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View Full Version : D&D 5e/Next The Xenotheurgist 5e: Grod's Law Does Not Know What Hit It (PEACH)



LecternOfJasper
2021-12-26, 05:58 PM
So here we are again. This will be a conversion of RealmsofChaos’ Xenotheurgist class that was originally made for 3.5e. Large amounts of the flavor text and descriptions have been copied wholly or partially into this attempt, and all credit for the ideas held within should go to them. AFAIK, they have been absent from these forums for many years, so I feel like this is okay to post with credit where credit is due.

It is very much a work in progress, and while many of the abilities will be as much of a direct conversion as possible there is still a long way to go in making what is left compatible with other classes and balanced.

I implore you to not worry about multiclassing, as it will be hard enough to get this to be reasonable by itself :smalltongue:

Things that are complete:
Subclasses: 3
Murmurs: 10 (decidedly unbalanced, for now)
Incursions: 6 (Basically the same as the original)

The original class, in most of its glory, can be found here: Where it all started... (https://forums.giantitp.com/showthread.php?122103-Xenotheurgy-Far-Realms-magic-system)

Here is the full draft that I am pulling the details below from: The Google Drive Doc (https://docs.google.com/document/d/12HjHKYq2G_Zr-z5RGiWY4raN0Lu5vmyCBBqzvziMoDU/edit?usp=sharing)

I currently have all the class features below and all 10 of the Murmurs I had ideas for! If anyone has any requests from the original list or other ideas, I will see what I can do with them.

LecternOfJasper
2021-12-26, 05:59 PM
I advise that you drop this book at once. Whatever you are looking for, know that you will not find it here. If you seek hope, know that I will only bring despair. If you seek a weapon, know that the price is far too steep. If you seek understanding, know that I can only offer more confusion. The creeping madness waits and watches.
Still, I have no power, no special charm to make you drop this book. If you insist upon perusing its pages, you will see what you were not meant to see, discover what never should’ve been discovered. Even if you fail to comprehend it, you will still know the truth. The truth changes everything. The truth makes all change nothing.
Believe me when I say that knowing is more than enough to ruin your life. Whether or not you peer beyond the vast gate for the meager powers I promise is for you alone to decide. Choose as you have always chosen.
- The introduction to the Codex Vesania, penned by Sion Ponure, unearthed in the Realms of Chaos

Xenotheurgy

Xenotheurgy, as some call it, is harnessing the maddening energies of the Far Realm and other aberrant powers and bringing them into the world. Willing conduits of this power are called Xenotheurgists, or True Xenotheurgists to the academically inclined. Xenotheurgists often know not of where their power comes from, or the limits of their own prowess.

Xenotheurgists draw power from the inane ramblings of coherence that bridge the gap between what is real and what is Out There. These are called Murmurs, plainly, and as Xenotheurgists grow in power they gain access to the different ways these threads may affect the world at large, called Breach abilities.

A useful analog may be between spells and schools of magic. Murmurs are similar to specific schools of magic, while Breach abilities of various levels are similar to spells in that school. In the case of Xenotheurgists, however, they may not use Breach abilities from Murmurs that they have not gained access to, and there is exactly one Breach ability for each level in a Murmur.

Here is the dreaded table:



Level
Proficiency Bonus
Features
Murmurs Known
Maximum Breach Level



1st
+2
Troubled Waters, Murmurs, Disturbances, Breach abilities, Incursions
2(2)
1


2nd
+2
Warp Points
2(2)
1


3rd
+2
Pull From Beyond
2(2)
1


4th
+2
Unearthly Will, Ability Score Improvement
2(2)
2


5th
+3
Un/Fettered Corruption
3(2)
2


6th
+3
Pull Ability
3(2)
2


7th
+3
Canny Dislocation
3(2)
3


8th
+3
Ability Score Improvement
3(3)
3


9th
+4
Never the Same
4(3)
3


10th
+4
In the Shadow of Gods
4(3)
4


11th
+4
Pull Ability
4(3)
4


12th
+4
Ability Score Improvement
4(4)
4


13th
+5
Never the Same
5(4)
5


14th
+5
Eye of the Storm
5(4)
5


15th
+5
Pull Ability
5(4)
5


16th
+5
Ability Score Improvement
5(4)
6


17th
+6
Never the Same
6(4)
6


18th
+6
Unreal Puppetry
6(4)
6


19th
+6
Ability Score Improvement
6(4)
6


20th
+6
Otherworldly
6(4)
6



Class Features

As a Xenotheurgist, you gain the following class features.

Hit Points
Hit Dice: 1d6 per Xenotheurgist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Xenotheurgist level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, intelligence
Skills: Choose two from Arcana, Athletics, Deception, History, Investigation, Survival, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers

Troubled Waters: Your powers wrack your body and soul with energies that man should not meddle with. You require an extra 2 hours of rest in order to complete a long rest. Moreover, if you die, your soul is tangled in the infectious nature of the far realm, and the component costs for any spell that returns you to life is twice as costly.

Murmurs: At level one you gain access to Murmurs, the core of any Xenotheurgist’s power. You have access to a number of Murmurs equal to your proficiency bonus, and two Active Murmurs. Murmurs are tenuous connections to the far realms made by casual knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first through sixth levels grant its powers and abilities greater effects, but the seventh overpowers your senses, rendering you Stunned until the end of your next long rest. Otherwise, all Active Murmurs grant a static bonus, as detailed in their description.

At the end of a long rest, you may lower the level of one of your Murmurs by your Constitution modifier - 1d4 (minimum 1), and may trade one of your Active Murmurs for another Murmur you have access to.

Whenever you gain a level, you may trade out one Murmur you have access to for another. You may have a 3rd Active Murmur at level 8 and a fourth Active Murmur at level 12.

Disturbances: You gain a number of Disturbances equal to the number of Murmurs you have activated. Disturbances are supernatural alterations to the world around you. Unlike murmurs, disturbances have no in game effect other than letting others locate you and being generally odd. The effects of these Disturbances generally spread no further than 60 feet away from you.

It is possible to suppress Disturbances but doing so traps more of the chaotic energies within your head. You may suppress all of your Disturbances when completing a short or long rest, but while you do so you have disadvantage on Wisdom saving throws. You may stop suppressing your Disturbances at any time, including before being subjected to a Wisdom Saving Throw that you are aware of.

Breach abilities: Each murmur grants access to a number of supernatural abilities called Breach abilities. Breach abilities are split into Breach levels that behave like spell levels. The maximum level Breach you have access to is equal to your class level in the Xenotheurgist class divided by three, rounded up. Furthermore, to use a Breach, the level of the murmur granting it must equal or surpass its Breach level.

Some Breach abilities will require you or the Targets to make a saving throw or attack roll. The DC for these abilities is equal to:

Breach Save DC: 8 + Proficiency + Level of the Murmur granting the Breach

Breach Attack Roll: Proficiency + Level of the Murmur granting the Breach

Some Breach abilities (such as those from a subclass) will not have a Murmur associated with them. The attack rolls and DCs for those abilities are based on your Wisdom Modifier.

Whenever you use a Breach, make a Wisdom saving throw. If you fail, the level of the Murmur associated with the Breach is increased by one immediately after using the Breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic item would prevent this. You may not receive bonuses on this save from other characters or spells; your powers are not recognized by the grace of the gods. You may choose to fail this save. The DC of this saving throw is equal to:

Breach Self Save DC: 8 + Level of the Breach + Level of the Murmur granting the Breach (or your wisdom modifier, if the Breach Ability has no associated Murmur)

Breach abilities are usable at will, take an action to use, and require verbal and somatic components. Breach abilities with a duration have Ongoing Effects; you may only have a number of Ongoing Effects active equal to your Proficiency bonus. Targets may only have one Ongoing Effect affecting them at a time, as the powers of the Far Realm have difficulty distorting the world in multiple directions.

You can lose concentration on certain Breach abilities as if concentrating on a spell. These are denoted with “Concentration” being in their durations.

Incursions: Each murmur grants access to a single incursion, a wave of aberrant energy that endlessly tries to force itself into the world through you. Incursions are extraordinary abilities and allow no saving throw. All incursions are large emanations centered on you. Each incursion has a large periphery area and a smaller marrow area. They last until the end of your next long rest, at which point you lower the level of all of your active Murmurs by 3. Incursions cannot be ended prematurely. Using an incursion requires you to spend an action and concentrate on it as you would a spell. At the beginning of your next turn, if you did not lose concentration, the Incursion activates. The power of an incursion depends on the highest level of Breach available (regardless of whether your murmurs are of high enough level to use such Breach abilities).

Even if you don’t wish to use an incursion, failing to use one can drive you insane. At the end of each day that you do not use any incursions, you must make a DC 8 Wisdom saving throw. On a failure, the level of all of your active murmurs increases by one. For each consecutive day in which this save is made, increase the DC by +1.

Failing that, incursions can sometimes force their way out. While you are insane (via depravity, spell effects, or a short term or long term madness effect), or have a seventh level murmur, you constantly emit all Incursions of your active Murmurs.

While using an incursion, your senses and personality are pushed aside by the waves of aberrant energy, imposing disadvantage on all Wisdom and Charisma-based skill checks and ability checks.

Warp Points: At second level you have gained the ability to harness the corruption you pull into this world and use it to embolden your powers. You gain a pool of Warp Points that you may use to Empower, Intensify, or Embolden your Breach abilities.


Empower: Your Breach gains an enhanced effect as indicated in its description.
Intensify: You gain advantage on any attack roles imposed by your Breach, and the Target gains disadvantage on any saving throws associated with your Breach.
Embolden: You may use your Breach as a bonus action. You may not use the same Breach twice in one turn with this ability.


Each of these abilities costs 3 Warp Points to use, and give you disadvantage on your Wisdom saving throw caused by using the Breach. You may spend Warp Points on a Breach once per turn. At the end of your long rest, the number of Warp Points you have is reset to equal your proficiency bonus. The maximum amount of Warp Points you may have is equal to half your level plus your wisdom modifier (minimum 3). You gain a Warp Point once per turn when you succeed on a Wisdom Saving Throw caused by using a Breach.

Pull from Beyond: At level 3, your status as a conduit is deeply rooted in both yourself and something Other, and you become Pulled down a particular path. Gain a Pull of your choice. You gain the abilities listed in its description, as well as more abilities at 6th, 11th, and 16th level.

In addition, just as your Pull tugs at the threads of the universe, it tugs you back from the brink of death. You gain proficiency in death saving throws.

Unearthly Will: As you grow in power, your mental scarring has reached the point that you may shrug off the ills imposed upon you from within and without. Starting at 4nd level, once per short rest as a reaction you may gain advantage on one saving throw you are proficient in.
Furthermore, a number of times per long rest equal to your proficiency bonus, you may choose to automatically pass a save triggered by a Breach you use.

Un/Fettered Corruption: At 5th level, you gain the ability to spread your powers across a broader swath of pitiful lifeforms. When you use your action to use a Breach, you may use two Breach abilities as part of the same action, provided the level of the Breach abilities are half of your maximum Breach level (rounded down). If the level of the Breach ability used is equal to or less than half of your maximum Breach level (rounded down) and you only use one Breach as your action, you gain advantage on the Wisdom Saving Throw caused by using the Breach

Furthermore, you may make two attacks in one Attack action using attacks granted by the Breach abilities.

Canny Dislocation: At 7th level, your body twists and warps, adapting to threats as they come. You gain proficiency in one of Dexterity, Constitution, or Strength saving throws, and a number of times per long rest equal to your proficiency bonus, you may perform one of the following reactions:

1. Rebuttal of Flesh: When you make a Dexterity, Constitution, or Strength saving throw, as a reaction you may lose proficiency in one of these types of saving throws to gain proficiency in the one you are making.

2. Writhing Form: When an attack against you would be a critical hit, as a reaction you may cause that attack to become a normal hit.

3. Snap to Coherence: When you make an Athletics or Acrobatics check utilizing Strength, Dexterity, or Constitution, as a reaction you may gain advantage on that check.

Never the Same: Your body continues to adapt to the world around you, despite its fading significance. When you gain this ability at 9th, 13th, and 17th level, choose one Skill or Tool you are proficient in. You may add your Constitution modifier to ability checks using the chosen Skill or Tool in addition to your normal ability modifier. This adaptation may be prominent or subtle when dormant, but it is always noticeable when being used.

In the Shadow of the Gods: Try as they might, you move unseen through the powers of gods and man. At 10th level you are under the effects of a constant Nondetection spell. Further, when someone tries to Target you with a divination effect, you are immediately alerted to the identity of the diviner and may corrupt the effect. The diviner makes a Wisdom saving throw against your highest Breach Save DC. On a failure, the diviner gains one short term madness effect for the next 24 hours.

Eye of the Storm: At 14th level you have finally attained some level of mastery over your dreadful Incursions. While an incursion is in effect, you may select a number of creatures you can see equal to twice your proficiency bonus to be immune to the effects.

In addition, at the end of a long rest you may lower the level of any Murmurs you have access to by one. This ability stacks with the normal ability to lower Murmur levels.

Unreal Puppetry: At 18th level, the forces brought into the world through your mind refuse to let you die. You may move and act normally while at 0 Hit Points.

In addition, a number of times equal to your proficiency bonus, when you are damaged while at 0 hit points, make a Constitution save against a DC of 10 + half the damage taken. If you succeed, you do not gain a death saving throw failure.

Otherworldy: At 20 level, it is clear to all that you are not a being of this world. Your type becomes Aberration, and you gain +4 to your Wisdom and Constitution scores (to a max of 24).

In addition, as an action you may lower the Murmur Level of any number of your active Murmurs by one. When you do so, you must raise an equal number of active Murmurs’ levels by one.

LecternOfJasper
2021-12-26, 05:59 PM
Pulls:

Perfected Flesh: Shapeshifting, Tank

Your pull is towards the mastery of physical forms. Some would consider this a base pursuit, but they lie in the past, and you live truly in the future.

Vigor Motus: Starting at 3rd level, gain 3 hit points, and an extra 1 hit point whenever you gain a level in this class. In addition, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier.

You also may use the Grasping Matter Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Grasping Matter
Perfected Flesh 1 (Extraordinary)
Range: 30 feet
Target: any unoccupied space within 30 feet
Duration: 1 minute
Saving Throw: None

This Breach has the effects of the Mage Hand cantrip. When you use this Breach, you may choose to grant your Mage Hand a physical form, wherein it is formed of flesh and blood or what have you and connected to you by a possibly organic tendril. While your Mage Hand is granted a physical form, you may attack, activate magic items, and carry objects with it up to half your normal carry weight. When attacking, you may use it to attack with any weapon it is holding or as an unarmed strike dealing 1d4 + your Constitution modifier in Bludgeoning, Piercing, or Slashing damage. You may attack with the same action that you used for this Breach. Your Mage Hand does not have any sense of its own; you must rely on the faculties of your prime meat suit when engaging in combat.

