons from the Feature ignores damage Reductions, Resistances, and Immunities of entities with the Masked Entity Type.
If upon gaining this Feature, you had already selected the Bound Weapon option when you gained the Tools of the Enemy Feature, if the chosen Weapon’s form when summoning a Weapon and summoning the Shadow Blade, so long as both Weapons do not have the Heavy Weapon Property, they both gain the Light Weapon Property.
If your Bound Weapon is a melee Weapon, it gains the Brutal Focus Property in addition to its normal Focus Property, so long as it does not already have the Brutal Focus Property. This is not mirrored to the Shadow Blade.
If your Shadow Blade has the Light Weapon Property, it also gains the Flash Focus Property in additional to its normal Focus Property.
3rd Tier Masked Slayer Feature
You are able to call upon the fires of Masquerade. This Order’s Associated Damage Type becomes Necrotic Fire damage.
Whenever you fail a Trait Test, you can choose to immediately reroll the d20, you must use the new result.
On a failed Test, you must make a Resist Test with Disadvantage.
On a successful Test, you become Inspired.
You also gain the Desperate Momentum reaction.
You may use this reaction a number of times up to your SB, replenishing expended uses upon completing a Long Rest. You may also expend an unused Hit Die to replenish a use of this reaction.
4th Tier Masked Slayer Feature
You feed the Masked when you slay your foes, while leaching some of their enhanced strength to reinforce your form and abilities. When an entity is reduced to 0HP within your AoC, you immediately recover one expended Hit Die. If the entity did not have the Minion Entity Tag whilst being fought in a Critical Encounter, then you are instead treated as having just completed a Short Rest.
When you perform your Final Moment, you must use the Diabolic Release action.
After you Die, you cannot be returned to life by any means other than the Wish spell, as your soul is taken by the Masked entity you had consumed, requiring it to be recovered from the Masked entity before you can be returned from death by other means.
The hordes of the Nightmare are an existential threat to the Realms of Creation. Many join the fight against the hordes, each bringing their own talents to the fray. Those who joined these Orders are those willing to most use the powers and tool of their enemy against them. Rarely is there ever a step or tactic too far for these Slayers, for they understand the threat or the never-ending hordes, and the extremes needed for the main bulk of the Dream’s forces to win their battles. Many view these Slayers with suspicion but also respect and understanding, for while many may disagree with their tactics and methods, in the end all know that their methods are aimed towards a greater good.
Most of these Order’s headquarters are located in the Realms of Dreams, near the frontlines of their war against the Nightmare. Though some may be found in remote regions of the Material Realm, where portals to the Realms of Nightmare are known to appear, in order to hunt any beasts that come through. Often most normal folks' interactions with members of this Order will be with a sole wandering Slayer, whether on the hunt for lone beasts that have appeared nearby or seeking new inductees into their Order.
This Order uses the Cosmic and Primordial Spell Lists. their Associated Damage Type is Psychic damage, and their Nemesis Entity Type is Dreamed.
| Slayer Level | Spells |
|---|---|
| 2nd | Frighten, Longstrider |
| 5th | Pass Without Trace, Reinforced Form |
| 9th | Mental Fortress, Nondetection |
| 13th | Blight, Minor Note of Endurance |
| 17th | Misty Sprint, Telepathic Bond |
When you gain this Order, you immediately gain access to either the Dream-Touched or Outside-Touched Template, chosen when you gain this Order.
Consumed by Nightmares. Immediate Effect: On a failed Test, each entity within 6m (Near) of you, must make an Intuition Test against your Channelling the Darkness TG. Creatures of the Nightmare do not take this Test.
Failed Test: The Target gains the Terror condition with you being the source of their fear.
You then must move you must immediately move your Movement speed directly toward the nearest entity that succeeded on the Test and use the Attack action against that Target. If you have your Multiattack Feature, you can choose how may attacks you make as part of the action.
If more than one valid Target is equally near to you, roll randomly to determine your Target. Once your attack is resolved, you regain control of yourself.
Secondary Roleplay Effect: You see visual and hear audible hallucinations of your worst fears out of the corner of your eye or in inopportune moments, this lasts until you next complete a Long Rest, succeed on an Intuition Test, or until you succeed on a Resist Test.
Nightmare Form. Whilst under the effects of the Enshroud action, you gain Resistance to Bludgeoning, Piercing, and Slashing damage, and have Advantage on Physique Tests, bar Attack Rolls.
You also count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.
1st Tier Nightmare Slayer Feature
You have been trained to survive in the harsh environments of the Nightmare. Choose two of the following Skills to Learn, Athletics, Cosmology, Intimidation, Investigation, Magical Lore, Perception, Stealth, Stamina, Survival, or Technology. Then choose one listed Skill you have Learnt to Master.
You can perform the Seek action for 1AP, and gain Nightvision out to 6m and can see in Magical Darkness.
1st Tier Nightmare Slayer Feature
You know how to move to and from the Realms of Dreams and navigate the Nightmare. You have learned how to access the Realms of Dreams while you sleep. You can perform the Dreamwalker’s Rite, without the requirement for magic or any Skill Rolls at the start of a Long Rest. You can only bring a number of entities equal to half your SB (rounded down) with you. You can choose instead of going to your own Dream Domain, to instead go to the Dream Domain of any entity you share a Bond Concept with you is willing for your entry.
You have Advantage on Trait Tests to navigate through the Realms of Dreams infected by the Nightmare or recall knowledge about their denizens. You also gain the Skill Foci Cosmology:Realms of Dreams.
