Commit DND files

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2026-05-08 21:37:59 +02:00
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commit 3280c822e3
61 changed files with 503 additions and 1939 deletions
@@ -39,4 +39,5 @@ Without the infection interfering:
### New Passive - Clean Blood
The body is no longer unstable.
- Gain **Gas AC +10**
- Automatically succeed on Constitution checks against disease**
- Gain **Necrotic AC +10**
- Automatically succeed on Constitution checks against disease
@@ -9,7 +9,7 @@
- -1 to parry throws
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
# Variant III - Sparkshot
# Variant III - Sparks of Lightning
**Reagent:** Spark gland or any mantra spark
**Effect**:
- Attack Throws **+1**
@@ -18,7 +18,7 @@ Blood thickens slightly and muscles tighten, making the body more resistant to i
- Lightning AC becomes 0
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
# Variant IV - Grave Dust
# Variant IV - Gravedust
**Reagent:** Animal blood or corpse residue
**Effect**:
- Regain **+10 HP immediately**
@@ -37,8 +37,8 @@ The mixture slows blood flow and reduces pain response. The body becomes tougher
**Drawback**
- Movement Speed **–1.5 meters**
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
# Variant VI - Smoke Lung
**Reagent:** Industrial solvent
# Variant VI - Smoked Lung
**Reagent:** Artificial Solvent
**Effect**:
- Gas AC **+20**
- Gain **Advantage on Constitution saving throws**
@@ -47,7 +47,7 @@ Body temperature drops slightly. Muscles stiffen but become resistant to cold.
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
# Variant VII - Bloodrush
**Reagent:** Vial of Blood
**Reagent:** Vial of Humanoid Blood
**Effect**:
- Strength **+2**
- Melee damage **+1**
@@ -57,13 +57,13 @@ The lungs fill with irritating vapors that temporarily harden the respiratory sy
- Blood AC **becomes 0**
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
# Variant VIII - Gale Step
# Variant VIII - Galetrip
**Reagent:** Stratus orb or galestone (powder)
**Effect**:
- Movement Speed **+3 meters**
- Dodge Throws gain **+1**
**Drawback**
- Physical AC **–5**
- Physical AC **-10**
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
# Variant IX - Etherwake
@@ -76,7 +76,7 @@ Muscles twitch constantly, forcing rapid movement but reducing the ability to br
- Willpower -1
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
# Variant X - Gravefire
# Variant X - Bonfire
**Reagent:** Charred bone dust
**Effect**:
- Necrotic AC **+30**
@@ -86,14 +86,14 @@ The brain becomes highly sensitive to etheric currents, improving control but st
**Drawback**
- **All elemental AC except necrotic drops to 0
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
# Variant XI - Predator Instinct
Cell regeneration accelerates slightly but makes tissue unstable when exposed to other elements.
# Variant XI - Primal Instinct
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
**Effect**:
- Dexterity **+2**
- Advantage on Stealth Throws
**Drawback**
- Charisma **–2**
- Charisma **-2**
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
# Variant XII - Black Pulse
@@ -116,7 +116,7 @@ This mixture was never used in the mines. It was developed by smugglers experime
- Max Posture **+3**
**Drawback**:
At the end of the 3-round duration:
- Take **1d6 Necrotic damage**
- Take **1d8 Necrotic damage**
- Gain **+2 additional Toxicity**
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
@@ -38,6 +38,7 @@ Allows stabilizing gases and volatile compounds.
- Placed on the ground
- Detonates when stepped on
- Requires **1 Action to place**
- Sticks to most surfaces once placed
### Bombs Unlocked
**Gas Bomb**
* Crafting
@@ -72,6 +73,7 @@ Allows remote triggering using ether sparks.
- Detonate using **Bonus Action**
- Costs **2 Ether**
- Maximum distance: **12 meters**
- Sticks to most surfaces once thrown or placed.
### Bomb Unlocked
**Scatter Bomb**
* Crafting:
@@ -0,0 +1,163 @@
### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9
---
# 1-Star Mantras
---
## Capillary Cut
**Type:** Combat
**Cost:** 2 Ether
**Action:** Action
**Cooldown:** 2 rounds
**Effect:**
* Slash at a target within 1.5 meters
- Deal **1d8 Blood damage**
- Apply **+15% Blood Poisoning**
If the target is already poisoned (venom/toxin):
- Apply an additional **+5% Blood Poisoning**
---
## Platelet Disruption
**Type:** Support
**Cost:** 2 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
**Effect:**
* Mark a target you have hit with an attack in the last or current round.
- Target suffers **-1 Posture Regain** for **2 rounds**
- If target has ≥25% Blood Poisoning:
- Effect becomes **-2 Posture Regain**
Applies **+10% Blood Poisoning**
---
## Vein Tap
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 3 rounds
**Effect:**
* Fire a thin needle at a target within 6 meters
- Deal **1d6 Blood damage**
- Heal for **half the damage dealt**
- Apply **+10% Blood Poisoning**
If target is ≥50% Blood Poisoning:
- Healing increases to **full damage dealt**
---
## Microclot
**Type:** Support
**Cost:** 2 Ether
**Action:** Reaction
**Cooldown:** 3 rounds
**Trigger:** When you take damage
**Effect:**
- Reduce incoming damage by **1d6**
- Gain **+1 Posture**
Applies **+5% Blood Poisoning** to the attacker
---
# 2-Star Mantras
---
## Hemorrhage Line
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
**Effect:**
- Fire a thin red line in a **6-meter line**
- Deal **2d6 Blood damage to all targets hit**
Targets hit:
- Gain **+20% Blood Poisoning**
- If already ≥40%, take **+2 additional damage**
---
## Viscosity Shift
**Type:** Support
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
**Effect:**
Your blood briefly darkens and thickens under the skin.
- For **2 rounds**:
- Your attacks apply **+5% additional Blood Poisoning**
- Gain **+1 Dodge Throw**
Drawback:
- Posture Regain **-1** during duration
---
## Arterial Pin
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
**Effect:**
Fire a piercing stake of blood at a target within 9 meters.
- Deal **2d4 Blood damage**
- Target must make a **Constitution check**
Failure:
- Movement Speed **-3 meters** for 1 round
Applies **+20% Blood Poisoning**
If target is ≥60%:
- Movement Speed becomes **0** for 1 round
---
## Transfusion Spike
**Type:** Support
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 5 rounds
**Effect:**
Rip a thread of blood forcefully from a target's arm and into yours.
- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
- e.g. if a target has 50% blood poisoning, you heal for 7 HP
- Deal **1d8 Blood damage**
---
# 3-Star Mantras
---
## Systemic Collapse
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
- Deal **3d6 Blood damage**
If target is ≥50% Blood Poisoning:
- Deal **+3 additional damage**
- Target suffers **-2 Posture Regain for 2 rounds**
Applies **+25% Blood Poisoning**
---
## Gruesome Extraction
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
- Deal **2d8 Blood damage**
- Heal for **half damage dealt**
If target is ≥70% Blood Poisoning:
- Heal for **full damage dealt**
- Reduce target Blood Poisoning by **20%**
Applies **+15% Blood Poisoning**
---
## Terminal Coagulation
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 7 rounds
**Effect:**
Tug at the enemy's heartstrings. Literally.
Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
- Deal **2d4 Blood damage**
- Deal **2d4 Poison damage**
If target is ≥80% Blood Poisoning:
- Immediately trigger **90% threshold effect for 1 round**
Applies **+20% Blood Poisoning**