Empower: Pick two:

Attacks with your Mage Hand deal an extra 1d6 damage of the type of the weapon used to make the attack.
You may sense the surroundings of your Mage Hand as if it has all the senses you normally would.
Your Mage Hands range extends to 60 feet.



Vigor Limus: Starting at 6th level, you gain the ability to destabilize both the form of yourself and others, allowing you free passage where others might be trapped, and allowing others to be freed of their forms (and bones). Attacks with your Grasping Matter Breach and any other natural weapons you may possess become magical, Piercing the resistances of certain enemies.

You may spend 2 warp points to use the Primordial Form Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Primordial Form
Perfected Flesh 2 (Supernatural)
Range: Self/60 feet
Target: Self/any non-Ooze creature
Duration: 10 minutes/1 minute (Concentration)
Saving Throw: None/Constitution

When using this Breach, you may Target either yourself or a non-Ooze creature within 60 feet.

Self: For the duration of this Breach, your form (and everything you are carrying) dissolves into a gelatinous slurry. Your type changes to Ooze, and you lose all forms of movement except a walking speed of 20 feet. You may crawl up walls and ceilings at no penalty, however, and may move through any space greater than 1 inch wide.

Empower: You may Target a number of willing creatures up to your proficiency bonus with this Breach.

Other: The Target makes a Constitution saving throw. On a failure, the Target partially dissolves in on itself. The Target’s Type becomes Ooze, loses all swim and fly speeds, and is treated as if under the effects of a Slow spell. A creature affected by this Breach makes another Constitution saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Empower: The Target’s transformation becomes more complete. The Target cannot perform Somatic Components, and cannot use any attacks except for a Pseudopod attack that does 2d6+Strength Bludgeoning Damage.



Vigor Vitium: Starting at 11th level, your experimentations in flesh and blood have granted you greater mastery over the forms of yourself and others. When you hit with an attack using your Grasping Matter Breach, the Target takes 1d8 additional Necrotic, Psychic, or Radiant (your choice) damage as their body and mind curdle at the intrusion.

You also may use the Vicious Dilation Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Vicious Dilation
Perfected Flesh 4 (Supernatural)
Range: Self/60 feet
Target: Self/any creature
Duration: 10 minutes/1 minute
Saving Throw: None/Constitution

When using this Breach, you may Target either yourself or a creature within 60 feet.

Self: For the duration of this Breach (ten minutes), your form (and everything you are carrying) either grows or shrinks one size category.

Growth:
The Target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the Target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the Target also has advantage on Strength checks and Strength Saving Throws. The Target's Weapons also grow to match its new size. While these Weapons are enlarged, the Target's Attacks with them deal 1d6 extra damage.

Shrink:
The Target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the Target also has advantage on Dexterity checks and Dexterity Saving Throws.

Empower: Pick one:

You may Target a number of willing creatures up to your proficiency bonus with this Breach, but the number that is affected by each effect must be as close as possible to equal (within 1 of half Grown and half Shrunk).
You may grow or shrink two size categories. If you grow two size categories, your attacks deal 2d6 extra damage. If you shrink two size categories, you may hide behind creatures that are any size category larger than you.


Other: The Target makes a Strength saving throw. On a failure, the Target grows rapidly, its flesh merging with the surfaces around it for one minute. The Target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the Target to double its size, or the Target is in a body of water or other liquids, the Target grows through the walls and floor of its prison or flares out chaotically in all directions, and is restrained for the duration. If there is enough room, but the Target is in contact with at least one surface (such as a floor), the Target is treated as grappled as its body grows through and merges with the surface. The Target's weapons also grow to match its new size. While these weapons are enlarged, the Target's attacks with them deal 1d6 extra damage and its reach extends by 5 feet. A creature affected by this Breach makes a Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Empower: The Target grows three size categories. If this power would make a Target grow one size past the space available for it, it is restrained. If this power would make a Target grow two or more sizes past the space available for it, it is effectively Petrified, though the Target does not transform entirely into an inanimate object, does not automatically fail Strength saving throws, and does not gain Resistance to all damage, as enough of it is left exposed to attack freely. The Target's Weapons also grow to match its new size. While these Weapons are enlarged, the Target's Attacks with them deal 3d6 extra damage and their reach extends by 15 feet.



Vigor Victus: You are the herald of flesh and blood, and can draw on fresh material at will. At 15th level, you can absorb a corpse within 30 feet of you as a bonus action to gain temporary hit points equal to twice its Challenge Rating. If you do this, any part of you can be used as a component for a resurrection spell Targeting the individual the corpse belonged to.

You also may spend 7 warp points to use the Body and Blood Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Body and Blood
Perfected Flesh 6 (Extraordinary)
Range: 60 feet
Target: any unoccupied space within 60 feet
Duration: 24 hours
Saving Throw: None

When you use this Breach, you may create a mass of flesh and blood that fits within a 20-foot cube. Your creation can be any thing or number of things you desire that fit within this space, provided it is composed entirely of things creatures are made of (excluding plants, constructs, and elementals). You may create creatures using this Breach, though you may not make them look like anyone specific unless you have previously absorbed their corpse, and you have no control over them. They behave… bizarrely. If you need a stat block, the best creature you can make may have a CR of roughly ½ your level in this class. After 24 hours, your creation quickly rots from the inside out and wastes away to nothingness. This does not affect any matter that has been eaten at least an hour before the duration of the Breach is over, but eating the Body and Blood may have its own effects based on DM discretion.
Empower: Your creation is permanent. Woe be unto the world.



Sleepless Awakening: Senses, Hallucinations

Your Pull is towards the mastery of senses. All are blind to the realities of this realm, while you can shape the pitiful scraps they can glean.

Beyond Closed Eyes: You do not react to the situations around you; you anticipate. You may add your Wisdom to your AC and Initiative where you would otherwise add your Dexterity. This does not stack with other abilities that change how you calculate AC (such as Unarmored Defense). In addition, you are fully aware of your surroundings while you sleep or are otherwise unconscious, and can see, hear, smell, and feel as normal.

You also may use the Senses Fail Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Senses Fail
Sleepless Awakening 1 (Supernatural)
Range: 30 feet
Target: any creature within 30 feet
Duration: 1 minute
Saving Throw: None


Chaos is brought to the Target’s senses, as you grant them a glimpse of the multitudes just outside the looking glass. The Target of this Breach must make a Wisdom save as its perceptions are bombarded with creatures that just aren’t there for any mundane purposes. On a failure, they take 1d6 + your Wisdom Modifier in psychic damage, and it treats all creatures as having Half Cover against it until the end of its next turn.

Empower: Pick two:

The Target takes an extra 1d6 psychic damage for each Breach level you have access to (Ex., an extra 3d6 at level 7) on a failed save.
The Target takes no damage, and the visions coalesce into far more mundane shapes. This operates as the Silent Image spell, except it can only be seen by the Target, and the Breach may be accompanied by sounds with the same constraints as the Minor Illusion cantrip.
The Target treats all creatures as having three-quarters cover.



Sights Untold: At 6th level, you gain the ability to see the worldly as it truly is in your mind, and share this deconstruction with those around you.

You may spend 2 warp points to use the Immaculate Deconstruction Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Immaculate Deconstruction
Sleepless Awakening 2 (Extraordinary)
Range: 30 feet
Target: a 30 foot cone
Duration: 1 minute
Saving Throw: None


The world falls apart in front of your eyes and ears. You see everything in the range of the Breach begin to split into their constituent elements. You gain the effects of Detect Magic and See Invisibility in the area, see through illusions in the area, and can identify the material properties, Types, and Subtypes of any creature or object that enters the area. Each of these effects continue for the duration on any creature or object that enters the area over the course of the duration, even if they leave, as a trail splitting and fraying elements follows the affected creatures and objects. This area cannot be repositioned once this Breach is used.

Empower: Pick two:

You may share the benefits of this ability with a number of creatures equal to your Proficiency bonus.
Your vision is made reality as the bonds between the elements of everything in the area begin to pry themselves apart. Whenever a creature or object starts its turn in the area or enters the area for the first time on its turn, it makes a Constitution save or takes 4d8 Force damage and suffers one level of exhaustion as pieces of its being take flight around it. The exhaustion goes away when the Breach ends.
The Target of this Breach changes to a 15 foot radius sphere and the Range changes to 120 feet.



Shattermind: At 11th level, you’ve delved deeper into the arts of raising the veil for those that would do you harm. Whenever you use Senses Fail Breach, on a failed save you may cause the Target to gain either the Blinded or Deafened condition until the end of their next turn, or lose one other sense of your choice. You may also use Senses Fail as a reaction when a creature comes within 10 feet of you.

You also may spend 5 warp points to use the Lie of the Small Light Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Lie of the Small Light
Sleepless Awakening 4 (Supernatural)
Range: 60 feet
Target: One unoccupied space within 60 feet
Duration: 10 minutes
Saving Throw: Charisma

“Lord,” said Hansa, allowing doubt to blossom, “What is ending?”
It was said later he regretted this question but none could confirm the suspicion.
“Ending is a small light in a vast cavern growing dim,” said YISUN, plainly.

You speak silence and blink, and a mote of light appears in the Target space. This light is a color beyond description that gives anyone who looks at it a small headache, and sheds Dim Light in a 5 foot radius. You see a 60 foot radius around the mote in perfect clarity, gaining True Sight in a 60 foot radius around the light. You see both normally from your frail form and from the perspective of the light, which sees in all directions around it. You may move the light 60 on each of your turns as a bonus action, and you may end the Breach at the beginning or end of your turn.

Creatures that can see can attack the light. The mote of light is only a light, and cannot be detected by anything that cannot see (blindsense, infravision, and echolocation type effects cannot detect its presence). Anything that attacks the light automatically hits, and the light winks out along with everything within 60 feet. The area becomes immersed in magical darkness, and creatures that start their turn in this darkness must make a Charisma saving throw. On a failure, the small light consumes them, and they are banished as if from the Banishment spell and take 3d6 psychic damage as their being is succumbing to the lapse in reality. At the beginning of their next turn, they make another Charisma saving throw. On a success, they return to the real world in the spot that they disappeared from (or the closest available spot if otherwise unavailable), and do not make another save against the Small Light until their next turn.

Empower: Pick two:

You may share the benefits of this ability with a number of creatures equal to your Proficiency bonus.
If this Breach kills a creature, another mote of light floats up from its corpse. This light has all the properties of the initial mote of light, but does not reset the duration of this Breach. You may only have one mote of light from this Breach at a time.
You may call the Breach to appear in any area that you had previously triggered an Incursion.




Bestow Reality: At 15th level, your control over what mortals call “the world” around you is absolute, their sense of what is and is not being dashed upon the rock of your making. You are surrounded by a Mirage Arcane effect that extends out to 120 feet from you, treated as a Disturbance. You may alter the area around you with 1 minute of concentration, and as you move you may decide what the terrain and environment that is newly in your range is like, though all structures and environments created by you appear disconcerting to those not accustomed to your madness.

You also may spend 7 warp points to use the Fundamental Disconnect Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Fundamental Disconnect
Sleepless Awakening 6 (Supernatural)
Range: 60 feet
Target: any creature within 60 feet
Duration: 24 hours
Saving Throw: None/Wisdom and Charisma

When you use this Breach, you may cause one Target to see something that really can’t be real. You must decide if this Breach is Benign or Malignant.

Benign: The Target perceives something illusory, as if created by the Mirage Arcane, Programmed Illusion, Creation, or a similar effect around the power level of these or lower level illusion spells. For instance, you could create a fully stocked and furnished castle next to the Target, or a herd of wild horses, or a valiant dragon steed. The illusion looks, sounds, smells, and feels identical to the object for the Target, and the Target can interact with the illusion as if it were the real thing. This Breach may even create magical items up to Rare quality, which may interact with real creatures and objects. This effect has no maximum range or radius, and the Target can, for instance, ride an illusory horse wherever they’d like for the duration of the ability. No one else can see the illusion, however, and no one else can interact with the illusion in any way. A Benign use of this Breach has no save, and the Target is utterly convinced of the reality of the Breach, but cannot be used to directly harm the Target.

Empower: Pick one or two:

You may choose a number of Targets equal to your Proficiency bonus who share in the collective illusion.
The Breach is permanent. If you create a magic item with this Breach, it is still considered an Ongoing Effect. Treat this effect as an Indefinite Madness.
While an Incursion is active, you may Target every creature within the radius of the effect.


Malignant: The Target sees a creature drawn from their nightmares spring into the world, twisted with an otherworldly malice and craving blood. The Target must make a Wisdom saving throw. On a success, the Target knows the creature is an illusion but takes 4d10 psychic damage from the experience. On a failure, the Target believes the illusion and takes your choice of 10d10 Necrotic, Psychic, Radiant, or Slashing damage.

If this is not enough damage to lower the Target to 0 hit points, the Target makes a Charisma saving throw. On a failure, the Target is “possessed” by the illusion and believes that they are the nightmare illusion. This causes them to turn on their allies and behave as their greatest fear would, if they are a particular creature. Treat this as an Indefinite Madness. On a success, the illusion fades away, but can be found to be lurking nearby with a high enough Perception check by the Target, and will strike again at a random time over the duration of the Breach. On a second successful Charisma save, the Breach ends.

If the Target falls to 0 hit points while this Breach is in effect, a ghostly cackle can be heard within 60 feet of the corpse, and the Target’s soul is damaged such that it both cannot be brought back with anything but a True Resurrection spell, and is unwilling to return unless a Greater Restoration spell is cast when the True Resurrection spell ends.

Empower: Your malignance is permanent. The Breach doesn’t end after the second successful Charisma save, and the Breach may only be ended when failing the save, the Target confronting their real greatest fear and overcoming it, or through use of a Greater Restoration spell.



Celestial Prominence: Guidance, Heresy
Your Pull is towards the mastery of the stars. A guiding light for many, though most do not realize to what end they are being guided.

Preacher on the Heights: The trappings of the “men of cloth” have been ordained to be helpful in your ascent to power. You gain proficiency in Medium armor, and may add your Wisdom modifier to deception and religion ability checks.

In addition, pick a False Idol. This can be a god of an existing pantheon or a new god wholly invented to serve as the proxy to your power. You add twice your proficiency modifier to deception and religion ability checks relating to your False Idol, and may speak with such fervor that even the most devout may question their teachings.

You also may use the Worm of False Doubt Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Worm of False Doubt
Celestial Prominence 1 (Supernatural)
Range: 30 feet
Target: any creature within 30 feet
Duration: 1 minute
Saving Throw: Charisma


You plant the seed of doubt in the target, a grey maggot writhing in their core, responding to their attempts to assert themselves in your world. The Target of this Breach must make a Charisma saving throw or the Worm of False Doubt forms near its heart for the duration. Whenever the target makes an attack roll or casts a spell, you may use your reaction to make the Target take 1d10 + your Wisdom Modifier in one of necrotic, piercing, fire or radiant damage. You may choose for this damage to occur before or after the triggering effect resolves. If you make an attack against or impose a save upon the Target, you lose the ability to spend your reaction with this ability, but the effect persists and prevents other ongoing effects from targeting the Target for the duration (the Worm cuts both ways, my brethren).