2nd Tier Nightmare Slayer Feature
You have learnt to strike your foes and pull back before they have a chance to respond. After completing an action that allowed you to move or make an attack, you can perform the Use Skill (Stealth) action to Hide for 1AP.
You gain the Fleet Escape reaction.
In addition, when you use the Enshroud action, you gain additional BP equal to double your SB, and can immediately move as part of the action up to half your Walking speed.
3rd Tier Nightmare Slayer Feature
Your connection grants you further connection to The Nightmare. Once per Turn, when you deal damage whilst Hidden from the Target or Invisible, you deal an additional Psychic damage to the Target equal to half SB rolls of your Darkness Damage Die.
You may activate your Hear the Darkness’ Call action without expending a use of your Channelling the Darkness Feature, though you will only detect Creatures of The Nightmare. During this time, you may receive telepathic messages from The Nightmare it sends to all touched by it, though this connect may also means the Nightmare and nearby Nightmare Creatures sense your presence while you use this effect.
You also gain the Nightmare Infusion action.
In addition, if you successfully Hide whilst in an area of Darkness you become Invisible for as long as you remain in the area of Darkness.
4th Tier Nightmare Slayer Feature
You have learnt how best to skirmish in the Nightmare. You gain Blindsight out to 6m, Immunity to the Flanked, Frightened, and Terror conditions, and your Critical Hit Scope increases by 1.
Whenever you deal damage from an Unarmed Strike or Weapon Attack against a Target not Marked by you, you may apply additional damage to the Target as if they were Marked by you.
The entities from the Outside are incredibly powerful and destructive. They see Creation as an anomaly that should not exist and seek at every turn to infiltrate it and destroy it. This means that those who know about the threat and attempt to understand the threat must remain constantly vigilant. Finding those willing to, even from misguided intents, allow entry for Outsiders into Creation and stopping them or cleaning up the aftermath from successful attempts.
These Orders of Slayers are vast repositories of law, who will deal with nearly every power in Creation in order to achieve their goals. For should the Outsider’s win, every living thing would die, their souls destroyed, and any compunctions about morality rendered moot. Those sought out to join these Orders, must be strong of spirit and mind to stand up against beings whose thoughts and forms do not fit within the rules of reality or comprehension. These Orders operate in secrecy as they fight their eternal hidden war, one which will only end with the destruction of Creation.
These Order’s focus on expanding the knowledge of their Slayers, training them in investigative skills, and granting them the use of tools of the enemy alongside that of other powers against the threat, be it psionics, weapons with unnatural properties, or amongst more radical groups allowing changes to their bodies or the summoning of controllable Outsiders to fight their battles.
This Order uses the Psionic Power List, their Associated Damage Type is Entropic damage, and their Nemesis Entity Type is Outsider.
| Slayer Level | Spells |
|---|---|
| 2nd | Jump, Disrupt Rhythms |
| 5th | Detect Thoughts, Fall |
| 9th | Mental Fortress, Sending |
| 13th | Echoed Pain, Minor Note of Endurance |
| 17th | Eldritch Eye, Phased Form |
Your Spellcasting rules now follow the rules for Psionic Powers as presented in the Magic Chapter with the following alterations:
You still use the alterations to the Spellcasting rules presented in the Spellcasting Feature.
Unlike in normal psionics you use Spellcasting Trait from the Spellcasting Feature as your Manifesting Trait.
You do not use Psi Points and Psi Limit but still utilise Pact Magic Spell Slots. Always Manifesting Psionic Powers at the Power Grade equal to your Spell Slot Circle presented in the Slayer Spellcasting Table.
You treat the above Order Spells as Psionic Powers, using the power version where possible, otherwise following the rules in the Magic Chapter of the Core Rules for converting between spells as powers.
Any Slayer Class Feature that refers to spells you treat as referring to psionic powers with Cantrips being treated as psionic Talents.
When you gain this Order, you immediately gain access to the Outside-Touched Template.
Psychic Storm. Immediate Effect: On a failed Test, your Movement speed becomes 0 until the start of your next Turn, and you unleash a wave of neurostatic energy. All entities within 12m (At Range) of you must make a Knowledge Test.
Failed Test: The entity takes Psychic Lightning damage equal to two rolls of your Darkness Damage Die, and gain two Degrees of the Frightened condition.
Successful Test: They take half as much damage.
Until the end of the Encounter/Scene, the area affected becomes Lightly Obscured and is treated as Magical Difficult Terrain.
Secondary Roleplay Effect: You feel a constant pain in your skull like a mild headache, this lasts until you next complete a Long Rest, you manifest a power bar a Talent, or until you succeed on a Resist Test.
Leeching Strike. Whilst under the effects of the Enshroud action, if an entity takes damage from one of your Unarmed Strikes or Weapon Attacks, their speed is reduced by a number of metres equal to half your SB until the start of your next Turn.
1st Tier Outsider Slayer Feature
You have been trained to identify the signs of Outsider influences and how best to defeat them. Choose two of the following Skills to Learn, Cosmology, Deception, Empathy, Faiths, Focus, Investigation, Magical Lore, Medicine, Perception, or Stamina. Then choose one listed Skill you have Learnt to Master.
You can perform the Seek action for 1AP. Whenever you would succeed on an Empathy, Investigation, Medicine, or Perception Skill Roll to gain information, you gain an additional piece of information. This is unless the Test would have Degrees of Success, in which case on a successful Test you instead treat the result as being one-Degree higher than normal.
