[D&D5e] The Uncannyverse
Re: [D&D5e] The Uncannyverse
@MacynSnow: Hopefully so far I'm averaging about 4 post per Great House. 1 post for the non royal racial stats, 1 post for the royal traits, 1 for the spells of the Mark background, and another detailing the Daedric Prince who sponsors the Great House. Speaking of which I updated the royal Minotaur on page 4. Below is the non royal variant Minotaur. Cyrodiil is a province in Tamriel
Non Royal Cyrodiilic Minotaur
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1
Age. Mature and age at about the same rate as humans.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is medium
Speed. 30 feet
Powerful Build. You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit
with them, you deal piercing damage equal to 1d6 + your strength modifier, instead of the bludgeoning
damage normal for an unarmed strike
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet,
you can make one melee attack with your horns as a bonus action
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation
or Persuasion
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the extra damage of the critical hit.
Language. You can speak, read and write Minotaur, and Tamrielic
EDIT 1: Alright now I need to create a background, and post some info on the Daedric Prince Clavicus Vile
Non Royal Cyrodiilic Minotaur
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1
Age. Mature and age at about the same rate as humans.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is medium
Speed. 30 feet
Powerful Build. You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit
with them, you deal piercing damage equal to 1d6 + your strength modifier, instead of the bludgeoning
damage normal for an unarmed strike
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet,
you can make one melee attack with your horns as a bonus action
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation
or Persuasion
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the extra damage of the critical hit.
Language. You can speak, read and write Minotaur, and Tamrielic
EDIT 1: Alright now I need to create a background, and post some info on the Daedric Prince Clavicus Vile
Last edited by Uncanny on Wed Oct 27, 2021 5:14 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Daedra Mark Inheritor Mark of Scribing Great House d'Barbas Background
Skill Proficiencies: Choose 2 from ; Arcana, Medicine, History, Performance
Language: Any one of your choice
Tool Proficiency: Your choice of Gaming set or calligrapher’s supplies
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Arraigned Marriage , Spells of the Mark
Your bride or groom is primarily selected by a matchmaker provided by House d'Barbas. You and your spouse are expected to produce a baby who will hopefully one day manifest the Mark.
Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Comprehend Languages Illusory Script
2nd level spells Animal Messenger, Silence
Day after the Wedding
3rd level spells Sending, Tongues
4th level spells Arcane Eye, Confusion
After the birth of your first child
5th level spell Dream
EDIT 1: This Background is for Royal Minotaur's, and any medium sized creature with the powerful build racial trait which bears the Mark.
Last edited by Uncanny on Fri May 07, 2021 2:33 am, edited 2 times in total.
Re: [D&D5e] The Uncannyverse
Homebrew Nord Variant Human
Age: Same as human
Size: Medium
Ability Score Increase: Two different ability scores of your choice by 1.
Skills: You gain proficiency in one skill of your choice
Feat: You gain one feat of your choice
Blessed by Atmora: You have resistance against both Cold, and Thunder damage, in addition when wearing no armor your AC is 11 + your dexterity bonus
Tool Proficiency. You gain proficiency in one Tool of your choice
Martial Training. You are proficient with two martial weapons of your choice and with light armor
Languages. You can speak, read and write Altmoran, and Tamrielic
EDIT 1: My Homebrew Nord I've been working on. They are basically the opposite of the Valyrian I posted a few weeks ago.
Last edited by Uncanny on Wed Oct 27, 2021 5:05 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Daedra Mark Inheritor Mark of Detection Great House d'Medani Background
Skill Proficiencies: Choose 2 from ; Arcana, Medicine, History, Performance
Language: Any one of your choice
Tool Proficiency: Any one of your choice
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Arraigned Marriage , Spells of the Mark
Your bride or groom is primarily selected by a matchmaker provided by House d'Medani. You and your spouse are expected to produce a baby who will hopefully one day manifest the Mark.
Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Detect Evil and Good, Detect Poison and Disease
2nd level spells Detect Thoughts, Find Traps
Day after the Wedding
3rd level spells Clairvoyance, Nondetection
4th level spells Arcane Eye, Divination
After the birth of your first child
5th level spell Legend Lore
EDIT 1: This background is for Royal Ferengi, and any size small race which bears the mark. 4 down, 8 to go
Last edited by Uncanny on Fri May 07, 2021 2:33 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Homebrew Orc
Ability Score Increase: Your Strength scoree increases by 2, and your Constitution score incrases by 1
Age: Orcs reach maturity around age 30, and can live up to 500 years.
