We’re getting funky on ENterplanetary DimENsions in the present day with a go to to the mushroom kingdom of Fungal Feornal!

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True rays of daylight are a uncommon sight on this boggy airplane of grand cavern complexes, fetid forests, sickly swamps, and sludged seas. Regardless of the dreariness of this overcast world life persists—farmers have a tendency their crops, settlements maintain festivals with the seasons, fiefdoms rise and fall—albeit amidst muck that one can by no means fairly solely clear from their boots. Very similar to the ever current filth of Feornal, the sense of drudgery and dogged perseverance felt by the denizens of this dimension clings to the soul, simply as exhausting to clean away.

Within the face of their dour environment the natives of this world nonetheless embrace moments of celebration and festivals of all types; it’s uncommon to spend greater than every week in a city in Feornal with no carnival or little bit of pageantry. These shows of pleasure and remembrance all serve the identical aim: incomes the favor of the Clubbed Court docket. Settlements that draw their consideration obtain blessed harvests quite than the standard meager crops the seasons often present, and every competes with the subsequent to obtain the reward of full pantries and ample shops. Even so few of those persons are well-fed, usually pressured to subsist on the plentiful but unfulfilling fungi so frequent throughout the realm.

Planar Traits. Feornal has the next planar traits and the Narrator ought to make use of the brown mildew, darkness, inexperienced slime, miring floor, toxic vegetation, and yellow mildew encounter components. When it’s doable to take action, noticing one among these encounter components earlier than it’s too near keep away from requires a DC 15 Perception examine.

Playtest Supplies. Questioning learn how to get to Feornal? Strive a webship from the Stage Up (A5E) – ENterplanetary DimENsions: Wonderful Archetypes & Unbelievable Feats Playtest.

Clubbed Court docket

Created from historic growths of feorn as previous because the airplane itself, these sentient vegetation are vagabonds in search of the best heights of emotional expertise. Having lived so lengthy (the royalty most of all) they’ve discovered existence to be duller with each passing century, the one shiny notes of their darkish realm the fleeting emotions borne from battle, loss, and different occasions of import. The mortals that dwell inside their area are obsessive about reaching the brightest of emotional responses they will from the fungal creatures that secretly stroll amongst them, hoping {that a} noble of the membership will bless their harvests with magic of abundance. These celebrations and festivals generally is a gambit nonetheless—many settlements have taboos within the tons of aimed toward avoiding upsetting a royal visitor, the most typical being the strict and violent prohibition of garlic and vinegars. Knights of the Clubbed Court docket journey Feornal trying to find essentially the most promising prospects, reporting again with expectations optimistic and in any other case.

Knight’s Hat

Wondrous merchandise, uncommon (requires attunement; price 850 gp)
Crafting Elements: Fungus from Feornal
The trendy feather protruding of the again of this hat radiates a gentle cyan glow. When you are attuned to and sporting this hat, you acquire resistance to psychic harm and blindsight to a variety of 10 ft. As well as, you’ll be able to use the Unsettling Look property.

Unsettling Look. After you might be broken by a humanoid, you need to use your response to rework your look to match the humanoid. This startling psionic response throws attackers off steadiness, and the humanoid has drawback on assaults made towards you till you utilize Unsettling Look once more.

After getting used this property numerous occasions equal to half your proficiency bonus, you can not accomplish that once more till you end an extended relaxation. Whereas on the airplane of Feornal, you need to use this property numerous occasions equal to your proficiency bonus, regaining expended makes use of whenever you end a brief or lengthy relaxation.

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Knight of the Membership Problem 5

Medium plant 1,800 XP
AC 15 (pure armor)
HP 84 (13d8+26; bloodied 42)
Velocity 30 ft., climb 30 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3)​

14 (+2)​

15 (+2)​

15 (+2)​

16 (+3)​

17 (+3)​

Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Cha +6
Expertise Deception +6 (+1d6), Perception +6 (+1d6), Notion +6 (+1d6), Survival +6
Harm Resistances necrotic, poison, psychic; bludgeoning, piercing
Situation Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, susceptible, restrained, strife, shocked
Senses blindsight 90 ft. (blind past this radius), passive Notion 19
Languages Widespread

Flammable. After taking fireplace harm, the knight catches fireplace and takes ongoing 11 (2d10) fireplace harm if it isn’t already struggling ongoing fireplace harm. It will probably spend an motion or bonus motion to extinguish this hearth.