1st Tier Outsider Slayer Feature
You channel your psionic potential into some controllable abilities. You Learn the Mage Hand Talent and gain one Wilder of X Feat of your choosing, though no matter the Feat chosen your Manifesting Trait is you Trait of Power for that Feat.
You also gain the Psionic Leap, Psionic Lighting, Psionic Pull/Push, Psionic Redirection, and Psionic Throw actions.
Once you have performed any of these actions, you cannot do so again until you have completed a Short or Long Rest. You can replenish a use of these actions by expending an unexpended Spell Slot or Hit Die, though whenever you replenish a use this way you must make a Resist Test.
2nd Tier Outsider Slayer Feature
Your own life force enhances your alchemical abilities. When you gain this Feature, you gain access to the Spellcasting option of the Tools of the Enemy Feature. You always have the Psionic Charge power Prepared, and treat powers with the Biomancy and/or Realmurgy Power Tags, bar Azure Form powers, as part of your Psionic Power List. However, you treat all spells in the Cosmic Spell List with the Eldritch Spell Tag as being Psionic powers for you using the rules presented in the Magic Chapter for converting between the two.
If upon gaining this Feature, you had already selected the Spellcasting option when you gained the Tools of the Enemy Feature, you gain the additional benefits:
Once per Turn, you may expend 2 unexpended Hit Dice to recover one expended Pact Magic Spell Slot, after using this action you must perform a Resist Test.
You may also when performing the Attack action, choose for one of your attacks to be replaced with a psionic Talent with a Casting Time of 1AP or 2AP. It doesn't suffer the penalty for making a Ranged Attack while being in a hostile entity’s AoC, but if you are in a hostile entity’s AoC ranged Talents must Target an opponent within your AoC.
You may use the Amplified abilities of Talents you manifest with the Biomancy and/or Realmurgy Power Tags.
In addition, you have Advantage on Insight Skills Rolls made Targeting an entity you are currently conversing with.
2nd Tier Outsider Slayer Feature
Your psionics someties grant you whispers to assist you in your investigations. When looking for clues in a scene, you may expend a use of your Channelling the Darkness Feature and choose one Skill you have Mastered, if a clue would be tied to your Skill, you do not need to make a Skill Roll to find that clue, it is instead automatically considered a successful Investigation Skill Roll revealing the clue.
An example would be a sword strike against the wall may be picked up by choosing the Athletics Skill, a letter with forged handwriting may be picked up by choosing the Deception Skill, or an unusual detail in a stab wound may be found by choosing the Medicine Skill.
You may also expend an unexpended Hit Die to instead choose a Skill you have Learnt, to use to find the associated clue for, or you may invoke a Concept to reveal clues that may be tied to that Concept.
Whenever you use this Feature after any effects have resolved, you must make a Resist Test.
3rd Tier Outsider Slayer Feature
You have trained your mind to withstand the psychic torrent that comes from trying to understand the nature of Outsiders. You always have the Whispers of the Void power Prepared. You have Advantage on Trait Tests made to resist, avoid, or end effects that would grant Temporary Concepts, and any negative effects of perceiving or attempting to comprehend Outsiders and their nature.
Your thoughts can’t be read by telepathy or other means unless you allow it, nor can any supernatural effect detect if you are lying unless you allow it.
You may perform any combination of the actions per your Psionic Potential Feature up to three times, replenishing expended uses upon completing a Short or Long Rest. The Feature also grants you an additional action, the Psionic Bubble action.
In addition, once per Turn, when you would deal Psychic damage to an entity, you can force them to make a Determination Test against your Channelling the Darkness TG.
On a failed Test, you learn either:
If an answer would reveal no information, you may choose another option to learn.
4th Tier Outsider Slayer Feature
You allow the lingering potential of your psionic abilities to quicken your strikes. You gain Truesight out to 3m, gain an additional Outside-Touched Template Feature, and always have the Telekinesis power Prepared.
Whenever you choose to Channel the Thoughtweb when manifesting a psionic power, you may choost to instead of gaining additional Psi Points equal to your Manifestation Trait, you can roll your Darkness Damage Die and gain a number of additional Psi Points equal to the result of the roll. If you do so, you decrease the number of Degrees of Psychic Bleed gained by the flipped result of the rolled die.
After manifesting a psionic power or using an action with your Psionic Potential Feature, you can perform an Unarmed Strike or Weapon Attack for 1AP.
The Psionic Potential Feature grants you an additional action, the Psionic Choke action.
Primordials are often encountered as residents of the Realms Primordial who have begun to appear near portals into the Material Realm found where the appropriate element is highly concentrated, while others are children of the World Soul and can be found near areas plentiful in natural energies. However, some Primordials under commands of their Titans may begin to attack and conquer areas near prortals, or attempt to interference with nearby kingdoms as part of political games back in the Realms Primordial, meanwhile those native to the world may lash out when the mortal folk pollute to scar the land and world.
To stand against these hostile entities, Slayer Order’s formed training their members to find and slay primordials in the neighbouring regions. This has led to these Slayers being trained in channelling a variety of elemental powers to drive out their foes, whilst also drawing on the faint divinatory powers granted by the fusion of their mortal souls with primordial power. As such these Slayers more and more find themselves called upon to not just to slay primordial foes, but also for their unique foresight to help guide development such that such conflict can be avoided before it even begins.
