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Let's make the upper planes playable!
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<blockquote data-quote="Shades of Eternity" data-source="post: 9553816" data-attributes="member: 10869"><p>stewing on Bytopia,</p><p></p><p>I like the idea of my anthropomorphic playing card outsiders as the basis.</p><p></p><p>However, I need some feedback on proceeding before I start writing up the monster manual entries.</p><p></p><p>Firstly, a name.</p><p></p><p>Here are some potential names:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Cardinalians</strong><br /> A name that emphasizes their card-like nature while sounding regal and unique. It reflects their structured society and alignment with ideals.</li> <li data-xf-list-type="ul"><strong>Suitkin</strong><br /> Highlighting their division into suits and reinforcing their anthropomorphic connection to playing cards.</li> <li data-xf-list-type="ul"><strong>Deckbound</strong><br /> Suggesting their intrinsic connection to the deck (or the plane), evoking a sense of shared destiny and purpose.</li> <li data-xf-list-type="ul"><strong>Pipsians</strong><br /> Drawing from the "pips" on playing cards, this playful name captures their whimsical nature and card-like forms.</li> <li data-xf-list-type="ul"><strong>Ludomancers </strong><br /> A more mystical name implies beings born of the essence of games and play, blending strategy and fate with their anthropomorphic characteristics.</li> </ul><p></p><p>As for aspects, which one works?</p><p></p><p>(I am going with Cardinalian for now, but I am willing to change)</p><h3><strong>Cardinalian Traits</strong></h3><p><strong>Ability Score Increase:</strong></p><p></p><ul> <li data-xf-list-type="ul">Red Suits (Hearts, Diamonds): +2 Charisma, +1 Wisdom</li> <li data-xf-list-type="ul">Black Suits (Spades, Clubs): +2 Intelligence, +1 Dexterity</li> </ul><p><strong>Size:</strong> Medium. Cardinalians are as tall as humans, though their forms are flat and card-like, with anthropomorphic limbs and features.</p><p></p><p><strong>Speed:</strong> 30 feet.</p><p></p><p><strong>Damage Resistances:</strong> Cold, Lightning</p><p><strong>Damage Immunities:</strong> Fire, Cold (they embody resilience, balancing extremes)</p><p></p><p><strong>Innate Magic:</strong></p><p>Cardinalians can cast <em>Guidance</em> and <em>Thaumaturgy</em> at will, reflecting their ties to fate and harmony.</p><p></p><ul> <li data-xf-list-type="ul">At 3rd level, they can cast <em>Calm Emotions</em> (Red Suits) or <em>Suggestion</em> (Black Suits) once per long rest.</li> <li data-xf-list-type="ul">At 5th level, they can cast <em>Plant Growth</em> (Red Suits) or <em>Major Image</em> (Black Suits) once per long rest.</li> </ul><p><strong>Planar Anchor:</strong></p><p>Cardinalians are immune to effects that would forcibly move them between planes unless they consent. They are firmly tied to Bytopia's dual nature.</p><p></p><p><strong>Unique Power: Accord of Bytopia (Ranked Ability):</strong></p><p>The Cardinalians draw strength from the harmonious balance between the two layers of Bytopia. This ability grows stronger with their rank or challenge rating:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Effect:</strong> As an action, the Cardinalian channels the plane's dual energy to alter the battlefield in their favor. The effect manifests differently depending on the plane layer they align with (Dothion or Shurrock) and their rank.<ul> <li data-xf-list-type="ul"><strong>Dothion (Harmony):</strong> Allies within a 30-foot radius gain temporary hit points equal to the Cardinalian's rank x 5 and an advantage on saving throws against fear or charm for 1 minute.</li> <li data-xf-list-type="ul"><strong>Shurrock (Competition):</strong> Foes within a 30-foot radius must make a DC (10 + rank) Dexterity saving throw or take (rank)d6 lightning damage and be slowed (speed halved) for 1 minute.</li> </ul></li> <li data-xf-list-type="ul"><strong>Recharge:</strong> This ability recharges on a long rest.</li> <li data-xf-list-type="ul"><strong>Rank Scaling:</strong><ul> <li data-xf-list-type="ul">Rank 1: Basic effects as above (temporary HP or 1d6 damage).</li> <li data-xf-list-type="ul">Rank 2: Increased range to 60 feet and damage to 2d6. Temporary HP increased to rank x 8.</li> <li data-xf-list-type="ul">Rank 3: Both effects can be chosen simultaneously; temporary HP applies to all allies, while damage targets all enemies.