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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6405051" data-attributes="member: 20323"><p><img src="http://uo-planescape.wdfiles.com/local--files/dustmen/s-dustmen.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[h3]<span style="color: DarkOrange">DUSTMEN ("THE DEAD")</span>[/h3]</p><p><em>We're all dead - some more so than others. So, we explore our current state with patience, purge our passion, and ascend toward the purity of True Death.</em></p><p><strong>Prerequisite:</strong> Clerics of the Life domain cannot join the Doomguard, since Life is opposed to Death.</p><p><strong>Benefit:</strong> You benefit from the Dead Truce, an ancient compact between the Dustmen and undead which prevents undead from attacking a member of the faction unless the Dustmen initiates hostilities first. Normally this does not apply to a Dustman's companions; however, you can spend Inspiration to extend the Dead Truce to companions within 10 feet as long as you maintain concentration, though this only reliably applies to mindless undead like wraith, skeletons, and zombies, not free-willed undead like vampires and wights.</p><p><strong>Restriction:</strong> Your soul is never willing to return to "life" for the purposes of <em>raise dead, resurrection,</em> and <em>true resurrection,</em>. Dustmen who act against the True Death (e.g. thru displaying excessive emotion or attempting to restore someone to life) are seen as heretics, and you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause.</p><p></p><p><strong>Fourth Circle of Dust Initiate (feat)</strong></p><p>Prerequisite: Dustmen faction membership</p><p></p><p>You have devoted yourself to seeking the True Death for yourself and others, undertaking a ritualized funeral - your own! In this ritual you make peace with friends and family, leaving your old illusion of life behind. As an initiate of the Fourth Circle you are expected to act as an operative representing faction interests, to safeguard the Mortuary and the Dustmen's secrets, and to champion the cause of True Death.</p><p>You gain the following abilities: <ul> <li data-xf-list-type="ul">You can use an action to command one non-intelligent undead within 60 feet of you. If the creature already obeys another's commands it gets a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice). If the undead fails its save, it becomes friendly to you and obeys commands until you use this ability again. Also, when on official faction business, you can requisition undead servants from the Dustmen in exchange for spending 1 week of downtime serving your faction tending to mortuary rites; for every 4 levels you possess (rounded up), you can requisition one skeleton or zombie.</li> <li data-xf-list-type="ul">Should you die and your remains are returned to the Dustmen, you are revived as a free-willed undead one time only. As an undead you no longer need to breathe, sleep, eat, or drink, you are immune to poison damage and the poisoned condition, and you gain darkvision 60 ft. Though you count as undead for the purposes of spells, in all other respects you remain the same.</li> <li data-xf-list-type="ul">During downtime you can meditate on the True Death; for each day you so meditate in a region, there is a 1% cumulative chance that restless spirits can be talked into moving on to what lies beyond and that resurrection magic fails.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6405051, member: 20323"] [img]http://uo-planescape.wdfiles.com/local--files/dustmen/s-dustmen.png[/img] [h3][color=DarkOrange]DUSTMEN ("THE DEAD")[/color][/h3] [i]We're all dead - some more so than others. So, we explore our current state with patience, purge our passion, and ascend toward the purity of True Death.[/i] [b]Prerequisite:[/b] Clerics of the Life domain cannot join the Doomguard, since Life is opposed to Death. [b]Benefit:[/b] You benefit from the Dead Truce, an ancient compact between the Dustmen and undead which prevents undead from attacking a member of the faction unless the Dustmen initiates hostilities first. Normally this does not apply to a Dustman's companions; however, you can spend Inspiration to extend the Dead Truce to companions within 10 feet as long as you maintain concentration, though this only reliably applies to mindless undead like wraith, skeletons, and zombies, not free-willed undead like vampires and wights. [b]Restriction:[/b] Your soul is never willing to return to "life" for the purposes of [i]raise dead, resurrection,[/i] and [i]true resurrection,[/i]. Dustmen who act against the True Death (e.g. thru displaying excessive emotion or attempting to restore someone to life) are seen as heretics, and you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause. [b]Fourth Circle of Dust Initiate (feat)[/b] Prerequisite: Dustmen faction membership You have devoted yourself to seeking the True Death for yourself and others, undertaking a ritualized funeral - your own! In this ritual you make peace with friends and family, leaving your old illusion of life behind. As an initiate of the Fourth Circle you are expected to act as an operative representing faction interests, to safeguard the Mortuary and the Dustmen's secrets, and to champion the cause of True Death. You gain the following abilities:[list] [*]You can use an action to command one non-intelligent undead within 60 feet of you. If the creature already obeys another's commands it gets a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice). If the undead fails its save, it becomes friendly to you and obeys commands until you use this ability again. Also, when on official faction business, you can requisition undead servants from the Dustmen in exchange for spending 1 week of downtime serving your faction tending to mortuary rites; for every 4 levels you possess (rounded up), you can requisition one skeleton or zombie. [*]Should you die and your remains are returned to the Dustmen, you are revived as a free-willed undead one time only. As an undead you no longer need to breathe, sleep, eat, or drink, you are immune to poison damage and the poisoned condition, and you gain darkvision 60 ft. Though you count as undead for the purposes of spells, in all other respects you remain the same. [*]During downtime you can meditate on the True Death; for each day you so meditate in a region, there is a 1% cumulative chance that restless spirits can be talked into moving on to what lies beyond and that resurrection magic fails.[/list] [/QUOTE]
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