This Order uses the Primordial Spell List, their Order’s Associated Damage Type is the Damage Type(s) associated with the Element(s) chosen for your Elemental Bond Template Feature, and their Nemesis Entity Type is Primordial.
| Slayer Level | Spells |
|---|---|
| 2nd | Converse with Animals, Elemental Barrier |
| 5th | Augury, Elemental Ray |
| 9th | Clairvoyance, Elemental Stride |
| 13th | Divination, Polymorph |
| 17th | Legend Lore, Mirror Message |
When you gain this Order, you immediately gain access to the Element-Touched Template. You may choose with your Elemental Bond Template Feature one of the following options instead of those listed in the Feature; Cosmic (Cosmic damage), Fungi (Necrotic damage), Metal (Vorpal damage), Thunder (Thunder damage), or Wood (Radiant damage).
If you chose one of these options, the following alterations occur:
Cosmic. Gains the benefits of all of Air, Earth, Fire, and Water when Template Features specify what benefit is given. You cannot take Dual Elemental Lineage or Touched by the Inner Elemental Realms Template Features.
Fungi. Gains the benefits of both of Earth and Water when Template Features specify what benefit is given. You cannot choose the Wood element with the Dual Elemental Lineage Template Feature. You cannot take the Touched by the Inner Elemental Realms Template Feature.
Metal. Gains the benefits of both of Earth and Fire when Template Features specify what benefit is given. You cannot choose the Thunder element with the Dual Elemental Lineage Template Feature. You cannot take the Touched by the Inner Elemental Realms Template Feature.
Thunder. Gains the benefits of both of Air and Water when Template Features specify what benefit is given. You cannot choose the Metal element with the Dual Elemental Lineage Template Feature. You cannot take the Touched by the Inner Elemental Realms Template Feature.
Wood. Gains the benefits of both of Air and Fire when Template Features specify what benefit is given. You cannot choose the Fungi element with the Dual Elemental Lineage Template Feature. You cannot take the Touched by the Inner Elemental Realms Template Feature.
Endless Hunger. Immediate Effect: On a failed Test, all entities within 3m (Near) of you must make a Physique Test against your Channelling the Darkness TG, you automatically succeed the Test.
Failed Test: The entity is pulled up to 3m towards the nearest unoccupied space adjacent to you.
Failed by 5+: They are knocked Prone after moving.
Then each entity within 6m (Near) of you must make an Agility Test against your Channelling the Darkness TG, entities within 3m (Near) of you, make this Test with Disadvantage and you automatically fail the Test.
Failed Test: The entity takes Entropic [your Order’s Associated Damage Type] damage equal to half your SB rolls of your Darkness Damage Die and becomes Restrained until 1 Minute has passed or another entity uses an action (2AP) to free them.
Successful Test: They take half as much damage.
For 1 Day the 6m (Near) area of this explosion becomes Difficult Terrain made with your associated element.
Secondary Roleplay Effect: You feel nauseous, and like something about you is wrong, you also feel a sharp pain when you come into contact with your element, this lasts until you next complete a Long Rest, spend an Activity during a Rest subsumed in your associated element, or until you succeed on a Resist Test.
Elemental Infusion. Whilst under the effects of the Enshroud action, you gain Immunity to your Order’s Associated Damage Type, and you can reduce the Casting Time of spells whose Spell Tag is that associated with the Element you have an Elemental Bond Template Feature with by 1AP (minimum of 1AP).
1st Tier Primordial Slayer Feature
You have studied the nature of Primordials. Choose any two Skills to Learn from Animal Handling, Athletics, Cosmology, Focus, Investigation, Magical Lore, Nature, Perception, Stamina, and Survival. Then choose one listed Skill you have Learnt to Master.
You also gain an additional Fighting Style Feat.
1st Tier Primordial Slayer Feature
Your connection to the elements grants you brief flashes of the future. Your Inspired Event Scope increases by 1, and you increase the maximum number of Marks of Fate you can have at once by 1.
Whilst not wearing Armour Pieces, you gain a Sheild Bonus to your HT equal to your Trait of Power.
You gain a number of Fate Points equal to half your SB. You recover expended Fate Points when you finish a Long Rest.
You also gain the Shatter Fate Channelling the Darkness Action and the Warp Fate reaction.
2nd Tier Primordial Slayer Feature
Your connection to the elements grants you arcane power. You gain the Spellcasting option of the Tools of the Enemy Feature, and the Ritual Caster Class Tag.
You treat spells whose Spell Tag is the same as your chosen Element of your Elemental Bond Feature and Divination School Spells as part of the Primordial Spell List for you.
For each Circle of Spell you can Prepare, including new Circles you unlock at higher Levels, you Learn a Divination School Rite of an equivalent Order.
If upon gaining this Feature, you already selected the Spellcasting option when you gained the Tools of the Enemy Feature, you gain the additional benefits:
When you cast a Divination School Spell, choose an allied entity you can see within 6m (Near) of you. The Target gains BP equal to your Trait of Power. Once, whilst the Target has BP from this effect remaining, they can grant themselves Advantage on a Trait Test.
When you use the Prepare action to Prepare a spell to cast, it does not require Concentration to hold onto a spell.
You may, when performing the Attack action, replace one attack with casting a Cantrip with a Casting Time of 2AP.
In addition, your Elemental Visions Feature grants you the Fate’s Focus action.
2nd Tier Primordial Slayer Feature
Your connection to the Realms Primordial grants you greater ease in calling upon their power. You gain an additional Element-Touched Template Feature and Resistance to your Order’s Associated Damage Type. You do not Trigger Resist Tests by using the Imbue with Darkness Channelling the Darkness Action more than half your SB times before a Long Rest.