Size Orcs stand easily over 8 feet tall, weighing up to 280 pounds. Your size is medium
Speed 30 feet
Aggressive. As a bonus action you can move up to your speed toward an enemy of your choice you can see or hear.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Primal Intuition. You have proficiency in two skills of your choice from the following list:
Animal Handling Insight, Intimidation, Medicine, Perception, and Survival
Tool Proficiencies. You are proficient in two Tools of your choice from the following list:
Brewer's Supplies, Herbalism Kit, Jeweler's Tools, Smith's Tools
Languages. You can speak, read, and write Aldmeris, and Orc
The Orcs from the Elder Scrolls franchise are descended from Elves which explains some of the traits I choose for them.
Also I decided that the Daedric Princes will basically be treated like interstellar deities. All of the Great Houses will
have access to both air, and space travel. Royal version of the Orc with the Mark of the Sentinel coming later
Last edited by Uncanny on Wed Oct 27, 2021 5:06 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Royal Orc
Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases
by 1
Size Same as human, Medium
Speed 35
Guardian's Shield. You can cast the Shield spell once with this trait, and you regain
the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Primal Intuition. You have proficiency in two skills of your choice from the following list:
History, Insight, Intimidation, Medicine, Perception, and Survival
Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can
roll a d4 and add the number rolled to the ability check.
Tool Proficiencies. You are proficient in two Tools of your choice from the following list:
Brewer's Supplies, Herbalism Kit, Jeweler's Tools, Poisoner's Kit, Smith's Tools, Vehicles (Air)
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you
can use your reaction to swap places with that creature, and you are hit by the attack instead. Once oyu use
this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common, and Orc
EDIT 1: The Royal Orc has a few different skill, and Tool proficiencies. I also added 5 feet to it's movement speed because of their Vigilant guardian trait
Last edited by Uncanny on Wed Oct 27, 2021 5:07 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Daedra Mark Inheritor Mark of Sentinel Great House Deneith Background
Skill Proficiencies: You gain proficiency in 2 skills of your choice
Tool Proficiencies: You gain proficiency in a Tool of your choice
Language: Any one of your choice
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Arraigned Marriage , Spells of the Mark
Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Compelled duel, Shield of Faith
2nd level spells Warding Bond, Zone of Truth
Day after the Wedding
3rd level spells Counterspell, Protection from Energy
4th level spells Death Ward, Guardian of Faith
After the birth of your first child
5th level spell Bigby's Hand
5 down 7 to go
Re: [D&D5e] The Uncannyverse
Yeah I was actually going to create my Dark Elf variant, but halfway through I ended up making a dwarf. These guys retain the +2 to two different stats that mountain dwarves get, and the slower speed. The Dwemer share a contested homeland with the Dark elves of the Uncannyverse. Red mountain is located in Northeast Tamriel, and is a active volcano. The elves control the 'ashlands', and the Dwemer dwarves dominate the tunnels.
Dwemer Da Vinci
Homebrew Dwarves Dwemer Variant
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence increases by 2
Age. Dwarves mature at the same rate as humans,
but they’re considered young until they reach the age of
50. On average, they live about 350 years.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor
Superior Darkvision. Accustomed to life underground in your race’s ancient past, you have superior
vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against
poison damage.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain
a level.
Artisan’s Expertise. You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency
bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Intelligent Intuition When you make a Intelligence (Arcana) or Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.
Languages: You can speak, read, and write Dwemeris, and Common
I think I'll save the Dwarven language for the royals. Many of these traits were taken from the Dwarf presented in the Plane shift Kaladesh PDF.
Dwemer Da Vinci
Homebrew Dwarves Dwemer Variant
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence increases by 2
Age. Dwarves mature at the same rate as humans,
but they’re considered young until they reach the age of
50. On average, they live about 350 years.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor
Superior Darkvision. Accustomed to life underground in your race’s ancient past, you have superior
vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against
poison damage.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain
a level.
Artisan’s Expertise. You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency
bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Intelligent Intuition When you make a Intelligence (Arcana) or Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.
Languages: You can speak, read, and write Dwemeris, and Common
I think I'll save the Dwarven language for the royals. Many of these traits were taken from the Dwarf presented in the Plane shift Kaladesh PDF.
Last edited by Uncanny on Wed Oct 27, 2021 5:09 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Royal Dwarf Dwemer Variant
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence increases by 2
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of
50. On average, they live about 350 years.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor
Superior Darkvision. Accustomed to life underground in your race’s ancient past, you have superior
vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against
poison damage.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain
a level.
Artisan's Intuition When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
Maker's Gift You gain proficiency with one type of artisan's tools of your choice.