Empower: Pick one:

The Target takes an extra 1d10 damage, plus another 1d10 damage once you have access to level 3 Breach abilities, the first time you use your reaction with this Breach on the Target for the duration.
The Target takes no damage from your reaction, and instead must make a Wisdom saving throw when you spend your reaction with this Breach ability. On a failure, the Target loses its attack or spell as doubt seizes its mind.
For the purposes of Concentration checks and removing temporary hit points, the damage this Breach deals is treated as three times higher. If you have access to level 4 Breach abilities, the damage this Breach deals is treated as four times higher for the purposes of Concentration checks and removing temporary hit points.



Stars Above: At 6th level, you gain the ability to bring the power of those guiding stars down to the world below. This, naturally, occurs in the form of horrible rays of death.

You may spend 2 warp points to use the Hierophant's Gate Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Hierophant's Gate
Sleepless Awakening 2 (Supernatural)
Range: 60 feet
Target: a 30 foot line
Duration: Instantaneous
Saving Throw: Dexterity or Constitution

A gate to what appears to all as a blinding source of light appears at one end of the Target area and bombards all within with the fury of what may, or may not be, a thousand suns. All creatures within the Target area must make a saving throw using the worse of either its Dexterity or Constitution saving throw bonus as the stream vomits forth piercing light and dark obscenities. On a failure, they take 3d12 in one of fire, lightning, piercing, necrotic, or radiant damage, and are effectively poisoned for one round as the bombardment corrupts their essence. On a success, they take half as much damage.
Empower: Pick two:

Creatures in the Target area take an extra 1d12 damage. If you are capable of using higher level Breaches, this Breach may be used as a higher level Breach, adding 1d12 to the damage for every level higher than 2 (for example, at level 10 you may use this Breach as a 4th level breach that deals 6d12 damage).
The Target becomes a number of 30 foot lines equal to your proficiency modifier. A creature cannot be affected by this Breach more than once with one use, even if it is in the area of multiple lines.
The Duration of this Breach becomes 1 hour (Concentration), as a continuous stream of terrible energies suffuses the area. Instead of instantaneously dealing damage as described above, any creature that starts its turn or enters the area must make a saving throw as if they were caught in the initial effect. This damage can only affect a creature once per turn.



Mild Miracles: At 11th level, the seeds of your “faith” have spread, and there are pliable enough minds everywhere you go. The Worm of False Doubt Breach does not require verbal or somatic components for you, and you gain a second reaction you can only spend on triggering Worm of False Doubt.

You also may spend 5 warp points to use the Shepherd to the Faithless Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.


Tend the Flock
Sleepless Awakening 4 (Extraordinary)
Range: 5 feet
Target: one settlement or community
Duration: Instantaneous
Saving Throw: Wisdom, see Empower

The seeds of your faith can be spread far more actively in your presence. This Breach may affect any group of people consisting primarily of commoners. Upon use of this Breach, 1d10 of the commoners in the community have a “revelation” and each gains their own False Idol. Anyone affected by this Breach spontaneously creates their own mythos, often tangentially related to their original religious affiliation, and when multiple affected people talk they believe they are all speaking about the same beliefs despite their wild inconsistencies. Affected people regard you as friendly, and you have advantage on Charisma ability checks to influence them, believing you to be a new member of their own “faith.” They may work to form a proper place of worship and “recruit” others independently of you, though their resources are understandably limited by their number and station, and further commoners they recruit spontaneously develop their own False Idol. Their old gods do not gain the benefits of their worship anymore, cannot understand their prayers, and affected people’s souls seem to vanish after death. In addition, you may use a reaction to disintegrate a creature affected by this Breach.
Empower: Pick one:

You may Target an individual of a CR up to your Maximum Breach Level with this ability. Creatures targeted through this ability gain a Charisma save to resist this effect.
Upon use of this Breach, roll an additional number of d10’s equal to your Maximum Breach Level. You create this many more “followers.”



True Idolatry: At 15th level, followers of False Idols start to gain the abilities of a true faith:
For every 10 followers of False Idols there are in one community, one of them becomes an Acolyte (see Monster Manual).
For every 10 Acolytes of False Idols there are in one community, one of them becomes a Priest or Cult Fanatic (whichever fits better or determined randomly, see Monster Manual).
For every 10 Priests and Cult Fanatics of False Idols there are in one community, one of them becomes a Preacher (See City of Brass (Frog God Games), or Preacher – 5th Edition SRD ).

You also may spend 7 warp points to use the Major Miracle Breach. If you fail your Wisdom saving throw in response to using this Breach, a random active Murmur increases its level by 1.

Major Miracle
Sleepless Awakening 6 (Extraordinary)
Range: 5 feet
Target: See Text
Duration: See Text
Saving Throw: See Text

This Breach copies the effects of any Cleric spell of 6th level or lower.

LecternOfJasper
2021-12-26, 06:00 PM
Murmurs:

Murmurs are the main source of a Xenotheurgist’s power. They each grant one ability at each Breach level, and allow the Xenotheurgist to bend the world in a variety of ways. Description of the breaches contained within will be found below this section, as both sections will be very, very long by the end of this.

Abomination of Nature
“Fortunately, links from the far realms into our world are few and far between. The few “natural” portals, called cerebrotic blots, are quickly healed over by the natural world, a world that rejects the far realms utterly and completely.”
-Codex Vesania, Planar Links


Passive Ability:
You gain a touch attack that cows and withers natural elements of the world. You gain a natural weapon that you are proficient with that deals 1d8 Necrotic damage. On a hit, the Target must make a Constitution Saving Throw against your or be Poisoned until the end of its next turn.

Granted Powers
1st-Level Breach abilities
Arboreal Pathway: plants bend out of your way to let you pass.
2nd-Level Breach abilities
Arboreal Puppet: animate a plant and give a single command.
3rd-Level Breach abilities
Surge from Below: surging plant growth entangles and damages enemies.
4th-Level Breach abilities
Warp Nature: warp nature into odd shapes and configurations
5th-Level Breach abilities
Infuse with the Unnatural: transform one animal into a larger pseudonatural version of itself.
6th-Level Breach abilities
Displace Nature’s Rage: curse one creature with the full wrath of nature




Blasphemous Avenger
“…is yet hope at fighting the creatures that come through. After all, such creatures entering our world are formed of flesh and blood, or at least crude facsimiles. Though the war may be lost, our battles may yet wage for millennia…”
-Codex Vesania, Bestiary Introduction

Passive Ability:
You gain proficiency in martial weapons, and may materialize a weapon from the air as part of an attack. It counts as magical for the purposes of bypassing resistances and is treated as being from a 1st level Breach.

Granted Powers
1st-Level Breach abilities
Battlefield Jinx: a small curse that hinders the opponent’s ability to fight in combat.
2nd-Level Breach abilities
Defenses Annulled: strip the armor from a Target.
3rd-Level Breach abilities
Reactive Form: assume a new form with increased reflexes and that can make more attacks of opportunity.
4th-Level Breach abilities
Fire from the Wound: Small bursts of energy harms those who harm you
5th-Level Breach abilities
Affliction of Ineptitude: Target becomes terribly inept at the art of warfare.
6th-Level Breach abilities
Realization of All Futures: Make seven attacks from across a spectrum of possible hits.




Called from Nothing
“…tether is us. Our casual knowledge keeps that realm in contact with our own, allowing more beings to cross over and spread the knowledge further. Perhaps if we knew more, the connection would be strengthened. Of course, such a source of knowledge would likely be…”
-Codex Vesania, Xenotheurgy

Passive Ability:
A number of times per long rest equal to your proficiency modifier, you may do one of the following as a bonus action:
Call forth one object less than 2 feet in any dimension worth 1 gp or less.
Grant one creature within 60 feet the benefits of flanking for one round.

Granted Powers
1st-Level Breach abilities
Call from Beyond: Call a weak pseudonatural animal
2nd-Level Breach abilities
Invocation of Hatred: Summon an enemy into a nearby square and possibly stop them from using extra-dimensional movement for a while.
3rd-Level Breach abilities
Assault from Beyond: Create invisible force to attack nearby foes
4th-Level Breach abilities
Invocation of Friendship: Call one willing ally to you.
5th-Level Breach abilities
Conjure Flesh of Zurguth: Create vast quantities of fleshy mass that can be molded into nearly any form.
6th-Level Breach abilities
Reawaken the Vast Gate: Conjure a small bit of the amoebic sea




Endless Evolution
“Not all creatures related to the far realms hail from there. In fact, the vast majority of creatures we’ve seen result from mutations that the far realms cause in other creatures. If these mutations could be controlled, the possibilities would be endless.”
-Codex Vesania, Bestiary

Passive Ability:
You may revert to your original form as a bonus action on your turn if affected by a shape changing effect. In addition, you gain blindsense out to 5 feet multiplied by your Maximum Breach Level.

Granted Powers
1st-Level Breach abilities
Weapon of Twisted Flesh: gain a natural weapon of choice.
2nd-Level Breach abilities
Enrichment of the Flesh: gain a +2 enhancement bonus to an ability score.
3rd-Level Breach abilities
Flesh that Melts and Roils: deform an enemy’s body, dealing Charisma damage and more.
4th-Level Breach abilities
Rite of True Rebirth: change the Target’s race after one week of rest in a fleshy cocoon.
5th-Level Breach abilities
Form that Bends and Buckles: terribly warp an opponent’s body in a painful manner.
6th-Level Breach abilities
Abhorrent Perfection of Form: change your form to something more abhorrent.


Eternal Anathema
“Heroes and sages view the far realms in a different light. Heroes view it as they a dragon, an enemy to face or obstacle to overcome. Sages view it as they view death, inevitable and nearly impossible to overcome. The far realms are eternal. We cannot win.”
-Codex Vesania, Introduction

Passive Ability:
You gain proficiency in shields, and may form and dismiss one out of hardened bone as a bonus action. You may choose to absorb a magical shield into your body in order to use it in this way as well.

Granted Powers:
1st-Level Breaches
Immovable Bulwark: target becomes difficult to move but has restricted movement.
2nd-Level Breaches
Skin that Sews and Patches: gain or grant fast healing.
3rd-Level Breaches
Time Lies Dormant: conjure beads of quintessence.
4th-Level Breaches
Until the Last Breath: forestall death until the end of your turn.
5th-Level Breaches
Form Inviolate: Retain use of your limbs regardless of how attached they are.
6th-Level Breaches
Ambrosial Hemorrhage: grant eternal life to those in your care.




Generous Madness
“Surprisingly, the far realms aren't devoid of power to draw upon by those few desperate or depraved enough to call upon it. Perhaps this is the reason that you read this accursed codex. If you are willing to stare into the abyss, I will be more than happy to guide you towards such madness…”
-Codex Vesania, Xenotheurgy Introduction

Passive Ability:
You may use potions and other limited use items on yourself and those within 5 feet of you as a bonus action.

Granted Powers:
1st-Level Breaches
Channel Prowess: grant target the use of one of your skills.
2nd-Level Breaches
Maddening Rage: willing allies fly into a fit of rage
3rd-Level Breaches
Hubristic Morale: grant an ally morale bonuses
4th-Level Breaches
Resistance of the Hivemind: All allies make saving throws against mind-affecting effects and take the highest result.
5th-Level Breaches
Anathemic Pariah: suffer from the effect of failed saving throws in place of an ally.
6th-Level Breaches
Synergistic Empowerment: grant all allies a couple temporary Hit Dice, or fuse yourself with another creature.




Insidious Pact
“Let no mistakes be made. A blessed xenotheurgist has struck a deal with forces beyond their understanding. Their willingness to accept the far realms is just as much a deal as any vestige’s pact or infernal contract. Many discover far too late just how binding their agreement is.”
-Codex Vesania, Xenotheurgy

Passive Ability:
You gain proficiency in Investigation and Deception. Your proficiency bonus for these skills is doubled when used to examine or make deals and contracts.

Granted Powers
1st-Level Breaches
Bind to Truth: extraplanar creatures affected cannot lie or deceive.
2nd-Level Breaches
Unbreakable Compact: create a contract that neither party is capable of breaking.
3rd-Level Breaches
Tethered from Outside: bind a creature from the far realms to bargain with it.
4th-Level Breaches
Mark of Ultimatum: target must refrain from course of action or risk corporeal instability.
5th-Level Breaches
Dread Knowledge: trade your sanity for knowledge from beyond.
6th-Level Breaches
Entreat Contract: grant another the powers of a Xenotheurgist in exchange for their fealty.




Path of Entropy
“Elder evils will likely be the beings to end us. They are stronger than the gods and seem to seek nothing less than our oblivion, if they’ve even noticed us at all. They cannot be reasoned with or fought. They are as entropy, harmful, eternal, and inescapable.”
-Codex Vesania, Elder Evils

Passive Ability:
You do not need to breathe, and are not affected by extreme weather or temperature.

Granted Powers
1st-Level Breaches
Battered by Entropy: damage an object and reduce its toughness
2nd-Level Breaches
Unravel Dweomer: dispel magical effects.
3rd-Level Breaches
Touch of Ages: age touched humanoid or monstrous humanoid.
4th-Level Breaches
Airless Void: remove all air from an area, making those in the area hold their breaths or suffocate.
5th-Level Breaches
Entropic Backlash: Those that touch end that much faster.
6th-Level Breaches
All Things Must End: ruin a 10 foot radius.




Reflection of Nightmare
“…Beyond this mere irony rests a single question that I find myself unable to answer. If brief contact with the far realms breeds our dreams, how must nightmares form?”
-Codex Vesania, Planar Links

Passive Ability:
The effects of fear are reversed on you. Instead of the normal effects, if a creature causes you to become Frightened, you gain advantage on attack rolls and ability checks against it, and cannot willingly move away from it. You cannot choose to fail saving throws against effects that cause the Frightened condition.

In addition, you gain proficiency in Intimidate.

Granted Powers
1st-Level Breaches
Air of the Unnatural: cause unease in nearby targets
2nd-Level Breaches
Burst of Formless Terror: Frighten several creatures nearby.
3rd-Level Breaches
Unhinging Nightmares: a terrible nightmare damages the target’s sanity.
4th-Level Breaches
Implant Insidious Fears: Instill a phobia of one person, place, or thing.
5th-Level Breaches
Stop what Makes them Tick: Stop enemy’s heart through use of fear.
6th-Level Breaches
Obedience through Fear: Turn target into a fearful thrall.

Rewoven Elements
“All elements and energies that we know come from the far realms. However, we are fortunate enough to have stable elements. Out there, positive energy is unrelated to life as fire is unrelated to heat. Seeing the implications of this, I have been sure to…”
-Codex Vesania, The Far Realms

Passive Ability:
Deal 1d8+Wisdom Elemental damage with a Breach Attack. This attack has a range of 10 feet times your Rewoven Elements Murmur level. Elemental Damage Types, for the purpose of this ability and Breach Abilities of the Rewoven Elements Murmur, can be one of Acid, Cold, Electric, Fire, or Thunder damage.