Fungal Weaponry. The knight’s weapon assaults are magical, and it offers an additional 3 (1d6) necrotic harm and three (1d6) poison harm with weapon assaults (included under).

Glamered. The knight seems to be a standard humanoid till it’s bloodied, smells an awesome odor of garlic or vinegar, or is infuriated by a profitable Persuasion examine opposed by its Perception examine.

Eager Scent. The knight has benefit on Knowledge (Notion) checks that depend on odor.

Magic Resistance. The knight has benefit on saving throws towards spells and different magical results.

ACTIONS
Multiattack. The knight assaults 3 times.

Shortsword. Melee Weapon Assault: +6 to hit, attain 5 ft., one goal. Hit: 6 (1d6+3) magical slashing harm plus 2 (1d4) necrotic harm and a couple of (1d4) poison harm.

+1 Greatclub. Melee Weapon Assault: +7 to hit, attain 5 ft., one goal. Hit: 8 (1d8+4) magical bludgeoning harm plus 2 (1d4) necrotic harm and a couple of (1d4) poison harm.

Lobbing Spores. Ranged Weapon Assault: +7 to hit, vary 90/360 ft., one goal. Hit: 6 (1d4+4) magical bludgeoning harm plus 2 (1d4) necrotic harm and a couple of (1d4) poison harm.

BONUS ACTIONS
Lobbing Spores. The knight causes 1d4 precarious growths to look on the top of its greatclub. Till the knight grows extra lobbing spores its blindsight features by every of them.

REACTIONS
Unsettling Look (Recharge 4–6). After the knight is broken by a humanoid, it will possibly remodel its look to match the humanoid. This startling psionic response throws attackers off steadiness, and the humanoid has drawback on assaults made towards the knight till it makes use of Unsettling Look once more.

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Noble of the Membership Problem 15

Legendary Medium plant 13,000 XP
AC 18 (pure armor)
HP 240 (32d8+96; bloodied 120)
Velocity 45 ft., climb 45 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4)​

16 (+3)​

17 (+3)​

17 (+3)​

18 (+4)​

19 (+4)​

Proficiency +5; Maneuver DC 17
Saving Throws Str +9, Cha +9
Expertise Deception +9 (+1d8), Perception +9 (+1d8), Notion +9 (+1d8), Survival +9
Harm Resistances necrotic, poison, psychic; bludgeoning, piercing
Situation Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, susceptible, restrained, strife, shocked
Senses darkvision 120 ft., blindsight 90 ft. (blind past this radius), passive Notion 23
Languages Widespread

Fungal Weaponry. The noble’s weapon assaults are magical, and it offers an additional 3 (1d6) necrotic harm and three (1d6) poison harm with weapon assaults (included under).

Glamered. The noble seems to be a standard humanoid till it’s bloodied, smells an awesome odor of garlic or vinegar, or is infuriated by a profitable Persuasion examine opposed by its Perception examine.

Innate Spellcasting. The noble’s spellcasting capability is Charisma (spell save DC 17, +9 to hit with spell assaults). It will probably innately solid the next spells, requiring no materials parts:

At will: calm feelings, detect magic, grapevine, misty step

3/day every: blight, detect ideas, plant development

1/day every: confusion, contagion, phantasmal killer

Eager Scent. The noble has benefit on Knowledge (Notion) checks that depend on odor.

Legendary Resistance (3/Day). When the noble fails a saving throw, it will possibly select to succeed as a substitute.

Magic Resistance. The noble has benefit on saving throws towards spells and different magical results.

ACTIONS
Multiattack. The noble assaults 4 occasions, or it casts a spell and assaults twice.

Slam. Melee Weapon Assault: +9 to hit, attain 5 ft., one goal. Hit: 7 (1d6+4) magical bludgeoning harm plus 3 (1d6) necrotic harm and three (1d6) poison harm.