Your Weapon Attacks, Unarmed Strikes, and Cantrips ignore Damage Reduction and Resistances to your Order’s Associated Damage Type.
3rd Tier Primordial Slayer Feature
Your connection to your inner element grants you greater skills in battle. You gain an additional two Element-Touched Template Features and gain Resistance to Bludgeoning, Piercing, and Slashing damage.
When making a Weapon Attack or Unarmed Strike that would deal damage of your Order’s Associated Damage Type, the Critical Hit Scope increases by 1. On a Critical Hit, you may also apply half your SB Degrees of the Burned ([Order’s Associated Damage Type]) condition.
In addition, your Elemental Visions Feature grants you the Elemental Revolution action.
4th Tier Primordial Slayer Feature
You connection to the elements enhances a number of your divination abilities. You gain the Fate-Touched Template and one additional Fate-Touched Template Feature of your choice. If you already have the Fate-Touched Template, you instead gain two Fate-Touched Template Features.
You gain Truesight out to 3m and any Burrowing, Climbing, Flying, and Swimming speeds increase by your Trait of Power.
Whenever you would use a reaction, you may choose to spend a number of Fate Points equal to the reaction’s RP cost rather than using any RP.
In addition, your Elemental Visions Feature grants you the Inspired Fate reaction.
Once you have used this action, you cannot do so again until you have completed a Long Rest.
The curse of Selenthropy is not completely understood, it is known that the Curse forces those affected by it to transform into an animal hybrid form under the light of a full moon, which cause a forcible dissociation of the individual letting them watch from afar as their body in a feral rage commits actions the affected has no control over. The nature of why they transform to a specific animal or why the full moon is the trigger for it is unknown, with different worlds often having different sources of the curse. It is also found that those affected can learn outside of the full moons light to control the curse with appropriate will, ritual, or alchemical aid and for those who wish to remove the curse certain Rites have been created that can facilitate this, though with a great deal of effort and risk to all involved. But there are those who revel in the destructive power and would seek not to live with the curse in a way that benefits the community, but instead to harm them. It is these individuals which these Slayer Orders were formed to hunt.
These Order’s as part of their initiation if the individual does not already have a Selenthropic Curse, bestows upon them a lesser more controllable version of the curse. Training their members to control the Curse and how best to recognise it in others. They also focus on teaching their members on how best to aid those affected by the Curse; either on how to remove it for those wishing to no longer be affected and how best to support those who wish to learn to live with it. Of course, the Order also teaches its members how best to hunt a Selenthrope and if needed slay them.
The nature of this Order’s training does mean its members are resistant to a true Selenthropic Curse and grants them greater control if they are affected by it, but only so long as the Darkness Within often referred to by members of the Order as the Inner Beast is kept under control and not let loose.
This Order uses the Eternal and Primordial Spell Lists, their Associated Damage Type is Radiant, and their Nemesis Entity Type is Humanoid.
| Slayer Level | Spells |
|---|---|
| 2nd | Jump, Reveal Tracks |
| 5th | Alter Self, Moonbeam |
| 9th | Conjure Animal Warden, Fear |
| 13th | Blessing of the Wilds, Regen |
| 17th | Call the Primordial, Commune with Nature |
When you gain this Order, you immediately gain access to the Were-Touched Template.
Bloodlust. Immediate Effect: On a failed Test, you must immediately move your Movement speed directly toward the nearest entity and use the Attack action against that Target. If you have your Multiattack Feature, you can choose how may attacks you make as part of the action.
If more than one entity is equally near to you, roll randomly to determine your Target. Once your attack is resolved, you regain control of yourself.
Secondary Roleplay Effect: You are quick to anger, lash out at those around you, and feel a rush of ecstasy whenever you get into a fight, this lasts until you next complete a Long Rest, reduce an entity to 0 HP, or until you succeed on a Resist Test.
Special Effect: If you are under the effects of a Selenthropic Curse, this Order’s subduing effects on the Curse is nullified until the next Dawn.
Selenthropic Form. When you use the Enshroud action, you also transform per the Transform action of the Selenthropic Aspect Template Feature without expending a use of the Feature.
Whilst under the effects of the Enshroud action, you also gain an additional benefit based off the kind of were-creature you gain the benefit of for your Selenthropic Aspect Template Feature:
Bestial Grace (Flyer, Stalker, and Traveller Only). When an attacker that you can see hits you with an attack, you can use your reaction (1RP), to halve the attack’s damage against you.
Bestial Power (Charger, Climber, and Diver Only). Once per Turn, when your hit with your Natural Weapons, you may choose for the attack to automatically become an Overwhelming Blow.
Bestial Resilience (Burrower, Defender, and Hunter Only). Once per use of the Enshroud action, when you are reduced to 0 HP, you may instead be reduced to a number of Hit Points equal to your Slayer Level + a roll of your Darkness Damage Die.
1st Tier Selenthrope Slayer Feature
You have studied the varieties of selenthropes you may have to hunt. Choose any two Skills to Learn from Cosmology, Empathy, Focus, Intimidation, Investigation, Magical Lore, Medicine, Nature, Survival, and Technology. Then choose one listed Skill you have Learnt to Master.
You also gain the Fighting Style: Unarmed Fighter Feat.