In addition, choose an Elemental Damage Type at the end of each long rest. You gain resistance to this damage type.

When you gain access to 4th level Breach Abilities, Elemental damage types can also be one of Bludgeoning, Necrotic, Piercing, Radiant, or Slashing damage, as you gain understanding of the powers of positive, negative, and physical energies.

Granted Powers
1st-Level Breaches
Distill Element: Create a harmless and permanent representation of an element.
2nd-Level Breaches
Elemental Alchemy: Transform one substance into another of lesser value.
3rd-Level Breaches
Destabilize Elements: Destabilize elements in the area to make an area attack.
4th-Level Breaches
Called from Stability: create elementals from surroundings.
5th-Level Breaches
Terrible Reweaving: damage a single target with an onslaught of elemental might, or gain energy immunity to resisted element and gain a few elemental traits.
6th-Level Breaches
Truest Alchemy: Transmute one substance into another of greater value.

LecternOfJasper
2021-12-26, 06:01 PM
Breaches:
This is where the descriptions of the breaches will be. They will be organized by Murmur, as that is much easier to find quickly.


Arboreal Pathway
Abomination of Nature 1 (Supernatural)
Range: 30 feet
Target: one creature within 30 feet
Duration: 10 minutes
Saving Throw: None

When you use this Breach, the Target of this ability can move through nonmagical difficult terrain costing no extra movement. The Target can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. When affected by magically enhanced natural terrain (such as that caused by an Entangle or Spike Growth spell), the Target gets advantage on saving throws and skill checks against them.

When you have access to 4th level Breach abilities, the Target also is under the effects of the Tree Stride spell for the duration.

Empower: This Breach may affect a number of creatures equal to your Proficiency bonus.




Arboreal Puppet
Abomination of Nature 2 (Supernatural)
Range: 60 feet
Target: one inanimate plant within 60 feet
Duration: varies depending on the command
Saving Throw: None


When you use this Breach, the Target of this ability is compelled to follow your command. Treat this as the Command spell, except as the Target is an inanimate plant, it gets no save, and the following commands are additionally available for you to use. The Target may bend and twist to accomplish your demands, though inanimate plants cannot move from their space.

Grasp: The Target drives roots and branches towards another creature or object within 10 feet of it. That creature or object makes a Strength Saving Throw. On a failure, a creature is Restrained by the Target for up to a minute and must make a Strength check as an action to break free, and an object is pulled tightly into the branches at the plant’s highest point and may only be removed with an Strength check against your Breach DC, or by coaxing from you.

Obscure: The Target instantly loses any leaves, nuts, or fruits that it has. A radius around the plant based on its size is Lightly Obscured for up to a minute. For example, medium to large trees with their leaves would obscure a 15 to 30 foot radius, while smaller plants may tear leaf and stem to make a 5 foot radius flurry around them harder to see through.

Fruit: The Target grows somewhat palatable foodstuffs that are tangentially related to its kind. A nut bearing tree, for example, may grow an abundance of soft nuts that are easily eaten raw. This sustenance is enough to feed a number of people equal to your proficiency modifier for one day, though it does taste a bit off. If not eaten within 24 hours, the fruits seem to be eaten by invisible creatures over the course of one round.

Whomp: The Target thrashes at a creature within 5 to 20 feet of it, depending on the size of the plant. Make a Breach attack roll. On a hit the Target takes 3d8 Bludgeoning, Piercing or Slashing damage.

When you have access to 4th level Breach abilities, the Target gains the ability to move when fulfilling your commands.

Empower: This Breach may affect Beasts and other natural creatures.




Surge from Below
Abomination of Nature 3 (Supernatural)
Range: 60 feet
Target: a 20 foot radius circle
Duration: 10 minutes (Concentration)
Saving Throw: None

When you use this Breach, the Target area bursts with fecund and foetid greenery, twisting and snapping at anything in its reach. This functions as the Entangle spell, except at the end of each of your turns each creature within the Target area takes 2d8 Poison damage and 1d8 Piercing damage.

When you have access to 5th level Breach abilities, you may Target a 30 foot radius circle and may select two options when Empowering this Breach.

Empower: Pick one:

You may cause the area to function as the Spike Growth spell instead of Entangle, with all the added effects of this Breach included.
The Breach may reach up to 60 feet above it, pulling flying or hovering creatures into its grasp. Each flying creature in this range makes the save against the entangle effect as well. If it fails, the flying creature loses its fly speed for the next minute as even when it is freed, the greenery wraps around its wings and slows its ascent.
While an Incursion is active, you may use a bonus action to choose one creature within 15 feet of the area. That creature must make a Strength save or be pulled 20 feet towards the center of the effect and is Grappled. It must make a Strength check against your Breach DC as an action to break free.




Warp Nature
Abomination of Nature 4 (Supernatural)
Range: 30 feet
Target: vegetable matter amounting to no more than a 10 foot cube of material
Duration: 1 hour
Saving Throw: None

When you use this Breach, the Target flows and twists into whatever form you see fit, though it always looks like unnatural growths with uncomfortable angles. You can create an object made up of no more than a 10-foot cube of material, or 1000 cubic feet, given a sufficient quantity of raw material. After an hour, the Target disintegrates into patches of Brown Mold (one 5 foot patch per Murmur level). A 5 foot patch of Brown Mold dies instantly from cold damage and grows another 5 foot patch of brown mold in a space adjacent to it for every 5 Fire damage dealt to it. A creature that comes within 10 feet of a patch of brown mold must make a Constitution save or take 3d6 cold damage and lower its speed by 10 feet until the end of their turn. The creature repeats this save every turn it starts within 10 feet of a patch of Brown Mold. Brown Mold is dormant and does not cause damage while in direct sunlight.

Empower: Pick one:

Instead of spending an hour in its form before progressing to a mold indefinitely, you may cause your Target to transform between each option as a bonus action on your turn for up to 2 hours before it reverts to its original shape (or something similar, anyways).
The Target of your Breach may be dead animal matter as well as vegetable matter. It may also melt into patches of Yellow Mold (one 5 foot patch per Murmur level). Yellow Mold dies instantly from Fire damage and is dormant in sunlight. If a creature steps within 5 feet of the Yellow Mold, the mold puffs out a 10 foot radius cloud of spores. Creatures that are within this cloud that are not immune to Poison damage must make a Constitution save or take 5d6 Poison damage, and have their maximum health reduced by that amount until the end of their next long rest. The two mold types available from this Breach may be used in any combination, but may not exist in the same space.
The Breach does not transform into a mold and is permanent.




Infuse with the Unnatural
Abomination of Nature 5 (Supernatural)
Range: 30 feet
Target: a beast or plant creature within range
Duration: 1 minute
Saving Throw: Wisdom

When you use this Breach, the creature is warped by the energies of the far realm, and is a terror to behold.

The creature gains resistance to Acid and Lightning damage, as well as resistance to Bludgeoning, Piercing, and Slashing damage from non-magical weapons. It also gains a tentacle attack based on Constitution that does 1d8 + its Constitution modifier in Bludgeoning damage that it may use as an additional attack as part of an attack action, and creature’s attacks gain an additional 1d8 damage of a random type. Roll a d4 to determine from (1. Radiant 2. Necrotic 3. Acid 4. Psychic). In addition, the Target makes a Wisdom save. If it fails, it cannot tell friend from foe and attacks the nearest creature to it every round for the duration of the Breach.

Empower: Pick two:

The Target may grow one size, gaining the effect of the Enlarge spell for the duration of the Breach.
The Breach may Target a creature of any type.
The Target may phase through matter while moving, treating solid objects as difficult terrain and automatically avoiding opportunity attacks. If the Target ends its turn in a solid object, the Target takes 1d10 force damage and is shunted to the nearest open space.




Nature’s Last Defense
Abomination of Nature 6 (Supernatural)
Range: 120 feet
Target: a 30 foot radius within range
Duration: Indefinite (Concentration for the first 24 Hours)
Saving Throw: Dexterity

When you use this Breach, the area becomes wrapped in vines and trees that rush to its defense from the surrounding area and grow quickly over it, forming a barrier that is nigh impenetrable. Creatures in the area may make a Dexterity saving throw or be trapped inside the sphere for the duration.

The sphere becomes a demiplane that holds all the natural power of the surrounding area. In the center of this space dwells the Heart of the Forest, a warped and beating tree that oozes sap and life from every crack and crevasse. In this space, an abundance of food, water, and bioluminescence can be had (though it is bizarre), and creatures heal for 1d8 + your Wisdom modifier per round.

Over the next 24 hours, all that is natural and magical within 6 miles of the Heart of the Forest despoils, becoming a mutated and chaotic realm with effects similar to the Foreboding Landscape Incursion centered on the Heart of the Forest. Creatures must succeed on a Concentration check against your Breach Save DC to cast any spells in this area, and all sustenance that outsiders find does not satiate anyone and deals 1d12 Poison damage. Natural creatures in the area are treated as if affected by the Infuse with the Unnatural Breach, and they act with intelligence to hunt down all interlopers except those designated by you or a similarly gifted Xenotheurge. Teleportation cannot get someone through the barrier, as the inside of the barrier is not part of this plane. A Disintegrate spell will destroy the barrier, as can destroying the heart from the inside.

The Heart of the Forest has 100 hit points, an AC of 16, is resistant to Bludgeoning, Piercing and Slashing damage, and is vulnerable to Fire and Necrotic damage, and uses your saving throw values. If the Heart of the Forest is destroyed, the environment in the 6 mile radius around the heart will stay at the level of degradation it was brought to for a hundred years before being able to grow properly again.

If the barrier is destroyed before 24 hours are up without destroying the heart, the land around the heart will slowly grow back to its normal state over the course of a day, and the magic of the Heart of the Forest will fade. If the barrier is destroyed after 24 hours, the demiplane will snap back into place, and the natural area will retake the land at a rate of 10 feet per day (roughly 10 years to cover the full area).

You may only create one Heart of the Forest at a time. If you create another Heart of the Forest, the previous Heart of the Forest and its barrier withers away, joining the rest of the forest in unnatural darkness.

Empower: Pick one:

The Heart of the Forest gains 3 Legendary Resistances and 3 attacks that deal 2d8 + your Wisdom Modifier Bludgeoning damage with a reach of 30 feet, based off of your Breach Attack Roll. It may also use Abomination of Nature abilities as if it had a Murmur level of 5 and starts with 5 warp points.
You use this Breach without creating the barrier between the Heart of the Forest and the material plane. If you do so, the radius of both the despoilment and the beneficial effects of the Heart is doubled.
You bind yourself to the Heart of the Forest. You may teleport back to the Heart of the Forest as an action once per long rest, and may bring up to your Proficiency bonus in companions as you ooze out of the sap pools under its bulk.
You may also pass through the Heart of the Forest once per long rest to travel to the desecrated forest or to any place that was previously affected by one of your incursions.




Battlefield Jinx
Blasphemous Avenger 1 (Supernatural)
Range: 30 feet
Target: one creature within range
Duration: 1 minute (Concentration)
Saving Throw: Charisma

Whenever the Target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the Target must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, if the attack roll without modifiers is equal to or less than the roll of the d4 from this ability, the Target misses and makes an attack against either itself or an allied creature within its range.

Empower: Pick one:

You may Target a number of creatures up to your proficiency modifier.
The die rolled for this ability is a d6, and the Target does an additional 1d6 damage to itself and its allies.
The Target grows clumsier. Whenever the Target moves more than 20 feet on its turn, the Target must make a DC 10 acrobatics check or fall prone.





Defenses Annulled
Blasphemous Avenger 2 (Supernatural)
Range: 5 feet
Target: one creature
Duration: 1 minute (Concentration)
Saving Throw: Constitution


You reach out and warp the Target’s defenses, its scales melting and its reflexes dulling. Make a Breach Attack. On a hit, the Target loses resistances and immunity to non-magical weapons, and the Target must make a Constitution saving throw. On a failure, the Target’s Armor Class lowers by an amount equal to half of your proficiency bonus (rounded up), and its move speeds decrease by 10 feet.

Empower: Pick one:

The Target of this Breach is all creatures within a 20 foot cone, and the Targets must make a Charisma save to avoid the initial effect instead of you succeeding in an attack roll.
If the Target fails their Constitution Saving Throw, a willing ally within 10 feet gains a bonus to their Armor Class equal to half of your proficiency bonus (rounded up), and its move speeds decrease by 10 feet.
If the Target fails their Constitution Saving Throw, the Target’s Armor Class lowers by an amount equal to your proficiency bonus.




Reactive Form
Blasphemous Avenger 3 (Supernatural)
Range: Self
Target: Self
Duration: 1 minute
Saving Throw: None

You overlap several thousand copies of yourself within reality, one waiting to respond to any possible attack. As time goes by, you switch yourself out for whichever copy is most useful at the moment.

Your form shifts rapidly, appearing to others as if you are moving in a hundred directions at once. For the duration of this Breach, when you are attacked, you may make an attack of opportunity against the attacking creature. These attacks do not take your reaction, and you may make a number of these attacks of opportunity equal to your proficiency modifier.

In addition, your speed decreases by 10 feet for the duration of this Breach. When you attack a creature, however, you may move 5 feet, as some iterations of you turn to run even as the other ones lash out.

Empower: Pick one:

The Target of this Breach may be a creature within reach.
Once per turn, you may roll an extra damage die on an attack as multiple iterations of you strike at the same time.




Fire from the Wound
Blasphemous Avenger 4 (Supernatural)
Range: 30 feet
Target: One creature
Duration: 1 minute
Saving Throw: Constitution and Dexterity, see description

You point to one creature, which grows large boils of volatile energy. On a failed Constitution save, the Target gains a number of boils equal to your proficiency bonus. When that Target takes Bludgeoning, Piercing, or Slashing damage, or a bonus action on your turn, one of the boils bursts, dealing 3d8 damage to the Target and damaging others in a 15 foot cone directed in a direction of your choice. Creatures in this cone must make a Dexterity save or take 3d8 damage. This damage is of one of these types: Acid, Cold, Fire, Lightning, Poison, Necrotic, or Radiant. This Breach lasts for one minute even if all of the boils have been burst.

Empower: Pick one:

The Target of this Breach does not take damage from the boils, and gains resistance to the damage type chosen.
The secondary area now Targets creatures within a 20 foot radius of the Target.




Affliction of Ineptitude
Blasphemous Avenger 5 (Supernatural)
Range: 30 feet
Target: One creature
Duration: 3 rounds (Concentration)
Saving Throw: Wisdom

You fill your opponent’s mind with dark whispers, keeping them from coordinating its efforts in combat properly.

The Target gains disadvantage on all grapple attempts, and shove attacks, and cannot use martial maneuvers. They also lose Multiattack, if they have it.

Empower: The Target loses proficiency in all weapons and armor, including its natural weapons and natural armor, if any.