Spellsmith You know the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait. You can't do so again until you finish a long rest Intelligence is your spellcasting ability for these spells.
Languages: You can speak, read, and write Dwemeris, and Common
Last edited by Uncanny on Wed Oct 27, 2021 5:10 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Daedra Mark Inheritor Mark of Making Great House d'Infinium Background
Skill Proficiencies: You gain proficiency in 2 skills of your choice
Tool Proficiencies: You gain proficiency in a Tool of your choice
Language: Any one of your choice
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Arraigned Marriage , Spells of the Mark
Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Identify, Tenser's Floating Disk
2nd level spells Continual Flame, Magic Weapon
Day after the Wedding
3rd level spells Conjure Barrage, Elemental Weapon
4th level spells Fabricate, Stone Shape
After the birth of your first child
5th level spell Creation
EDIT 1: 6 down, 6 more great houses
Re: [D&D5e] The Uncannyverse
I finally made some stats for the dark elves of the Uncannyverse. I blended together some Tiefling, Vampire, and A Dunmer Elf I found online. This is the non royal variant, but the Mark of Shadow is different from the other Great Houses because a bitter feud has recently divided them into two. I'll make mechanics for the Chimer Elves later today but they will lean more heavily into the vampire traits.
Homebrew Elf Velothi Variant
Ability Score Increases. Your Charisma, Wisdom, and Dexterity all increase by 1
Age. As all elves, Velothi are long lived, maturing at the same rate as humans, but possibly living longer than 300 years.
Size. Dark Elves have average builds, and their height is between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. See Spider Climb Trait
Ashlander. You have a natural resistance to fire damage.
Legacy of Cania. You know the Mage Hand Cantrip. When you reach 3rd level you can cast the Burning Hands spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Martial Training. You are proficient in two martial weapons of your choice, and with light armor
Skill Proficiency. You gain proficiency in one skill of your choice
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level,
you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Languages. You can speak, read and write Dunmeri, and Tamrielic
Homebrew Elf Velothi Variant
Ability Score Increases. Your Charisma, Wisdom, and Dexterity all increase by 1
Age. As all elves, Velothi are long lived, maturing at the same rate as humans, but possibly living longer than 300 years.
Size. Dark Elves have average builds, and their height is between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. See Spider Climb Trait
Ashlander. You have a natural resistance to fire damage.
Legacy of Cania. You know the Mage Hand Cantrip. When you reach 3rd level you can cast the Burning Hands spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Martial Training. You are proficient in two martial weapons of your choice, and with light armor
Skill Proficiency. You gain proficiency in one skill of your choice
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level,
you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Languages. You can speak, read and write Dunmeri, and Tamrielic
Last edited by Uncanny on Wed Oct 27, 2021 5:13 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Alright these stats are divergent from the Elder Scrolls lore, but this is my Homebrew, and they typical High Elf/Dark Elf stats are dull to me.
Homebrew Elf Chimer Variant
Ability Modifier. Your Charisma, Wisdom, and Strength increase by 1
Age. As humanoids related to fey, Chimer Elves have long lifespans. You reach adulthood
around 30, and can live as long as 500 years.
Size. Chimer are around 5 feet tall and weigh between 90 and 120 pound. Your size is medium
Speed. 30 feet
Bestial Fangs. As an bonus action, you can spend a Hit
Die to transform your teeth into powerful fangs for 1
minute. These fangs are natural weapons, which you
can use to make unarmed strikes. If you hit with them,
you deal piercing damage, instead of the bludgeoning
damage normal for an unarmed strike. The piercing
damage dealt is equal to the Hit Die expended to
activate this trait + your Strength modifier.
Charming Ancestry. After you make an Deception,
Insight, or Persuasion ability check, but before the
DM declares whether or not you were successful, you
can spend and roll a Hit Die to add the result to your
ability check
Keen Senses. Your ancestry means you are proficient in the perception skill
Legacy of Phlegethos. You know the Friends cantrip.
When you reach 3rd level, you can cast the Charm Person spell
as a 2nd level spell once with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th level, you can cast the
Suggestion spell once with this trait and regain the ability to do so
when you finish a long rest. Charisma is your spellcasting ability for these
spells
Resistance of Fierna. You have resistance to necrotic damage
Languages. You can speak, read and write Ald Chimeris, and Ehlnofex
EDIT 1: Big thanks to the Book of Uncommon Ancestry pdf, Mordenkainen's Tome of Foes, and the Planeshift Zendikar pdf
Homebrew Elf Chimer Variant
Ability Modifier. Your Charisma, Wisdom, and Strength increase by 1
Age. As humanoids related to fey, Chimer Elves have long lifespans. You reach adulthood
around 30, and can live as long as 500 years.