1st Tier Selenthrope Slayer Feature
You have learnt greater control over inner beast. Your Selenthropic Aspect Template Feature changed in the following ways:
You may expend a use of your Channelling the Darkness Feature to use your Transform action per the Selenthropic Aspect Template Feature without expending a use of the action.
When you use the action this way, note the number of times you have used it this way, once you have used it more times than half your SB, you must make a Resist Test each time you use the action. Upon completing a Short Rest, you may reduce the count by 1, and every time you complete a Long Rest you may reset the count.
The BP calculation for the Transform action uses your Endurance or Trait of Power whichever is higher.
The Transform action increases its Duration to 1 Hour, unless you have the Improved Transformation Template Feature at which point the Duration increases to a number of Hours equal to half your Slayer Level.
Your Selenthropic Aspect’s Natural Weapons gain a Slayer Bonus to Attack and Damage Rolls equal to half your SB.
Whilst transformed, you gain a +1 Shield Bonus to your HT, and when making attacks against a Target with the Bloodied or Desperation condition your Critical Hit Scope for the attack increases by 1.
In addition, you gain Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical and non-Silvered sources, and have Advantage on Trait Tests to resist or avoid gaining a Selenthropic Curse.
If you do gain a Selenthropic Curse, you are always considered to be in control of your Curse and can make a Resist Test during a full moon to avoid a forced transformation, unless the effects of this Order are suppressed or nullified.
2nd Tier Selenthrope Slayer Feature
Your strike with bestial ferocity with the rage crossing over even when not transformed. Whenever you make an Unarmed Strike as part of the Attack action, you can make a single additional Unarmed Strike for 1AP.
You also gain the Frenzied Strike reaction.
2nd Tier Selenthrope Slayer Feature
Your Order had traditions to imbue your body with minor doses of liquid Moonsilver, which has the property to react when transformed with the Selenthropic Form to coat their Natural Weapons in the material. While transformed, your Natural Weapons from your Selenthropic Aspect Template Feature always count as Silvered, and may replace their Damage Type with your Order’s Associated Damage Type.
3rd Tier Selenthrope Slayer Feature
Your Order’s training in mental discipline aids in resisting other potentially harmful forces. You gain Resistance to Psychic damage, and have Advantage on Focus Skill Rolls and Trait Tests to resist, avoid, or end effects that would unwillingly alter your physical form or emotions.
4th Tier Selenthrope Slayer Feature
You have mastered your inner beast. You can Transform, per the Selenthropic Aspect Template Feature, an unlimited number of times and your transformation lasts until you end the transformation, you become Unconscious, or Die. Whilst Transformed, your Inspired Event Scope increases by 1.
You gain Immunity to Bludgeoning, Piercing, and Slashing damage from non-magical and non-Silvered sources.
Some of the Blood Courts reside peacefully in the Realms of Death, interacting as peaceful neighbours with the folk of other Realms. However, some rogue vampire’s desiring the power of their own dark nobility and power leave the Realms of Death to form their own minor Blood Courts in the Material Realm, whilst others artificially grant themselves vampirism in order to extend their own life. These vampire’s must fulfil their Tithe to not be drawn back into the Realms of Death, the Tithe being most often blood taken from the mortal folk.
To stand against these hostile undead, Slayer Order’s formed training their members to find and slay vampires in the neighbouring regions. This has led to these Slayers being trained in dispatching many kinds of corporeal undead, as often many Blood Courts will fill the ranks of their servants and guards with zombies, skeletons, ghouls, wights, and more. As such these Slayers more and more find themselves called upon to deal with rogue necromancers and other powerful undead targets who would threaten the land.
These Orders train their members on how best to resist the mind controlling effects of vampires, alongside how best to confound their abilities, and the many weaknesses of the undead. Their studies also include rigorous training on how to interact with the Blood Courts of the Realms of Death and proper etiquettes, that they may maintain cordial relationships with the Courts and potentially can petition them for aid against their wayward kin. Often with these Orders being found in regions where the space between the Material Realm and the Realms of Death are weakest.
This Order uses the Cosmic Spell List, their Associated Damage Type is Necrotic damage, and their Nemesis Entity Type is Undead.
| Slayer Level | Spells |
|---|---|
| 2nd | Converse with Animals, Sleep |
| 5th | Darkness, Pass Without Trace |
| 9th | Fear, Nondetection |
| 13th | Blight, Greater Invisibility |
| 17th | Misty Sprint, Vampiric Chains |
When you gain this Order, you immediately gain access to the Death-Touched Template and an additional Template Feature.
Endless Hunger. Immediate Effect: On a failed Test, you are treated as having failed a Hunger Test for your Template’s The Tithe Feature.
Secondary Roleplay Effect: You feel an insatiable hunger, this lasts until you next complete a Long Rest, Consume a Meal’s worth of your Tithe’s Focus, or until you succeed on a Resist Test.
Necrotic Infusion. Whilst under the effects of the Enshroud action, you can use Death-Touched Template Features without increasing your Hunger Tally, and your AP and RP increase by 1.
1st Tier Vampire Slayer Feature
You have studied the nature of Vampires and their Blood Courts. Choose any two Skills to Learn from Cosmology, Deception, Diplomacy. Empathy, Faiths, Focus, Intimidation, Investigation, Magical Lore, and Perception. Then choose one listed Skill you have Learnt to Master.
You also gain an additional Fighting Style Feat.
For any of the following Skills: Deception, Diplomacy, and Intimidation, if you have at least Learnt the Skill, you gain the Skill Foci :Blood Court Etiquette for that Skill.