Realization of All Futures
Blasphemous Avenger 6 (Supernatural)
Range: Reach
Target: One creature
Duration: Instantaneous
Saving Throw: None

You look into all possible futures of your attack, including both futures in which you hit and miss. You then condense all of these possible futures into a single attack.

Make 7 attacks with a weapon of your choice against a Target within reach. The attack rolls for these attacks (before modifiers) are 3, 6, 9, 12, 15, 18, and 21. You must wait 3 rounds before you may use this Breach again. Having advantage does not change these values.


Empower: The 21 is automatically a critical hit, and the attacks with lower rolls do an extra point of damage for each point they are less than 21 (the 18 would do 3 extra damage, the 15 would do 6 extra damage, and so on). You must wait 21 rounds (a bit over 2 minutes) before you may Empower this Breach again.



Call from Beyond
Called from Nothing 1 (Supernatural)
Range: 30 feet
Target: One unoccupied space
Duration: Instantaneous
Saving Throw: None

Opening a small portal into the great beyond, you call forth a weak pseudonatural animal.

This Breach conjures a tiny animal to serve you. This Breach functions as Find Familiar, except the creature called to you is the Aberration type and serves you for 1 hour before wandering off. The creature survives until it is killed or destroyed. Using this Breach again either allows you to regain control of a creature summoned by this Breach within 60 feet, or summon a new one. If you summon a new familiar, any other familiars you may have stop recognizing your authority.

Empower: Pick one:

You may summon and control a number of familiars equal to your proficiency bonus.
Your familiar curses those who would strike it down. If your familiar dies, the creature that killed it has disadvantage on the next attack roll or saving throw it makes.




Invocation of Hatred
Called from Nothing 2 (Extraordinary)
Range: 60 feet
Target: One creature
Duration: Instantaneous
Saving Throw: Wisdom


As the old saying goes, keep your friends close and your enemies closer. You open a hole in space to act upon this old adage.

The Target is teleported into any unoccupied square of your choice that is adjacent to you. If there is something in that square that would prevent this teleportation (such as an invisible creature), the Breach fails.

Empower: Pick one:

The Target takes 1d6 Bludgeoning damage for every 10 feet traveled as it is pulled through a dark place.
The Target may not teleport, be teleported, or plane shift for the next minute.




Assault from Beyond
Called from Nothing 3 (Supernatural)
Range: 30 feet
Target: One creature per round
Duration: 10 rounds (Concentration)
Saving Throw: None

The material plane is dangerous for most far realms creatures for anything longer than a quick excursion. You bring a few of them out into the world just long enough to attack and vanish.

When you use this Breach and as a bonus action on your subsequent turns for the duration, you may make a Breach Attack as if invisible against a creature within range of this Breach. On a hit, the Target takes 2d8 Slashing damage and 1d8 Acid damage, as an unfathomable being appears for an instant and lashes out. The damage of these attacks is not increased by your class features, as they are not coming from you.

Empower: Pick one:

The Target of this Breach may be a creature within reach.
This Breach may Target a number of Targets equal to your proficiency modifier every round, but its maximum duration is reduced by the number of attacks that are made whenever it is used (if two attacks are made, the duration lowers by two rounds instead of one). A creature cannot be Targeted by more than one attack from this Breach per round.




Invocation of Friendship
Called from Nothing 4 (Supernatural)
Range: 600 feet
Target: One willing creature
Duration: Instantaneous
Saving Throw: None

You extend your consciousness into the world, searching for a familiar essence. Finding it, you drag it back to you through dimensional tears.

The Target is teleported into a square of your choice that is adjacent to you. If it is for some reason impossible for the ally to be teleported into that square, such as if an invisible creature occupies that square, the Breach fails.

Empower: Pick one:

The range on this Breach is infinite, and can even call creatures from other planes.
The area around where the Target was initially collapses in on itself. Creatures within 20 feet of the Target must make a Dexterity saving throw or take 6d8 force damage from the reassertion of space, and surfaces in this area are considered difficult terrain for one minute as the physical reorders itself.




Conjure Flesh of Zurguth
Called from Nothing 5 (Supernatural)
Range: 30 feet
Target: One unoccupied space
Duration: Instantaneous
Saving Throw: None

The far realms are in many senses like a primordial sea, a shapeless mass of infinite possibilities. You call a tangible manifestation of the far realms’ nature into the multiverse.

You create a fleshy mass that takes up 20 cubic feet times your proficiency bonus. The flesh is malleable like clay but hardens if repetitively pounded, even taking on a metallic hardness if desired. The flesh can be shaped into nearly any form desired. To determine the quality of the desired item, make an ability check using any appropriate tool or skill proficiency. Regardless of skill, however, the flesh cannot be made into living things, cannot create liquids or gases, and cannot create items with complicated moving parts.

The fleshy mass created never rots or grows mold. It also never dries out or hardens before it has been purposefully shaped and hardened.

Any beast or plant creature is frightened of a wielder of an object crafted from this flesh while within 5 feet of them, and aberrations and oozes do not attack someone who brandishes an object made of this material without being provoked.

Empower: Pick one:

This Breach spawns 50 cubic feet times your proficiency bonus. Pustules filled with potable fluids and breathable vapors trapped in the skin provide the ability to work with liquids of gases, changing the precise fluid or gas by adding trace amounts of ground solid flesh to the mix.
The Flesh of Zurguth may be formed into items with complicated moving parts, and will seek to overcomplicate devices it is part of; checks to sabotage or break an object made of the Flesh that is empowered in this way are made with disadvantage, and any failed attempt makes the saboteur take damage equal to their roll.




Reawaken the Vast Gate
Called from Nothing 6 (Supernatural)
Range: 60 feet
Target: 6 20-foot radius spheres
Duration: 1 minute (Concentration)
Saving Throw: Wisdom

You completely break the barrier between the sane multiverse and the far realms, letting the far realms rush in to fill a small area. All who are within it risk being driven mad.

Essence of the far realms fills the area. The area gains the wild magic trait (anyone casting any spell has a 20% chance of triggering a wild magic surge) and any creature in the area or who enters it later on must make a Wisdom save or become permanently insane, gaining an indefinite madness effect. The creature also suffers from an effect similar to the Confusion spell. This saving throw must be made whenever a creature enters the area, even if they leave and later return.
All creatures may move the area in all three dimensions using their highest movement speed, though the area is treated as difficult terrain. With each use of this Breach, there is a 1% chance that creatures from the far realms can use this Breach as a portal into the multiverse.

Empower: Pick one:

Choose a number of creatures equal to your proficiency bonus to not be affected by the madness or confusion component of this Breach. In addition, any creature may spend a full round action to transport themselves into the far realms.
Creatures within the Breach must make a Dexterity save or take 5d6 Acid damage (half damage on a success).




Weapon of Twisted Flesh
Endless Evolution 1 (Extraordinary)
Range: Touch
Target: One willing creature
Duration: 1 Hour per Murmur Level
Saving Throw: None

So long as you are connected with the far realms, you are never truly unarmed. Even when manufactured weapons are gone, your body and those of your allies are still armories waiting to be discovered.

The Target gains a natural attack of their choosing, and is automatically proficient in this weapon. The available options to choose from are slam, tentacle, bite, claw, sting, gore, and tail. These natural attacks deal 1d10 damage of a type appropriate for the weapon chosen from Bludgeoning, Piercing, or Slashing damage, and the Target’s Strength modifier is used for attack and damage. If the Target lacks a suitable appendage for such an attack, they grow one that can only be used for making attacks.

Empower: Pick two:

The Target may gain a ranged natural weapon instead. This weapon deals 1d8 damage, has a range of 60/120, and the Target’s Dexterity modifier is used for attack and damage.
The Target may use its Constitution modifier for attack and damage rolls.
The Target may choose from these additional damage types: Acid, Fire, Necrotic, Poison, and Thunder.




Enrichment of the Flesh
Endless Evolution 2 (Supernatural)
Range: Self
Target: Self
Duration: 1 Hour
Saving Throw: None

You pour chaotic energies into your body, allowing them to alter your form.

The Target gains a +2 bonus to an ability score of its choice up to its maximum.

If you have access to 4th level Breach abilities and your Endless Evolution Murmur is level 4 or higher, the Target gains a +4 bonus to an ability score of its choice up to its maximum.

If you have access to 6th level Breach abilities and your Endless Evolution Murmur is level 6, the Target gains a +6 bonus to an ability score of its choice up to its maximum.

Empower: Pick one:

The Target may increase two ability scores in this fashion, though the duration is reduced to 10 minutes.
The Target may be a willing creature you touch.




Flesh that Melts and Roils
Endless Evolution 3 (Supernatural)
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Constitution

Just as you reshape the flesh of allies, so too can you contort the form of your enemies. Your touch disfigures the body and mind of your foe in an excruciating manner.

The Target takes 2d6 points of Charisma damage and is Stunned for 1 round if they fail their saving throw. Even if they succeed, they take 1d4 points of Charisma damage and are not Stunned. This ability damage is healed after a long rest. If this damage reduces a Target to 0 Charisma, the Target is Incapacitated until they finish a long rest.

A Target cannot be affected by this Breach more than once per long rest, as one creature can only be warped so much by this Breach.

Empower: On a failure, the Target also takes 2d4 points of Dexterity damage. Even if they succeed, they take 1d4 points of Dexterity damage and gain one level of exhaustion. This ability damage is healed after a long rest. If this reduces the Target to 0 Dexterity, the Target is paralyzed until they finish a long rest.




Right of True Rebirth
Endless Evolution 4 (Supernatural)
Range: Touch
Target: One willing creature
Duration: 1 week
Saving Throw: None

You weave a cocoon of amorphous flesh around your Target, filled with pulsing veins and bulging pustules. The Target inside will be reshaped soon enough. They will emerge in a far more desirable form.

The Target’s body is concealed within a cocoon of flesh just large enough to fit into. The cocoon affixes itself to the nearest surface and does not let go. While in the cocoon, the Target does not need food, water, or air. If the Target successfully rests in the cocoon for one uninterrupted week, the cocoon disappears and reveals the Target to have a new body of its choosing. The Target cannot take any actions during this time, even purely mental ones. The Target of the Breach chooses the defining features of their body, which may change their race, sex, and any other physical characteristics. If the Target chooses to become a different race using this Breach, it loses the benefits of its old race and gains the benefits of the new one. In addition, the Target gains the benefit of one racial feat of their choice. This does not grant the ability score increase of the racial feat, if any, and a Target cannot have more than one racial feat from this ability at a time, but otherwise it may choose any racial feat from any race. The Target gains some aberrant indication of this lineage, such as a strange tattoo, features of the race the feat originally belonged to, or other minor traits.

The cocoon has 10 hardness and 50 hit points. Once it falls to half of its maximum hit points, the cocoon is knocked free from its anchor, making it portable. If the cocoon is broken or enters an antimagic zone, the Breach fails, and the Target collapses in its original form, at 0 hit points but stable.

Empower: The cocoon is made up of raw force instead of flesh and blood. As such, it cannot be dealt damage by most effects but a Disintegrate spell can destroy it or its anchor.




Form the Bends and Buckles
Endless Evolution 5 (Supernatural)
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Constitution

You force the Target’s form to reshape itself. Bones crack and twist, skin rips and tears, and tendons pop as the Target’s physiology is assaulted.

If the Target fails their saving throw, they take 2d6 points of Constitution and Strength damage and are Poisoned for a number of rounds equal to your Endless Evolution Murmur Level. Furthermore, until all of this ability damage has been healed, the Target is treated as being one size category larger for the purposes of squeezing and one size category smaller for the purposes of grappling. This applies to other effects where size would give the Target some sort of hindrance as well.

If the Target succeeds on their saving throw, they still take 1d4 points of Dexterity and Strength damage. The Target may make an additional Constitution saving throw at the end of each of their turns to end the Poisoned condition. A Target heals from the ability damage from this Breach after a long rest. If a Target is reduced to 0 Constitution from this Breach, it dies. If a Target is reduced to 0 Strength from this Breach, it is Paralyzed until it finishes a long rest.
A Target may not be affected by this Breach more than once per long rest, as that just wouldn’t be fair. C’mon, guys.

Empower: The extreme pain of the transformation also halves the Target’s speed until the end of their next long rest and deals the Target 5d6 damage with a failed saving throw.




Abhorrent Perfection of Form
Endless Evolution 6 (Supernatural)
Range: Self
Target: Self
Duration: Instantaneous (Concentration)
Saving Throw: None

The Target is affected as if by the True Polymorph spell, except the Target may use any Breach abilities they have access to while in their new form, and the effect will never become permanent. You may maintain concentration on this Breach in your sleep.

Empower: Pick one:

The range on this Breach becomes Touch.
You are Targeted by the Infuse with the Unnatural Breach from the Abomination of Nature Murmur while transformed, with all benefits and drawbacks.
You retain your mental ability scores while transformed.




Immovable Bulwark
Eternal Anathema 1 (Extraordinary)
Range: Self
Target: Self
Duration: 1 Minute (Concentration for unwilling target)
Saving Throw: None

You relentlessly latch onto your surroundings, hanging onto air and ground alike. The end effect is that you are nearly immovable, perfectly suspended in space.

The Target gains advantage on ability checks to resist getting shoved and grappled, and you lower any forced movement imposed on you to 5 feet. You fall at a rate of 5 feet per round, and take no falling damage. However, you cannot move more than 5 feet on any given round.

Empower: Pick one:

This Breach gains a range of Touch and you may target a creature within your reach. An unwilling target gets a Dexterity save to resist this ability.
The Target falls at a rate of 20 feet per round, and may move up to 20 feet on any given round.
You may use this breach as a Reaction when you start to fall or are affected by an ability that imposed forced movement.




Skin that Sews and Patches
Eternal Anathema 2 (Supernatural)
Range: Self
Target: Self
Duration: 1 Minute
Saving Throw: None

You weave otherworldly energies into your flesh, causing it to ripple and flow. Whenever you are harmed, the flesh quickly patches itself back together.

The Target gains the ability to repair its wounds quickly. For the duration, when the target takes damage, as a Reaction they may cause their flesh to knit back together. The target regains a number of Hit Points equal to its Proficiency Bonus at the beginning of its turn, up to a maximum of the damage dealt from the triggering attack. This effect repeats round over round until this Breach ends or the target fully heals the damage dealt from the triggering attack. If you use your Reaction to use this ability while another iteration of it is in effect, the effects stack, though you must track the maximum amount you can heal for each iteration separately. This Breach does not function on a target with 0 hit points.

Empower: Pick two:

This Breach gains a range of Touch and you may target a creature within your reach.
If the target is not wearing a shield, it gains a +2 bonus to AC as well any round that this healing ability is in effect, as the Target’s flesh scabs over rapidly and reacts to incoming blows.
The target gains a second Reaction that may only be used to activate this Breach.




Time Lies Dormant
Eternal Anathema 3 (Supernatural)
Range: 30 feet
Target: A Grain of Sand
Duration: Instantaneous
Saving Throw: None

You weave otherworldly energies into your flesh, causing it to ripple and flow. Whenever you are harmed, the flesh quickly patches itself back together.

