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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6405042" data-attributes="member: 20323"><p><img src="http://uo-planescape.wdfiles.com/local--files/doomguards/s-doomguards.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[h3]<span style="color: DarkOrange">DOOMGUARD ("SINKERS")</span>[/h3]</p><p><em>Entropy is ecstasy. Decay is divine, the multiverse is supposed to fall apart. We're just here to keep leatherheads from interfering.</em></p><p><strong>Prerequisite:</strong> Clerics of the Life domain cannot join the Doomguard, since Life is the opposite of Entropy.</p><p><strong>Benefit:</strong> You can <em>Sift</em> thru destroyed matter for one minute, running your hands thru charred buildings and rubble, to determine the cause of the destruction so long as it occurred within 100 years. In addition, you can spend Inspiration to deliver an <em>entropic blow</em>, turning a successful attack you make against a creature of an opposing alignment into an automatic critical hit.</p><p><strong>Restriction:</strong> Sinkers have resistance to healing magic, only regaining half the normal hit points from healing spells and magic items. No self-respecting Doomguard would acts against the forces of Entropy in favor of those of creation or preservation, and doing so prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause.</p><p></p><p><strong>Entropy Champion (feat)</strong></p><p>Prerequisite: Doomguard faction membership</p><p></p><p>Having proven your dedication to the cause of Entropy, you are sponsored by one of the four Doomlords to undertake a secret ritual in a citadel bordering the Negative Energy Plane. After a week of ritual fasting and purification, you have a section of your skin flayed away in order to craft an <em>entropy blade</em> which symbolizes your elevated position. As an entropy champion you are expected to serve as an operative for the faction and strive to attain a better understanding of entropy as a philosophy and way of life. You gain the following abilities: <ul> <li data-xf-list-type="ul">When you use your Doomguard <em>Sift</em> ability you can read as far back as 1,000 years. Also, if the destruction occured within the last century, you can also relive up to five minutes of whatever caused the devastation by concentrating, though doing so causes you to suffer a level of exhaustion after.</li> <li data-xf-list-type="ul">During downtime you can meditate on the nature of Entropy; for each day you so meditate in a region, there is a 1% cumulative chance that creation and healing magic fails, particularly magic used to unnaturally sustain life beyond its natural span.</li> <li data-xf-list-type="ul">You gain an <em>entropy blade</em> (see below).</li> </ul><p>[SBLOCK=Doomguard Entropy Blades]</p><p>An entropy blade is a +1 bladed weapon (typically a one-handed sword, as few want to endure the flaying required to make a two-handed weapon) designed to combat a specific single threat against which it functions as a +3 magic weapon. Suitable threats are unique and named creatures that are enemies of entropy, such as a specific hierarch modron, a mighty devil, or a fallen astral deva. When this specific threat is destroyed the <em>entropy blade</em> turns to dust. </p><p></p><p>In addition, each <em>entropy blade</em> has unique properties according to which of the four Doomguard Citadels it was forged at: <ul> <li data-xf-list-type="ul"><em>Ash blade: </em>Forged in the Crumbling Citadel, this blade grants its wielder resistance to fire damage and the chill touch cantrip.</li> <li data-xf-list-type="ul"><em>Dust blade:</em> Forged in Citadel Alluvius, this blade grants its wielder resistance to earth and stone-based damage and the ability to cast move earth once per day, though only to destroy earth.</li> <li data-xf-list-type="ul"><em>Salt blade: </em>Forged in Citadel Sealt, this blade grants its wielder resistance to water-based damage as well as immunity to dehydration and the ability to cast create or destroy water once per day, though only to destroy water.</li> <li data-xf-list-type="ul"><em>Vacuum blade: </em>Forged in Citadel Exhalus, this blade grants its wielder immunity to gas attacks and the ability to cast ray of enfeeblement once per day by touch.</li> </ul><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6405042, member: 20323"] [img]http://uo-planescape.wdfiles.com/local--files/doomguards/s-doomguards.png[/img] [h3][color=DarkOrange]DOOMGUARD ("SINKERS")[/color][/h3] [i]Entropy is ecstasy. Decay is divine, the multiverse is supposed to fall apart. We're just here to keep leatherheads from interfering.[/i] [b]Prerequisite:[/b] Clerics of the Life domain cannot join the Doomguard, since Life is the opposite of Entropy. [b]Benefit:[/b] You can [i]Sift[/i] thru destroyed matter for one minute, running your hands thru charred buildings and rubble, to determine the cause of the destruction so long as it occurred within 100 years. In addition, you can spend Inspiration to deliver an [i]entropic blow[/i], turning a successful attack you make against a creature of an opposing alignment into an automatic critical hit. [b]Restriction:[/b] Sinkers have resistance to healing magic, only regaining half the normal hit points from healing spells and magic items. No self-respecting Doomguard would acts against the forces of Entropy in favor of those of creation or preservation, and doing so prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause. [b]Entropy Champion (feat)[/b] Prerequisite: Doomguard faction membership Having proven your dedication to the cause of Entropy, you are sponsored by one of the four Doomlords to undertake a secret ritual in a citadel bordering the Negative Energy Plane. After a week of ritual fasting and purification, you have a section of your skin flayed away in order to craft an [i]entropy blade[/i] which symbolizes your elevated position. As an entropy champion you are expected to serve as an operative for the faction and strive to attain a better understanding of entropy as a philosophy and way of life. You gain the following abilities:[list] [*]When you use your Doomguard [i]Sift[/i] ability you can read as far back as 1,000 years. Also, if the destruction occured within the last century, you can also relive up to five minutes of whatever caused the devastation by concentrating, though doing so causes you to suffer a level of exhaustion after. [*]During downtime you can meditate on the nature of Entropy; for each day you so meditate in a region, there is a 1% cumulative chance that creation and healing magic fails, particularly magic used to unnaturally sustain life beyond its natural span. [*]You gain an [i]entropy blade[/i] (see below).[/list] [SBLOCK=Doomguard Entropy Blades] An entropy blade is a +1 bladed weapon (typically a one-handed sword, as few want to endure the flaying required to make a two-handed weapon) designed to combat a specific single threat against which it functions as a +3 magic weapon. Suitable threats are unique and named creatures that are enemies of entropy, such as a specific hierarch modron, a mighty devil, or a fallen astral deva. When this specific threat is destroyed the [i]entropy blade[/i] turns to dust. In addition, each [i]entropy blade[/i] has unique properties according to which of the four Doomguard Citadels it was forged at:[list] [*][i]Ash blade: [/i]Forged in the Crumbling Citadel, this blade grants its wielder resistance to fire damage and the chill touch cantrip. [*][i]Dust blade:[/i] Forged in Citadel Alluvius, this blade grants its wielder resistance to earth and stone-based damage and the ability to cast move earth once per day, though only to destroy earth. [*][i]Salt blade: [/i]Forged in Citadel Sealt, this blade grants its wielder resistance to water-based damage as well as immunity to dehydration and the ability to cast create or destroy water once per day, though only to destroy water. [*][i]Vacuum blade: [/i]Forged in Citadel Exhalus, this blade grants its wielder immunity to gas attacks and the ability to cast ray of enfeeblement once per day by touch.[/list] [/SBLOCK] [/QUOTE]
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