1st Tier Vampire Slayer Feature
Your vampiric nature grants you strength in combat. You gain a +2 Shield Bonus to your HT. You may use Determination instead of Endurance when calculating your HP granted by gaining Levels in this Class, and instead of Physique when make you an Athletics Skill Roll.
When you would make a Damage Roll against an entity with the Bloodied condition, you may expend a use of your Channelling the Darkness Feature, to deal additional Necrotic damage equal a roll of your Darkness Damage Die. You then gain BP equal to the roll of the Darkness Damage Die, if the die rolled its maximum value, you also recover an expended Hit Die.
2nd Tier Vampire Slayer Feature
You gain strength from your foes. You gain an additional Death-Touched Template Feature. When you score a Critical Hit against a Target within your AoC, you may recover one expended Hit Die.
You gain the Charming Gaze action and Frenzied Strike reaction.
Once you have used the Charming Gaze action you must perform a Resist Test. You can use this action a number of times up to your SB, replenishing expended uses upon completing a Long Rest. You may also expend an unexpended Hit Die to replenish a use of this action.
3rd Tier Vampire Slayer Feature
You have gained the vampiric ability to alter your form into that of an animal such as a wolf or a bat. You gain the Shapechanger Entity Tag, an additional Death-Touched Template Feature, and gain Resistance to Bludgeoning, Piercing, and Slashing damage.
You also gain the Animal Transformation action.
You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
You may use this action to instead instantly cast the Wind Walk spell, Targeting only yourself. When in a gaseous form due to a use of this action, it only costs 1AP to revert back to your normal form instead of 1 Minute.
In addition, you may use Determination instead of Agility, when you make an Acrobatics Skill Roll.
HT: 10 + Trait of Power + Size Bonus
HP: 1| 5| 10 + Trait of Power + (5 x Slayer Level)
Speed: 8m, (Climb or Fly (chosen upon adopting the form)) 6m
| PHY | YOUR TRAIT OF POWER |
|---|---|
| AGI | YOUR TRAIT OF POWER |
| END | YOUR TRAIT OF POWER |
Senses Nightvision (12m)
Customisable Form. You may gain one Wild Shape Customisation you meet the Prerequisites of (this counts as a Form of the Land is you chose Climbing speed or Form of the Sky f you chose Flying speed) for from Appendix B: Wild Shape Forms of the World Shaper Class Playbook.
Keen Senses. You have Advantage on Investigation, Perception, and Survival Skill Rolls.
Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.
Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Trait of Power + SB, Target: 1, Reach: 1m. Hit: 1d4| 1d6| 1d8 + SB Bludgeoning/Piercing/Slashing damage or Order's Associated Damage Type (chosen when you make the attack).
4th Tier Vampire Slayer Feature
You know how to strike a weakened foe. You gain an additional Death-Touched Template Feature. Your Critical Hit Scope, and number of Darkness Damage Die rolled for your Vampiric Strength Feature, increases by 1 when attacking a Target with the Bloodied condition, or by 2 if they have the Desperation condition.
If you score a Critical Hit with an Unarmed Strike or Weapon Attack, you may apply the additional damage from your Vampiric Strength Feature, without expending a use of your Channelling the Darkness Feature. Whilst BP from the effect remains, you gain the benefits of your Enshroud form for as long as those BP remain.
There are beings known as the Voidborn, these beings have no clear origin, perhaps they come from the space between the Realms, are a unique genus of Outsider, come from outer space, or maybe even the Realm Primordial of the Cosmic element. These beings no matter their origin, are incredibly destructive as they feed upon the souls of the prey they slay and are incredibly intelligent.
Upon discovery of this new kind of threat, new Slayer Orders were formed with the intent of finding these entities and slaying them. Being a new kind of Order, those found across the Realms are small in membership. They are primarily focused towards studying their foes and on reactionary responses to contact with these beings. This is due to the unknown nature of the threat compared to those fought by other Orders.
Due to the lack of knowledge of the foe, a lot of training is done on the field with recruits and well-worn members learning in the moment against threats as they find them. Likewise, the abilities granted to Slayers who consumed essences of the Voidborn as part of their initiation as not well understood, with one notable exception. All Slayers of this Order have what appears to be a minor Voidborn growing in concert with the soul of the Slayer. These Voidborn, parasitically feed of ambient energies of the soul, without directly harming the host’s soul. But this Voidborn can be summoned in moments of duress to fuse with the Slayer and enhance their combat abilities.
This Order uses the Cosmic Spell List, their Associated Damage Type is Entropic damage, and their Nemesis Entity Type is determined by the GG and how they wish to utilise Voidborn in their campaigns.
| Slayer Level | Spells |
|---|---|
| 2nd | Detect Magic, Protection from Other Realms |
| 5th | Bladestorm, Eldritch Shield |
| 9th | Elemental Weapon, Fear |
| 13th | Banishment, Dimension Door |
| 17th | Antimagic Shell, Inflict Paradox |
When you gain this Order, speak with your GG to determine the Template that would best suit the Voidborn. You immediately gain access to the chosen Template.
Soulfeast. Immediate Effect: On a failed Test, all entities within 6m (Near) of you must make a Determination Test, you are treated as automatically having failed the Test.
Failed Test: The entity takes Entropic Cosmic damage equal to two rolls of your Darkness Damage Die and gain a Degree of the Exhaustion condition.
Successful Test: They take half as much damage.