The Breach allows you to amass Quintessence around a grain of sand, time distilled into a silver putty-like substance that can preserve objects and creatures from the passage of time. One use of this Breach creates enough Quintessence to coat an object of similar size to a coin or a ring, though the substance amasses quickly around already present quantities. Each time you choose the same Target when using this Breach, you may increase the size category of the creature or object you may preserve with this feature (with the second use of this Breach increasing the size to a Tiny creature or object), up to a maximum of Gargantuan. A creature that has remained in contact with the Quintessence for 10 rounds without being entirely submerged takes 1 damage for each further round of contact, as the creature is taken partially out of time. A creature or object submerged or coated in the Quintessence does not age, rest, heal, or act, and is effectively Petrified until another creature or object removes the Quintessence from the creature. Removing the Quintessence from a creature or object causes much of it to dissipate, lowering the maximum size category that the remaining quintessence can cover.

Empower: Pick one:

This Breach generates enough Quintessence to cover a Tiny creature or object, or raises the maximum size capable of being covered by 2 size categories. If a creature is sharing the space with an open container of Quintessence and you use this Breach on the container, and there is enough Quintessence to cover the creature, it must make a Dexterity save or by Restrained by the Quintessence until it spends an action to remove it. If the target fails the save by 5 or more, it is covered by the Quintessence and is effectively Petrified until the quintessence is removed.
The Quintessence created turns into Volatile Quintessence. All creatures that are partially coated (which takes an action to apply to a willing subject, or can be done through more chaotic methods) with the Quintessence are either affected by the Haste or the Slow spell until it is removed. Creatures that are affected by a Haste effect take 1 force damage per round, plus another point of damage for each round that the effect has been maintained. Volatile Quintessence takes an action to remove.




Until the Last Breath
Eternal Anathema 4 (Extraordinary)
Range: Self
Target: Self
Duration: 1 Minute
Saving Throw: None

You reel as your body contorts itself over its wounds, refusing to die without the last word.

The Target gains the chance to act when lesser creatures would fall. When the target would take damage that brings them to less than 1 hitpoint, they do not take that damage. Instead, the damage enters a Last Breath pool. At the end of the target’s next turn, they take damage equal to the value in their Last Breath pool and the Last Breath pool reverts to 0. If the Target would be healed while there is damage stored in the Last Breath pool, the Last Breath pool is instead cleared of an amount of damage equal to the healing. If there is still healing remaining, the remaining value overflows and heals as normal. The Last Breath pool may have a maximum amount of damage in it equal to 10 times your Proficiency bonus, and any damage that would exceed this maximum deals damage as normal. Taking damage from your Last Breath pool can trigger massive damage effects.

Empower: Pick one:

This Breach gains a range of Touch and you may target a creature within your reach.
The Last Breath pool has a maximum value of 20 times your Proficiency bonus.




Form Inviolate
Eternal Anathema 5 (Extraordinary)
Range: Self
Target: Self
Duration: 1 Minute
Saving Throw: None

You weave otherworldly energies into your flesh, causing it to ripple and flow. Even if you are to be ripped apart bodily, you function with a singular purpose.

The Target gains perfect control over the sanctity of their own limbs and organs. The Target gains the effects of the Regenerate spell, has immunity to massive damage, and does not die when their head is removed. If one of the Target’s limbs has been severed, they may either draw it to their main body as a bonus action, where it instantly reattaches, or they may use a bonus action to regrow any lost limbs instantly in a rush of blood and flesh. The Target may also elect to force any detached limbs to move up to 10 feet and attack any creature they share a space with as a bonus action. These limbs each do 1d6 + the Target’s Constitution modifier in bludgeoning damage. If the Target is purposefully chopping off their own limbs or organs, it takes at least 15 slashing damage to remove one. If the Target takes this damage, they may elect to lose a limb from the blow.

Empower: Pick one:

This Breach gains a range of Touch and you may target a creature within your reach.
The duration of this Breach becomes 1 hour.
The Target grows 4 extra limbs when this Breach is used. These limbs may be used for anything a normal arm or leg can be used for, and only take 5 slashing damage to be able to be removed.




Ambrosial Hemorrhage
Eternal Anathema 6 (Extraordinary)
Range: 30 feet
Target: One creature
Duration: Instantaneous/1 Minute
Saving Throw: None/Charisma

Your blood is the primordial soup that outlives the gods. You offer this bounty gleefully.

You share the gift of the ever living ones, the Elder Beings that predate man and mer. You must decide if this Breach is Benign or Malignant.

Benign: The Target gains the benefits of the Heroes’ Feast spell, their blood turns translucent and fills with vibrantly colored giant amoeba looking creatures, and they do not age for a year and a day. If the Target is targeted by this breach again in the month leading up to the end of this time limit, the effect extends for another year and a day. If the duration of this effect expires, the Target immediately ages to the point they would have been without the use of this breach. If this is beyond the maximum age for the creature’s race, they age over the course of 1 minute and die. You may end the effects of this Breach on any and all recipients as a Reaction.

Malignant: You rapidly age a target, absorbing their wasted future into your vast present. Roll 3d8. The target must make a Charisma saving throw or their age increases by the number rolled, they take Necrotic damage and reduce their maximum hit points by an amount equal to the number rolled, and the target gains one level of Exhaustion. You gain temporary hit points equal to the damage dealt by this Breach. The target dies if they are pushed over the maximum age of their race, their maximum Hit Points go to 0, or through normal Exhaustion rules. You may force the Target to repeat this saving throw two additional times as an action in the next minute, and the effects (and ongoing Breach) for the Target can be removed by a Greater Restoration, Miracle, or Wish spell.

Empower: Pick one:

You may affect a number of Targets equal to your Proficiency bonus. With a Malignant usage, you only gain Temporary Hit Points based on damage dealt to one of the Targets, and only roll once per round to determine the effects of this Breach.
The duration of the Malignant effect becomes Permanent, though after the first minute the effect strikes again twice per day, at dawn and dusk.

LecternOfJasper
2021-12-29, 02:51 PM
Breaches, Continued


Channel Prowess
Generous Madness 1 (Supernatural)
Range: 30 feet
Target: one creature within range
Duration: 1 hour
Saving Throw: None

The Target gains proficiency in a skill you are proficient in for the duration. If you both are proficient in this skill, the target gains expertise in that skill.

Empower: Pick one:

You may Target a number of creatures up to your proficiency modifier.
Instead of using your skill proficiency, you and the Target use the highest modifier of that skill available from both of you.





Maddening Rage
Generous Madness 2 (Supernatural)
Range: 30 feet
Target: A number of creatures equal to your proficiency bonus
Duration: 1 minute (Concentration)
Saving Throw: Wisdom


The Targets gain a bonus to melee damage equal to half your proficiency bonus, a number of temporary hit points equal to your level, and cannot concentrate on spells. Unwilling targets may make an additional save against this effect at the end of each of their turns.

Empower: The damage bonus becomes equal to your proficiency bonus, and the temporary hit points become equal to twice your level.




Hubristic Morale
Generous Madness 3 (Supernatural)
Range: 30 feet
Target: a creature within range
Duration: 1 hour (Concentration)
Saving Throw: None

You silence all thoughts of failure and doubt in the minds of your allies while inflating their egos and self-esteem. With each blow they take, however, allies are brought back down to reality.

The Target adds half your proficiency modifier (rounded up) to their attack rolls, saving throws, and armor class for the duration. After taking damage a number of times equal to your proficiency modifier, the Target loses the benefits of this Breach.

Empower: Pick one:

You may Target a number of creatures up to your proficiency modifier.
The Target adds your full proficiency bonus to their attack rolls, saving throws, and armor class for the duration, but this degrades to half your proficiency modifier (rounded up) after one instance of damage.




Resistance of the Hive Mind
Generous Madness 4 (Supernatural)
Range: 30 feet
Target: A number of creatures equal to your proficiency modifier
Duration: 1 hour (Concentration)
Saving Throw: None

The Targets gain advantage on Intelligence, Wisdom, and Charisma saving throws. If one of the Targets succeed on one of these saves that would have a partial effect, the Target instead takes no effect. On a failure, if the effect causing the saving throw would deal damage on a failure, the Target takes half damage.

Empower: Pick one:

If multiple Targets are making the same saving throw, the Targets may elect to make one saving throw using the highest modifier of the Targets making the save.
The range of this Breach becomes 400 feet, and the number of creatures Targeted may equal 6 times your proficiency modifier.




Anathemic Pariah
Generous Madness 5 (Extraordinary)
Range: 120 feet
Target: One creature
Duration: 1 hour
Saving Throw: None

You focus your horrid connection to all things on the Target, pulling its ailments and woes onto you. If the Target fails a saving throw or gets hit by an attack, you may take the effects of the failed saving throw or attack instead. The Target is unaffected by whatever caused the saving throw, and you take the full effects regardless of whether you would be a valid target or not. As a reaction, you may choose to take half damage from the attack or effect or to roll the saving throw yourself, being affected as normal for the triggering effect on a success or failure.

Empower: Pick one:

You may target a number of creatures with this Breach equal to your proficiency modifier.
You gain an additional reaction that may only be used to trigger the effects of this Breach.





Synergistic Empowerment
Generous Madness 6 (Supernatural)
Range: 30 feet/5 feet
Target: A number of creatures equal to your proficiency modifier/Self and one Willing Ally
Duration: Instantaneous/1 Hour (Concentration)
Saving Throw: None

When you use this Breach, choose either Group or Focus.

Group: The Targets gain a number of hit dice equal to the number of Targets. Each of these hit dice are equal to the highest hit die of each donating Target, and last until the end of the Targets’ next long rest. The Targets may expend a hit die as a reaction to add it to a physical ability check, attack roll, a saving throw, or their armor class against one attack.

Each of the Targets’ distinguishing physical features alter slightly to reflect the power of their bond. As the extra hit dice are lost, the targets look more and more like their normal selves.

A Target may only be affected by one instance of this Breach ability at a time.

Focus: The Targets merge together, becoming one creature of a size equal to the highest of either Target. Both Targets keep their same turns in combat, and generally have access to their limbs when they want them. The combination can be as complete or horrific as you please. The Targets move with each other, using the better or each other’s move speeds, and have a shared pool of hit points with a maximum equal to the total maximum health of both Targets. The hit points of the new creature when merged equals the hitpoints of both Targets at the time of merging added together.

Each Target does not have access to the other’s class features during their turn, but may still be affected by the ongoing effects they create (for example, a spell caster merged with a barbarian still cannot cast spells while raging, but gains the bonuses and resistances of the rage). Armor worn by either Target counts as armor worn by the combined creature (and consequently both Targets), and weapons wielded by either Target count as weapons wielded by both Targets. If the new creature needs to make a saving throw or ability check outside of either Target’s turns, it uses the highest applicable modifier from the Targets.

Empower: Pick one:

Group: The Targets immediately also heal and gain a bonus to their maximum hit points equal to the average of the hit dice gained. This bonus is removed at the end of the Targets’ next long rest.
Focus: The Targets may utilize one another’s proficiencies on their turns, and may ignore constraints on actions taken during their turn imposed by the other Target’s class features (such as Rage prohibiting spellcasting).
Focus: The Target becomes “two willing allies within 5 feet of one another.”




Bind to Truth
Insidious Pact 1 (Supernatural)
Range: 60 feet
Target: one creature within range
Duration: 10 minutes (concentration)
Saving Throw: Wisdom

If the Target fails their saving throw, they can’t knowingly lie to you for the duration of this breach and all attack rolls that they make against you have Disadvantage. The Target is instantly aware of these effects and is under no compulsion to answer your queries. Even if a Target does answer, they may still deceive through omission, technicalities, half-truths and so forth.

Empower: Pick one:

When asked a question that has not been asked of the Target within the last 24 hours, the target must make an additional Wisdom saving throw or answer the question (usually no more than 3 sentences of value are forced).
The Target may not consciously deceive through omission, technicalities, or half truths while this Breach affects them. The Target may still refuse to answer a question, though if they decide to answer it they find themselves giving the best answer they can.
The Target may not teleport or planeshift for 3 rounds after they fail their initial saving throw.





Unbreakable Compact
Insidious Pact 2 (Supernatural)
Range: 30 feet
Target: Self and one willing creature
Duration: 10 minutes (concentration)
Saving Throw: Wisdom


Promises hold power. By forming this power into something far more tangible… and deadly, you can ensure that this promise will be kept.

This Breach magically enforces a deal agreed upon by you and the Target. Though the Target must be within 30 feet of you when you use this Breach, the Breach affects you both afterwards regardless of range. Whenever a Target would perform an action that would be in violation of the agreement, the Target must make a Charisma saving throw to go through with that action and take 2d6 damage either way. Although the Targets are free to utilize loopholes, attempting to give either party of the agreement an impossible task causes the breach to fail and the breach ends prematurely if any task should become impossible. This breach lasts for 30 days or until both ends of the deal are upheld, whichever one comes first.

Empower: Pick one:

This Breach affects a number of additional targets equal to your proficiency bonus.
The damage taken by the violator of this compact increases to 5d6.
All Targets are notified whenever any participant violates the compact.





Tethered From Outside
Insidious Pact 3 (Supernatural)
Range: 30 feet
Target: An unoccupied space within range and an adamantine yoke worth 400 gp
Duration: 1 hour per proficiency bonus, Concentration
Saving Throw: None

Tearing open a small hole to the far realms, you extract one of its inhabitants so that you may forge an alliance of sorts.

This Breach allows you to use one of the following Summon spells using the adamantine yoke as a focus: Summon Shadowspawn, Summon Aberration, Summon Construct, or Summon Elemental. Any of these spells that are below 4th level are emulated as if using a 4th level spell slot. You may not have multiple beings under your control with this Breach at a time. Any creature summoned with this Breach has the Aberration type instead of its normal type, and may not willingly move more than 60 feet away from you. If you lose concentration on this Breach, or if the creature is ever more than 60 feet away from you, the creature is free to do as it pleases for the rest of its duration, acting as if under the effects of the Confusion spell. At the end of this Breach ability’s duration, the creature fades away.

When you gain access 4th level breaches, you may use this Breach to to emulate the spells as if cast using a 5th level spell slot. If you do so, you treat the Breach as if it is 4th level for all purposes.

When you gain access 5th level breaches, you may use this Breach to to emulate the spells as if cast using a 7th level spell slot. If you do so, you treat the Breach as if it is 5th level for all purposes.

When you gain access 6th level breaches, you may use this Breach to to emulate the spells as if cast using a 9th level spell slot. If you do so, you treat the Breach as if it is 6th level for all purposes.

Empower: Pick one:

The creature summoned gains an additional passive ability, Action, or Bonus Action from one of the kinds of creatures capable of being summoned with this Breach.
If you lose or end concentration on this ability, the creature fades away immediately.





Mark of Ultimatum
Insidious Pact 4 (Supernatural)
Range: Touch
Target: One willing or restrained creature
Duration: Instantaneous
Saving Throw: Wisdom

Looking through infinite timelines, you attempt to cleave off all continuities in which your target behaves in a certain way, dooming them should they try to act in such a manner.