</li> </ul></li> </ul><p><strong>Ethereal Deck:</strong></p><p>As a bonus action, the Cardinalian can draw a spectral card from an ethereal deck, gaining insight or altering fate. They can impose a disadvantage on one roll or give an advantage to an ally’s roll within 30 feet once per short rest.</p><p></p><p><strong>Languages:</strong> Common, Celestial, and one language of choice.</p><p></p><p>************************</p><p>does that work for a base design?</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9553816, member: 10869"] stewing on Bytopia, I like the idea of my anthropomorphic playing card outsiders as the basis. However, I need some feedback on proceeding before I start writing up the monster manual entries. Firstly, a name. Here are some potential names: [LIST] [*][B]Cardinalians[/B] A name that emphasizes their card-like nature while sounding regal and unique. It reflects their structured society and alignment with ideals. [*][B]Suitkin[/B] Highlighting their division into suits and reinforcing their anthropomorphic connection to playing cards. [*][B]Deckbound[/B] Suggesting their intrinsic connection to the deck (or the plane), evoking a sense of shared destiny and purpose. [*][B]Pipsians[/B] Drawing from the "pips" on playing cards, this playful name captures their whimsical nature and card-like forms. [*][B]Ludomancers [/B] A more mystical name implies beings born of the essence of games and play, blending strategy and fate with their anthropomorphic characteristics. [/LIST] As for aspects, which one works? (I am going with Cardinalian for now, but I am willing to change) [HEADING=2][B]Cardinalian Traits[/B][/HEADING] [B]Ability Score Increase:[/B] [LIST] [*]Red Suits (Hearts, Diamonds): +2 Charisma, +1 Wisdom [*]Black Suits (Spades, Clubs): +2 Intelligence, +1 Dexterity [/LIST] [B]Size:[/B] Medium. Cardinalians are as tall as humans, though their forms are flat and card-like, with anthropomorphic limbs and features. [B]Speed:[/B] 30 feet. [B]Damage Resistances:[/B] Cold, Lightning [B]Damage Immunities:[/B] Fire, Cold (they embody resilience, balancing extremes) [B]Innate Magic:[/B] Cardinalians can cast [I]Guidance[/I] and [I]Thaumaturgy[/I] at will, reflecting their ties to fate and harmony. [LIST] [*]At 3rd level, they can cast [I]Calm Emotions[/I] (Red Suits) or [I]Suggestion[/I] (Black Suits) once per long rest. [*]At 5th level, they can cast [I]Plant Growth[/I] (Red Suits) or [I]Major Image[/I] (Black Suits) once per long rest. [/LIST] [B]Planar Anchor:[/B] Cardinalians are immune to effects that would forcibly move them between planes unless they consent. They are firmly tied to Bytopia's dual nature. [B]Unique Power: Accord of Bytopia (Ranked Ability):[/B] The Cardinalians draw strength from the harmonious balance between the two layers of Bytopia. This ability grows stronger with their rank or challenge rating: [LIST] [*][B]Effect:[/B] As an action, the Cardinalian channels the plane's dual energy to alter the battlefield in their favor. The effect manifests differently depending on the plane layer they align with (Dothion or Shurrock) and their rank. [LIST] [*][B]Dothion (Harmony):[/B] Allies within a 30-foot radius gain temporary hit points equal to the Cardinalian's rank x 5 and an advantage on saving throws against fear or charm for 1 minute. [*][B]Shurrock (Competition):[/B] Foes within a 30-foot radius must make a DC (10 + rank) Dexterity saving throw or take (rank)d6 lightning damage and be slowed (speed halved) for 1 minute. [/LIST] [*][B]Recharge:[/B] This ability recharges on a long rest. [*][B]Rank Scaling:[/B] [LIST] [*]Rank 1: Basic effects as above (temporary HP or 1d6 damage). [*]Rank 2: Increased range to 60 feet and damage to 2d6. Temporary HP increased to rank x 8. [*]Rank 3: Both effects can be chosen simultaneously; temporary HP applies to all allies, while damage targets all enemies. [/LIST] [/LIST] [B]Ethereal Deck:[/B] As a bonus action, the Cardinalian can draw a spectral card from an ethereal deck, gaining insight or altering fate. They can impose a disadvantage on one roll or give an advantage to an ally’s roll within 30 feet once per short rest. [B]Languages:[/B] Common, Celestial, and one language of choice. ************************ does that work for a base design? [/QUOTE]
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