Secondary Roleplay Effect: You feel hollow and manic, this lasts until you next complete a Long Rest, you are Targeted by a Restoration School Spell, Power, or Rite, or until you succeed on a Resist Test.
Reaper’s Mantle. Whilst under the effects of the Enshroud action, you gain Resistance to Necrotic damage, are Incorporeal, and gain a Flying speed equal to your Walking speed.
Your melee Weapons and Unarmed Strikes increase their Reach by 1m, and you may perform Opportunity Attacks.
1st Tier Void Slayer Feature
You have been trained in skills useful for trying to understand your foes. Choose any two Skills to Learn from Cosmology, Empathy, Faiths, Focus, General Knowledge, Investigation, Magical Lore, Medicine, Nature, and Survival. Then choose one listed Skill you have Learnt to Master.
You also Learn the Corporeal Disruption Cantrip using your Trait of Power as its Spellcasting Trait, and gain an additional Fighting Style Feat.
1st Tier Void Slayer Feature
You learn how to summon an eternally hungry aspect of the Voidborn attached to your soul in a strange symbiotic relationship. You gain the Summon Aspect action.
Once you have used this action, you cannot do so again until you have completed a Short or Long Rest. You may expend an unexpended Hit Die to replenish a use of this action.
The entity uses the Glutenous Aspect statistics presented below. This Aspect follows the rules presented in the Class Companions section of the Other Rules Chapter of the Core Rules.
The Aspect is friendly to you and your allies and obeys your commands. Its game statistics are in the Glutenous Aspect Stat Block presented below, which uses your Skill Bonus (SB) in several places.
When it is reduced to 0 HP, it dissipates until you next use the Summon Aspect action again to return it to you.
If you do not already have one with your Aspect, you gain a Shared Bond Concept with your Aspect “Symbiotic Companion”. A Bond Concept with your Glutenous Aspect does not count against the number of Shared Bond Concepts you can have at any one time.
HT: 14 + your SB
HP: 14 + your SB + [5 x Class Level]
Speed: 6m, 6m Fly
Initiative: -
Hit Die: [Class Level]d8
| PHY | 1 | KNO | Your KNO | ||
|---|---|---|---|---|---|
| AGI | 3 | INT | Your INT | SB | [Your SB] |
| END | 5 | DET | Your DET |
Resistances Necrotic, Entropic
Senses Nightvision (12m)
Languages Any Language the Slayer knows & Telepathy 1km (works only with Slayer)
Bonded Companion. The Aspect can add your SB to their Trait Tests, bar Attack Rolls. It also gains the benefits of your Marked condition and Experienced Hunter Feature.
Whenever you would restore your own HP, your Aspect recovers the same amount of HP as long as they are within 2m (Near) of you.
Any Slayer Feature that Targets/affects you also affects your Aspect at no additional cost.
Soul Parasite. When the Aspect is created, choose one of your Concepts bar Shared Bond Concepts, the Aspect gains the chosen Concept.
Feed From Darkness. Whenever you expend a use of your Channeling the Darkness Feature, before the start of your next Turn, the next Entropic Claws attack the Aspect that hits, can add SB rolls of your Darkness Damage Die to the Damage Roll.
If you fail a Resist Test, the Aspect has Advantage on all Trait Tests until the start of your next Turn.
The Aspect has 3AP and 1RP. * equals size of your Darkness Damage Die.
Multiattack. The Aspect when it performs the Entropic Claws (2AP) action makes a number of separate attacks equal to half your SB as part of the action.
Entropic Claws (2AP). Melee Spell Attack Roll: Your Trait of Power + your SB, Target: 1, Reach: 1m. Hit: 1d* + your Trait of Power + SB Entropic damage.
2nd Tier Void Slayer Feature
You and your symbiotic entity draw strength from the harm caused by your shroud. Whenever the last BP bestowed from the Enshroud action would be removed, you immediately recover HP equal to a roll of your Darkness Damage Die + your Trait of Power.
You also gain the Harvest Moon action.
You may use this action a number of times up to your SB, replenishing expended uses upon completing a Long Rest. You may also expend an unexpended Hit Die to replenish a use of this action.
3rd Tier Void Slayer Feature
The entity bonded to your soul will rise to your defence when your collective existence is at risk. Once per Encounter/Scene, when you would gain the Bloodied condition, and once when you would gain the Desperation condition, you immediately activate your Enshroud form per the Enshroud action, without expending a use of the action.
You have Advantage on Concentration Tests, as well as Trait Tests to resist, avoid, or end Possession or effects that would reduce a Trait’s value or your Hit Point Maximum.
If you do fail such a Trait Test, any reductions to your Traits or Hit Point Maximum are halved.
4th Tier Void Slayer Feature
You are one. You gain Resistance to Necrotic damage, are Incorporeal, and gain a Flying speed equal to your Walking speed. Your melee Weapons and Unarmed Strikes increase their Reach by 1m, and you may perform Opportunity Attacks.
Whilst under the effects of the Enshroud action, your Flying speed becomes equal to double your Walking speed, and you become Immune to Necrotic and Entropic damage.
Your Weapon Attacks and Unarmed Strikes ignore Damage Reduction for Entropic and Necrotic damage.
If you score an Overwhelming Blow with a Weapon Attack or Unarmed Strike, you also ignore Resistances to Entropic and Necrotic damage.
If you score a Critical Hit with a Weapon Attack or Unarmed Strike, you also ignore Resistances to Entropic and Necrotic damage, and treat Immunity to these Damage Types as Resistances (this is not ignored).