You draw a rune, mark or sign on the target, denying them a particular course of action and cursing them if they follow through with it. On a failed save, the Target is bound to refrain from a particular course of action you specify. This effect cannot deny the Target activities necessary for passive survival, such as eating and sleeping, but can be any one other activity with as many caveats as you would like when using the Breach.

If the target takes an action barred by the Mark of Ultimatum, they are affected by a 9th level Bestow Curse spell with an effect chosen by you when this Breach was used. In addition, their flesh melts and boils, giving them disadvantage on Strength, Dexterity, or (god help you) Constitution based ability checks and making their features shift horribly and constantly, becoming unrecognizable by look or voice to anyone that previously knew them without help from context clues (such as their equipment). This Breach can be ended by a Remove Curse, Dispel Evil and Good, Miracle, or Wish effect.

Empower: Pick one:

This Breach affects a number of additional willing or restrained Targets within range equal to your proficiency bonus.
This Breach may not be removed by a Remove Curse effect.
The Target does not have to be Willing or Restrained to be affected by this Breach.





Dread Knowledge
Insidious Pact 5 (Extraordinary)
Range: Self
Target: Slef
Duration: 1 minute (or varies, see Empower)
Saving Throw: Wisdom

You successfully supplicate your masters for a small fraction of their knowledge. The only question, then, is if you can deal with the knowledge you have asked for.

You gain expertise in an Intelligence skill of your choice, and advantage on ability checks using that skill. You may even retry failed checks as knowledge is always cycling through your head, and may roll to know things that you would not be able to know normally, as long as it is something that is known by someone not shielded by a Nondetection or Mindblank effect.

Whenever you make an ability check using the selected skill, however, you must make a Wisdom save or be driven insane as per the Symbol(Insanity) spell for the remainder of the duration and not remember any information you had gained from the skill check to have driven you insane. You also are affected by one short term Madness effect for the next 1d10 minutes. Immunity to mind-affecting effects renders you immune to both the benefits and downsides of this breach.


Empower: Pick one:

This Breach affects all Intelligence skills, and allows you to try to answer a question using all of them at once, but if you fail a Wisdom save from this Breach you also suffer the effects of a long term Madness effect for the next 1d10 hours.
Instead of a bonus on intelligence checks, you may instead gain the effects of a Divination spell of a level equal to or less than your Xenotheurgist level divided by two. Once the effects end, you are immediately affected by 1d4 long term madness effects for the next 1d4 hours (use the same rolls), though you retain the information gained.





Entreat Contract
Insidious Pact 6 (Supernatural)
Range: Touch
Target: One willing creature
Duration: Instantaneous
Saving Throw: None

Having made contact with your horrid masters, you have made a deal to bind others to the powers of the Far Realms in exchange for their fealty.

You bestow a target with a fraction of both your power and the power of the Far Realms. The Target gains the 1st level class features of a Xenotheurgist, and access to Breach abilities up to 3rd level from 2 Murmurs of their choice. You may also choose for the Target to be Charmed by you until this effect is removed by a Remove Curse, Dispel Evil and Good, Miracle, or Wish effect. This Murmur is treated as an Ongoing Effect despite its persistence, and only one instance of this Breach may be in effect at a time.

Empower: Pick one:

This Breach affects a number of willing targets equal to your proficiency bonus.
You may communicate telepathically over any distance with the Target.




Battered by Entropy
Path of Entropy 1 (Supernatural)
Range: 30 feet
Target: one non-magical object
Duration: Instantaneous
Saving Throw: Dexterity

Channeling entropic powers through a nearby object, you cause it to warp, weaken, dissolve, and age.

The Target takes 4d4 Force damage, plus an additional number of d4’s equal to your Maximum Breach Level. If the Target is carried or worn by a creature, that creature may make a Dexterity saving throw, negating the effect on a success.

If the Target is either metal armor, a metal shield being worn or carried, or a weapon, it gains a permanent and cumulative -1 to AC or damage, respectively, for every 10 damage caused by this Breach. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Weapons that have their damage reduced by -5 or more are destroyed.

Empower: Pick two:

If the Target is not being worn or carried, and is not made of a precious metal, a number of cubic feet of the Target equal to your proficiency bonus is disintegrated or similarly rendered unusable. If the Target is being worn or carried, the damage dice are raised to d8’s.
The Target may be a magical item, though any bonus to the Target’s effectiveness (such as a +1 bonus to attack and damage) is added to the amount of penalty needed to destroy it.
The duration of this Breach becomes 8 hours (Concentration). At the end of the duration, the object damaged or destroyed reconstitutes from a piece of your choice. All further damage done to the Target while this Breach is in effect may be reversed in this way as well.





Unravel Dweomer
Path of Entropy 2 (Supernatural)
Range: 30 feet
Target: One creature, object, or ongoing magical effect
Duration: 1 round (Concentration)
Saving Throw: None

In an oddly elegant act of destruction, you act to break apart the metaphysical bonds that keep magic in place.

This Breach acts similarly to the Dispel Magic spell, except for the differences shown above and described below.

When you use this Breach, you choose one creature, object, or ongoing magical effect within range. Once you do so, you must concentrate on the Target for one round. At the beginning of your next turn, if the Target has remained in your line of effect and range, and your concentration has not been broken, you may spend your bonus action to cause the Target to be affected as if by the Dispel Magic spell cast as a third level spell.

Empower: Pick one:

The Duration of this breach is now 3 Turns. At the end of the third turn after your own, you may spend your reaction to trigger the Dispel Magic effect.
Instead of casting Dispel Magic as a third level spell, the spell is instead cast at a level equal to three plus your maximum breach level.
The Duration of this Breach becomes 1 minute (Concentration) and the Target becomes one magic item. Instead of the above effect, the Target instead has all of its magic properties suppressed and is treated like a mundane object for the duration. If the Target is being worn or carried by a creature, that creature may make a Dexterity saving throw to avoid this effect.





Touch of Ages
Path of Entropy 3 (Supernatural)
Range: Touch
Target: One Beast, Dragon, Giant, Humanoid, Monstrosity, or Plant
Duration: Instantaneous
Saving Throw: Constitution

Within the far realms, all times and all rates of time exist simultaneously. You introduce your target to a far more rapid time frame.

This Breach rapidly ages a target on a failed saving throw, causing them great physical or mental grief. If used on a Target younger than an adult, that creature ages up to adulthood (changing stat blocks as necessary) and gains a 1d4 penalty on all Dexterity, Intelligence, Wisdom, and Charisma ability checks and attack rolls until this effect is removed, as their mind struggles to adapt to their aged form. A Target that is an adult but is younger than half of their race’s normal lifespan rapidly ages past that point, gaining a 1d4 penalty on all Strength, Dexterity, or Constitution ability checks and attack rolls until the effect is removed. A Target that is older than half their race’s normal lifespan rapidly ages to become significantly older still, gaining a 1d4 penalty on all Strength, Dexterity, or Constitution ability checks and attack rolls until the effect is removed. A Target near the end of their race’s normal lifespan dies as they crumble to dust.

A dragon affected by this breach instead grows into its next age category, though it takes a -1 penalty on Intelligence, Wisdom, and Charisma checks and saving throws until this effect is removed.

On a failed saving throw, the Target cannot be affected by this Breach again until 24 hours have passed. If affected by this breach multiple times, the effects stack. This effect may be broken by Remove Curse, Greater Restoration, drinking unicorn blood, or similar magic.

Empower: Pick one:

The Duration of this breach is now 8 Hours, and the Target is changed to a Willing Creature. The Target does not take penalties from this age change, though they appear so different that they gain advantage on Deception checks to pretend to be a different person. This ability does not change your features beyond the effect of age in different circumstances, and as such cannot make you appear to be a specific person. At the end of the duration, the Target returns to its original look and age.
The Duration is now 1 minute (Concentration). The Target gains two age categories as described by this Breach, gaining the penalties of both, and still gains one age category on a successful saving throw. If a Target would die from this Breach, they return to life, at zero hit points but stable, at the end of the Duration.





Airless Void
Path of Entropy 4 (Supernatural)
Range: 120 feet
Target: 60 foot radius sphere, centered on a point in space
Duration: 1 hour (Concentration)
Saving Throw: None/Strength, see Empower

In the end, there will be nothing but the void; empty, featureless, and handy for asphyxiating foes. You decide to demonstrate this final, lesser-known fact.

Within the area of this breach all air in the environment is destroyed and more is prevented from entering. Creatures who require air to live must start holding their breath or start suffocating. Furthermore, no sound of any sort can be created in the area or pass into it, as if in the area of a Silence spell.

Empower: Air is now allowed to enter the area of this breach, where it is instantly destroyed, creating an endless vacuum and quickly clearing areas with limited supplies of air. All creatures that start their turn or enter within 30 feet of the void (but not inside) must make a Strength saving throw or be pulled 1d6 x 5 feet towards the center.




Entropic Backlash
Path of Entropy 5 (Extraordinary)
Range: Self
Target: Self
Duration: 10 minutes (Concentration)
Saving Throw: None/Dexterity

You surround yourself with a thin layer of entropic energies, ready to consume anything that strikes you.

Any manufactured weapon that strikes the Target takes 5d4 points of Force damage, as if from your Battered Entropy Breach. This damage affects magical weapons. The creature holding the weapon takes half that damage. A creature that strikes the Target with a natural weapon or unarmed strike takes full damage from this ability. In addition, the Target gains an unarmed attack they are proficient in that deals 5d4 points of Force damage. The Target may use their Breach Attack Bonus for these attacks, if they have one. The Target may target a creature’s worn or carried items with these attacks; instead of making an attack roll, the target makes a Dexterity saving throw or else the object takes full damage and the creature takes half of the damage inflicted.

Empower: Pick one:

Treat the damage from this Breach as twice its rolled value for the purpose of applying penalties to equipment that touches you.
The Range of this Breach is now Touch, and the Target of this breach becomes One Creature.





All Things Must End
Path of Entropy 6 (Supernatural)
Range: 120 feet
Target: a 10 foot radius sphere or 30 foot line within range
Duration: 1 round
Saving Throw: Dexterity

Regardless of its other possible uses, the most common use of entropy is to unravel matter. Perhaps that’s because it’s so fun.

The Target area begins to crumble as everything inside it is affected by dire entropic energies. Creatures within the area take 6d6+30 force damage on a failed save, and half of that on a success. The affected creature’s non-magical equipment also takes this damage (which take penalties similar to those from your Battered Entropy Breach). Creatures that survive this initial damage are pushed to the nearest space outside of the area (their choice if there are multiple appropriate spaces). The area is treated as difficult terrain for the Duration, and unattended objects lose all structural integrity, which may cause additional effects (floors fall through to rooms below, bridges collapse, and so on). At the start of your next turn, objects in the area disintegrate into fine powder.

Creatures that start their turn in or enter the area on their turn take 7d6+30 force damage, and their non-magical equipment also takes this damage.

Empower: Pick one:

This Breach affects magic items as well. Creatures and objects initially within or that enter the radius are affected by a level three casting of Dispel Magic.
The Range of this Breach becomes a 30 foot cone, a 20 foot radius, or a 60 foot line.
You can pick specific objects or creatures to not be targeted by this Breach.
The Duration of this Breach becomes 1 minute (Concentration). At the start of each of your turns, the objects in the area disintegrate into fine powder.




Air of the Unnatural
Reflection of Nightmare 1 (Supernatural)
Range: Self
Target: Self
Duration: 1 Hour (Concentration)
Saving Throw: None

You send a small wave of fear through the area around you, enough to keep people’s attention long after you have left their presence.

The Target adds their Reflection of Nightmare Murmur level to Intimidation checks when attempting to terrify or coerce. If a creature is successfully intimidated by the Target into performing a certain task, the Target complies for at least 10 minutes before coming to their senses. In addition, Beasts find both the Target and its victims unsettling, and will not willingly come within 5 feet or follow the orders of either the Target or anyone successfully intimidated by the Target while they are complying. A creature affected by this Breach that is no longer in the presence of the Target may be broken out of this effect by another creature as an action. (This ability does not grant you the ability to coerce people to do things they would not otherwise do out of fear, it just extends the time people might go along with your antics.)

Empower: Pick one:

Creatures coerced by the Target comply for the duration of this Breach.
You gain advantage on Intimidation checks against creatures with an Intelligence of 6 or lower.





Burst of Formless Terror
Reflection of Nightmare 2 (Supernatural)
Range: 30 feet
Target: A number of creatures nearest to you equal to your proficiency bonus
Duration: Rounds equal to your proficiency bonus (Concentration)
Saving Throw: Wisdom

You accumulate formless terror and madness within your body. Then, you release that energy with a single burst, scaring those nearby.

This Breach Targets a number of creatures nearest to you equal to your proficiency bonus. If multiple creatures are the same distance from you and not all of them would be affected by this Breach, you choose which creatures are affected from those creatures.

The Targets make a Wisdom save, and are Frightened of you for the duration on a failure. A Frightened Target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Empower: Pick one:

The Target of this Breach changes to Creatures within (Proficiency bonus * 5) feet of you. Creatures with a CR equal to or above your Xenotheurgist level are immune to this effect.
This Breach may affect creatures normally immune to being Frightened.





Unhinging Nightmares
Reflection of Nightmare 3 (Supernatural)
Range: 60 feet
Target: One sleeping creature
Duration: Until the end of the Target’s next long rest
Saving Throw: Wisdom

You curse your target’s dreams with nightmares that damage their mind long after they wake up.

This Breach has no Verbal components. The Target makes a Wisdom saving throw. On a failure, its mind is infiltrated with dark thoughts, taking 1d6 Wisdom damage. This ability damage is removed at the end of the Target’s next long rest (after, presumably, their current one).

Furthermore, upon a failed Wisdom save you may designate a single condition that causes the target to become confused (as the Confusion spell) for a number of rounds equal to your Reflection of Nightmare Murmur Level when this Breach is used. This condition must rely on information observable by the target and can only be triggered once after the target wakes up. If the target succeeds on their Will save, they are instantly awoken by the dreams before their psyche can be damaged.

Empower: Pick two:

The Target of this Breach changes to a number of creatures equal to your proficiency bonus within range.
The confusion effect can be triggered a number of times equal to your Reflection of Nightmare Murmur Level.
If the target fails their save, just before they wake up, the Target takes psychic damage equal to a number of d6’s times your Reflection of Nightmare Murmur Level.





Implant Insidious Fears
Reflection of Nightmare 4 (Supernatural)
Range: 30 feet
Target: One creature
Duration: 8 hours (Concentration)
Saving Throw: Wisdom

You instill a bit of fear in your opponent. Rather than general fear, however, you direct it towards an object of your choice.

The target is given a phobia towards one person, place, or thing as named by you. The target refuses to willingly come within 20 feet of the named person, place, or object. If forced within this distance, the target is Frightened and actively seeks to leave the area. A fear of a person extends to the dead remains of such a person.