Exploding Spore. Ranged Weapon Assault: +9 to hit, vary 40/80 ft., one goal. Hit: 7 (1d6+4) drive harm plus 3 (1d6) necrotic harm and three (1d6) poison harm.

BONUS ACTIONS
Disruptive Odor (Jack Solely). The noble emits a fetid scent in a 60-foot radius. Every non-plant creature within the space makes a DC 17 Structure saving throw or turns into rattled till the tip of the noble’s subsequent flip.

Slothful Scent (Queen Solely). The noble emits a soporific odor in a 20-foot radius. Every non-plant creature within the space makes a DC 17 Structure saving throw or turns into slowed till the tip of the noble’s subsequent flip.

Beautiful Spray (King Solely). The noble blasts a potent aroma in a 5-foot radius. Every non-plant creature within the space makes a DC 17 Structure saving throw or turns into shocked till the beginning of the noble’s subsequent flip.

REACTIONS
Bewildering Mist (3/Day). When a creature damages the noble with a melee assault, it emits a burst of fuel at its attacker. The creature makes a DC 17 Charisma saving throw or it turns into confused for 1 minute. On the finish of every of its turns, a confused creature can repeat the saving throw, ending the situation on itself on a hit.

LEGENDARY ACTIONS
The noble can take 3 legendary actions, selecting from the choices under. Just one legendary motion can be utilized at a time and solely on the finish of one other creature’s flip. It regains spent legendary actions at first of its flip.

Assault. The noble makes an assault.

Sapping Spores (Jack Solely). The noble flings out sticky spores that explode with magical sap in a 15-foot cone. Creatures within the space make a DC 17 Dexterity saving throw or turn out to be lined in sap. Whereas lined in sap, a creature can’t solid spells with seen parts, drop an object it’s holding, or choose up a brand new object till a bonus motion is spent scraping the sap away.

Spell (Queen Solely). The noble casts a spell.

Trapping Shroom (King Solely). A creature the noble can see makes a DC 17 Dexterity saving throw or turns into restrained by a mushroom (AC 14, 20 hit factors) that immediately grows up and round it (escape DC 17).

Royal Aroma (Prices 2 Actions; Bloodied Solely). The noble makes use of Disruptive Odor, Slothful Scent, or Beautiful Spray.

Royal Plea (Prices 2 Actions). The noble casts calm feelings.

Fungal Emotions

Throughout the realm there grows an plentiful fungus that reappears irrespective of how completely it’s cleared, its spores all the time discovering as soon as extra the nooks and crannies most apt for his or her development. This plant—known as feorn after the place it originates—feeds off of empathic energies, subsisting off of the atmosphere however rising with nice alacrity from the mere presence of creatures. What the feorn doesn’t eat it regurgitates in waves that reverberate within the souls of the sensation creatures it feeds upon, creating cycles of happiness, remorse, worry, and extra that may convey bane, boon, or doom.

Emotional Anchor

On the finish of a brief or lengthy relaxation in Feornal, the creature with the best hit cube (if all creatures have equal hit cube then the oldest creature or creature with the best Charisma rating) turns into the emotional anchor for each creature inside its sight. The emotional state of creatures matches that of their emotional anchor—when the emotional anchor is unhappy, creatures anchored to it are unhappy, and so forth. When the emotional anchor is charmed, confused, frightened, or rattled, creatures anchored to it even have these circumstances. An anchored creature can’t be charmed, confused, frightened, or rattled so long as its emotional anchor doesn’t have that situation.

Spoiling Spores

Though feorn feeds upon feelings it’s anathema to most natural life and quickly spoils meals stored at hand, forcing commoner and noble alike to retailer their meals away from their properties. On the finish of each lengthy relaxation, every creature loses 1d4 Provide (or 1 Provide if stored in an extradimensional house akin to a bag of holding).

Feorn Infestation

When a creature consumes Provide that has been ruined by Spoiling Spores, it makes a Structure saving throw (DC 10 + 3 per earlier save). On a failure, the creature turns into infested with feorn that grows from out of its eyes and ears. Any sight-based senses (like darkvision) are misplaced and the creature features blindsight to a variety of 60 ft (after which it’s blind). Solely a casting of better restoration or heal can rid a creature of a feorn infestation.



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