A target cannot be given a fear of a type of creature (such as fear of spiders or gnolls) or a fear of anything that is not tangible (such as fear of open spaces or religion). If given a fear of an object ubiquitous to the environment in which this breach is used (such as air and water in most planes or sand on a desert island), the target only feels a slight bit of uneasiness around it, not manifesting as any tangible hindrance.

Empower: Pick one:

The Target of this Breach changes to a number of creatures equal to your proficiency bonus. All Targets must be made to have the same phobia. If one of the Targets already has an intense fear of the chosen person, place, or thing, all Targets get disadvantage on the saving throw as the fear is magnified.
The Target takes 3d6 psychic damage at the beginning of their turn while within 20 feet of the chosen person, place or thing. This damage only may occur a number of times equal to your proficiency bonus while the Target has no way to leave the area.
The duration of this Breach becomes Instantaneous, and may be removed by Remove Curse, Greater Restoration, or a similar effect.





Stop What Makes Them Tick
Reflection of Nightmare 5 (Extraordinary)
Range: 30 feet
Target: One creature
Duration: 1 round
Saving Throw: Wisdom and Constitution

You send a burst of infinite fear into your target’s body. The only way for the body to cope is to shut itself down.

The Target must make a Wisdom saving throw as its mind is assaulted with dread energies of the far realms. On a failure, the target falls prone and is Paralyzed until the end of its next turn. On a success, nothing happens.

After 1 round, if the Target failed the initial Wisdom saving throw and it is still Paralyzed, it makes a Constitution saving throw. On a failure, the Target takes 30 necrotic damage and 2d6 Constitution damage, losing maximum hit points based on its hit dice, as its body is unable to cope with the shock of the mental assault. On a success, the Target takes 1d6 points of Constitution damage as their momentary death damages their body.

The Target recovers from this Constitution damage and maximum hit point reduction after a long rest, and may only take Constitution damage from this ability once per long rest.

Empower: The Target takes 5d8 psychic damage before the Wisdom saving throw. If the Target fails their Wisdom saving throw, they take 1d4 Constitution damage.




Obedience Through Fear
Reflection of Nightmare 6 (Extraordinary)
Range: 120 feet
Target: a 10 foot radius sphere or 30 foot line within range
Duration: 1 round
Saving Throw: Dexterity

You flood your opponent’s mind with fearful images, leaving no room left for sane thought. The only way to avoid the worst of the fear is to do exactly as you say.

If the target fails their saving throw, they become a fearful thrall to you. The target is perpetually Frightened and will never approach within 10 feet of you or take an aggressive action against you unless ordered to (even if protected by a protection from evil or similar effect). Furthermore, you can give them verbal orders that the target is compelled to obey. Whenever you give an order or at the end of a turn in which the Target takes damage, the target is allowed an additional Wisdom saving throw to resist. If they succeed, they must make a second Wisdom save with disadvantage or cower in fear for 1d4+1 rounds as they are punished for their disobedience, remaining Frightened of you for this duration. The target gains no special bonus to saving throws made to resist orders against its nature or that are self-destructive. Similarly, a creature will attempt to complete the task to the exclusion of all other activities until gaining a level of exhaustion from lack of food, water, or sleep (and even then they resume their task after attending to the problem). A DC 10 Insight check detects that something is amiss.

Empower: The Duration of this Breach becomes Instantaneous, with the affected creature only able to escape by being killed, knocked unconscious, put under the effects of Mindblank, or by resisting an order or taking damage as written above. You may only have a number of creatures affected by the Empowered version of this Breach equal to your proficiency bonus at any given time. If you acquire more than this, the creature that has been thralled to you the longest is immediately freed from this effect as if by making their Wisdom saving throw.

LecternOfJasper
2022-01-01, 11:03 PM
Breaches, Further Continued


Distill Element
Rewoven Elements 1 (Supernatural)
Range: 30 feet
Target: One unoccupied space within range
Duration: Instantaneous
Saving Throw: None

You use a bit of your mad power to create a crack in reality, capturing a bit of one element as the world corrects itself a moment later.

You create a small mote formed of a single element of your Elemental Damage Types, or one of water, air, or earth. The mote is a formless blob of seemingly weightless matter, always alien and warped in appearance and composition. If you form a mote using one of your Elemental Damage Types, creatures that come in contact with it take 1d6 damage of the appropriate type, though a creature can easily avoid the mote, even during combat.

You may work the mote over the course of a long rest to fashion an item composed of the element. Items created in this way cannot be worth more than 50 gp, and if the item is used as a melee weapon, it uses the Elemental Damage Type chosen on creation of the mote, or its normal type of damage if made of water, air or earth. You may have a number of items fashioned in this way equal to your proficiency bonus. If you create more than your maximum number of items in this way, you choose one of the formed items to revert back into a shapeless mote. Using alchemist’s tools, anyone else can use these motes to craft items as well, following the normal item crafting rules.

All created items have a hardness of 5 and 20 hp. If the item is broken, it congeals into a formless mote and must be reshaped to become a useful item again.

Empower: Pick one:

You may conjure a mote pre-formed into an item of your choice. This counts against your normal limit on the number of items fashioned using this Breach.
The contact damage the mote deals becomes 1d10 damage of the appropriate type, and you may spend a bonus action on each of your turns to make the mote move up to 10 feet, making a Breach attack roll against a creature if it enters their space.
The mote combines two of the elements available to you. If you use an item made of this combined mote to make a melee attack, it deals damage as described above as if it was made of either element used in its creation.





Elemental Alchemy
Rewoven Elements 2 (Supernatural)
Range: 30 feet
Target: Up to 10 pounds of nonmagical, nonliving matter times your proficiency bonus
Duration: Instantaneous
Saving Throw: Dexterity

Within the far realms, nothing is set in stone. Any drop of water may become a pebble, a flower bud, or other items and substances without even a moment’s notice. Using this principle, you deprive an item of its form and provide another so that it may yet exist.

You transmute the targeted matter into another substance of equal or lesser value. You may not change its state of matter or turn it into a substance that cannot maintain its current state of matter in the environment (such as making frozen mercury in a desert). You cannot transmute matter into magical substances in this way, regardless of how much the matter is worth.

If the target is being worn or carried by an unwilling creature, it may make a Dexterity saving throw to avoid this effect.

Empower: Pick one:

The Target of this Breach becomes one creature within range. On a failed Dexterity save, the target takes Xd6 Elemental damage, where X equals your Rewoven Elements Murmur Level.
You may change the Target’s state of matter.




Destabilize Elements
Rewoven Elements 3 (Supernatural)
Range: 60 feet
Target: One elemental mote created by Distill Element, or one naturally occurring elemental source within range
Duration: Instantaneous
Saving Throw: Dexterity

A single spark can create a mighty mess.

Choose a point on one naturally occurring elemental source (such as a fire, running water, strong wind, or moving earth), elemental mote of earth, air, or water, or an elemental mote of an Elemental Damage Type created by the Distill Elements Breach within range. The Target detonates, affecting a spherical area with a radius equal to 5 feet times your Rewoven Elements Murmur Level.

Naturally Occurring Elemental Source (and elemental motes of air, earth, or water):
If the naturally occurring elemental source is a fire, creatures in the affected area make a Dexterity saving throw. On a failed save, the creatures take Xd6 fire damage, where X is equal to 4 plus your Rewoven Elements Murmur Level. On a successful save, the creatures take half damage.

If the naturally occurring elemental source is a strong wind, creatures in the affected area make a Strength saving throw. On a failed save, the creatures take Xd6 slashing damage, where X is equal to 4 plus your Rewoven Elements Murmur Level. On a successful save, the creatures take half damage.

If the naturally occurring elemental source is running water, creatures in the affected area make a Strength saving throw. On a failed save, the creatures take Xd6 bludgeoning damage, where X is equal to 4 plus your Rewoven Elements Murmur Level. On a successful save, the creatures take half damage.

If the naturally occurring elemental source is moving earth, creatures in the affected area make a Strength saving throw. On a failed save, the creatures take Xd6 bludgeoning damage, where X is equal to 4 plus your Rewoven Elements Murmur Level. On a successful save, the creatures take half damage.

Elemental Mote: Creatures in the affected area make a Dexterity saving throw for motes that deal Acid, Bludgeoning, Electricity, Fire, Piercing, or Slashing damage, or a Constitution saving throw for motes that deal Cold, Necrotic, Radiant, or Thunder damage. If the mote is a combination of elements that have two different saving throws, the target makes the save using the worse of either modifier.

On a failed save, the creatures take XdY Elemental damage, where X is equal to 4 plus your Rewoven Elements Murmur Level and Y is the contact damage of the elemental mote targeted. On a successful save, the creatures take half damage.

Empower: Pick one:

The Duration of this Breach Ability becomes a number of rounds equal to your Rewoven Elements Murmur Level (Concentration), and creatures must make the save at the beginning of their turn or when they enter the affected area. The affected area is a 5 foot radius sphere on the first round, and grows by 5 feet at the beginning of each of your turns for the duration of the Breach Ability. When empowered in this way, X is equal to 4 plus the number of rounds this Breach Ability has been in effect, starting at 1.
The radius of the detonation is doubled.




Called From Stability
Rewoven Elements 4 (Supernatural)
Range: 60 feet
Target: One elemental mote within 60 feet
Duration: 1 hour per point of proficiency bonus (Concentration)
Saving Throw: None

This Breach allows you to use the Summon Elemental spell cast emulated as if using a 4th level spell slot, forming the elemental out of the Target. You may not have multiple beings under your control with this Breach at a time. The elemental has the abilities of any of the choices of element in the spell, but has immunity to the Elemental Damage Types of the elemental mote and uses one of the Elemental Damage Types of the elemental mote to deal damage. If you lose concentration on this Breach, the creature is free to do as it pleases for the rest of its duration, acting as if under the effects of the Confusion spell. At the end of this Breach ability’s duration, the creature transforms back into an elemental mote.

When you gain access 5th level breaches, you may use this Breach to to emulate the spells as if cast using a 7th level spell slot. If you do so, you treat the Breach as if it is 5th level for all purposes.

When you gain access 6th level breaches, you may use this Breach to to emulate the spells as if cast using a 9th level spell slot. If you do so, you treat the Breach as if it is 6th level for all purposes.

Empower: Pick one:

The creature summoned gains an additional passive ability, Action, or Bonus Action from one of the kinds of creatures capable of being summoned with this Breach.
If you lose or end concentration on this ability, the creature fades away immediately.




Terrible Reweaving
Rewoven Elements 5 (Extraordinary)
Range: 30 feet
Target: One creature
Duration: 1 hour (Concentration)/Instantaneous
Saving Throw: None/Constitution

You attempt to transmute large and vital parts of your target’s body into raw energy, either imbuing them with the abilities of an elemental or deconstructing them bodily.

When you use this Breach, choose either Benign or Malignant.

Benign: The Target gains immunity to one Elemental Damage Type, Poison damage, Exhaustion, the Frightened, Paralyzed, Petrified, and Poisoned condition, and is aware of its surroundings if it gains the Unconscious condition. In addition, they gain one of a climb, swim, or fly speed equal to their fastest speed, do not need to breathe, may move through a space as narrow as 1 inch wide without squeezing, and may deal damage using the Elemental Damage Type they are immune to instead of the normal damage types of their attacks and abilities.

You may spend an action dismissing this Breach. If the duration of this Breach expires, or you lose concentration on this Breach without spending an action to dismiss it, the Target takes 40 Force damage.

Malignant: The Target makes a Constitution saving throw as its body is transformed into a pure element. On a failure, the Target takes 40 Force damage and 10d6 Elemental damage, and is Poisoned until the end of their next turn from the shock. On a successful save, the Target takes half damage and is not Poisoned. If this Breach reduces the Target to 0 hit points, its body dissolves entirely into an elemental mote, and is unavailable for the purposes of spells that require a body part to function.

Empower: Pick one:

Benign: The Target gains immunity to two Elemental Damage Types, and may deal damage using either Elemental Damage Type they are immune to.
Malignant: The Target takes at least 40 Elemental damage on a failed save. If this Breach does over half the Target’s current hit points in damage, the Target is Restrained until the beginning of its next turn as its body struggles to reconstitute.




Truest Alchemy
Rewoven Elements 6 (Extraordinary)
Range: 30 feet
Target: Up to six 5-foot cubes per round/One creature
Duration: 1 Minute (Concentration)/Instantaneous
Saving Throw: None/Constitution

Exercising perfect control over your target, you transform it into almost anything at all.

When you use this Breach, choose either Object or Creature.

Object: This Breach allows you to use your action to make alterations to up to 6 five-foot cubes of non-living matter per round for up to 1 minute. You may alter the Target to become any substance, even those of different states of matter or of greater value, or one of your Elemental Damage Types, and may shape the Target however you desire, turning the Target into one or more objects without complicated moving parts for the duration of the Breach. Objects created by this Breach are oddly discolored with blue and gold marbling, red and green shadows under the surface, or other unsettling effects, making them appear obviously unnatural and distrusted by most merchants.

You may target magical items in this way, and they retain their magical abilities, though they may be rendered difficult, dangerous, or impossible to utilize (such as a potion turned into a lump of lead). If this Breach is used to target an object that is worn or carried by a creature, the creature may make a Dexterity saving throw, negating the effect on a success.

If this Breach is used to try to trap or damage creatures, the creatures may make a Dexterity saving throw to escape the affected area, taking no effects on a success. On a failure, the creatures are either Restrained until they succeed a Strength saving throw, or take 6d6 from a falling object or elemental effect (that they then are pushed out of the area of, this would be really rude if it was another horrible death ability). Creatures that start their turn or move into an area occupied by one of your Elemental Damage Types or another hazard devised by this Breach take 6d6 damage of an appropriate type.

Whenever you use your action over the duration of this Breach to transform another set of 5 foot cubes, the previous alterations are undone.

Creature: The Target is perpetually Charmed by you, and gains the benefits of one of the Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind.

If the Target has a CR greater than your proficiency bonus, it has advantage on this saving throw, and this ability counts as an Ongoing Effect, despite its Instantaneous duration. In this case, you may end it as an action.

Empower: Pick one:

Object: The previous alterations are no longer undone if you spend your action to create more alterations. All your alterations are still undone at the end of the Breach duration.
Object: You may only make one set of alterations using this ability. The Duration of this ability becomes Instantaneous, and the changes are permanent.
Creature: The Target attains a perfect, everflowing form, and may trade out the resistances and damage types of abilities granted by this breach for Elemental Damage Types of their choice as a bonus action. In addition, the Target deals an additional number of d6's with the ability granted by this Breach equal to half your Rewoven Elements Murmur Level (rounded up).

LecternOfJasper
2022-01-01, 11:08 PM
Alright, this is about as complete as it's going to be! I may update this with another subclass or two, but I'll need a bit to recharge and come up with some good ideas.

Open for comments :smallbiggrin: Feel free to subject yourself to small fractions of this at a time, it definitely is far larger than any 5e class has a right to be!