Size. Chimer are around 5 feet tall and weigh between 90 and 120 pound. Your size is medium
Speed. 30 feet
Bestial Fangs. As an bonus action, you can spend a Hit
Die to transform your teeth into powerful fangs for 1
minute. These fangs are natural weapons, which you
can use to make unarmed strikes. If you hit with them,
you deal piercing damage, instead of the bludgeoning
damage normal for an unarmed strike. The piercing
damage dealt is equal to the Hit Die expended to
activate this trait + your Strength modifier.
Charming Ancestry. After you make an Deception,
Insight, or Persuasion ability check, but before the
DM declares whether or not you were successful, you
can spend and roll a Hit Die to add the result to your
ability check
Keen Senses. Your ancestry means you are proficient in the perception skill
Legacy of Phlegethos. You know the Friends cantrip.
When you reach 3rd level, you can cast the Charm Person spell
as a 2nd level spell once with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th level, you can cast the
Suggestion spell once with this trait and regain the ability to do so
when you finish a long rest. Charisma is your spellcasting ability for these
spells
Resistance of Fierna. You have resistance to necrotic damage
Languages. You can speak, read and write Ald Chimeris, and Ehlnofex
EDIT 1: Big thanks to the Book of Uncommon Ancestry pdf, Mordenkainen's Tome of Foes, and the Planeshift Zendikar pdf
Last edited by Uncanny on Wed Oct 27, 2021 5:17 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Yep so the Royal Dark Elf is basically a Vampire without the sunlight sensitivity weakness. I'll go into more details when I post later
Homebrew Elf Royal Dark Elf Variant
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score
increases by 1.
Age. You don’t mature and age in the same way that other races do
Size. You have the same size and build
as before you became a Vampire. Your size is Medium
Speed. Your base walking speed is 30 feet.
Vampiric Resistance. You have resistance
to fire, necrotic, and psychic damage.
Bloodthirst. You can drain blood and life energy from a willing creature, or one that is
grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you
hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum
is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal
to that amount. The reduction lasts until the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge
of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity
checks and saving throws for 1 minute.
Cerebral Shroud. You are immune to any effect that allows other creatures to sense your emotion or
read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4
and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Invisibility
spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read and write Common, and the Daedric tongue
Homebrew Elf Royal Dark Elf Variant
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score
increases by 1.
Age. You don’t mature and age in the same way that other races do
Size. You have the same size and build
as before you became a Vampire. Your size is Medium
Speed. Your base walking speed is 30 feet.
Vampiric Resistance. You have resistance
to fire, necrotic, and psychic damage.
Bloodthirst. You can drain blood and life energy from a willing creature, or one that is
grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you
hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum
is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal
to that amount. The reduction lasts until the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge
of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity
checks and saving throws for 1 minute.
Cerebral Shroud. You are immune to any effect that allows other creatures to sense your emotion or
read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4
and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Invisibility
spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read and write Common, and the Daedric tongue
Last edited by Uncanny on Wed Oct 27, 2021 5:19 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
The Eberron source book has this particular Great House divided I like that idea, but I'll modify it for the Uncannyverse and House d'Thuranni will monstrous NPC vampires. btw all the other Dragonmark's manifest around puberty but the Mark of Shadow can only be obtained by a Dark Elf being 'drained' by a pure-blood Vampire, and being reborn as a royal.
Daedra Mark Inheritor Mark of Shadow Great House d'Phiarlan Background
Skill Proficiencies: You gain proficiency in 2 skills of your choice
Tool Proficiencies: You gain proficiency in a Tool of your choice
Language: Any one of your choice
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Piety from a Cultist of Azura , Spells of the Mark
After ensuring that the deeds and knowledge of someone who has died are preserved
1st level spells Disguise Self, Silent Image
2nd level spells Darkness, Pass without Trace
After convincing a group of people to accept misfortune
3rd level spells Clairvoyance, Major Image
4th level spells Greater Invisibility, Hallucinatory Terrain
After creating a masterwork, such as a building or a poem
5th level spell Mislead
EDIT 1: I realized that the normal marriage rules wouldn't work for this particular Mark. I changed it so that instead of appealing to a spouse for their spells of the Mark feature, a potential player instead has to gain the favor of a cultist whom have connections to Vampire's.
Daedra Mark Inheritor Mark of Shadow Great House d'Phiarlan Background
Skill Proficiencies: You gain proficiency in 2 skills of your choice
Tool Proficiencies: You gain proficiency in a Tool of your choice
Language: Any one of your choice
Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp
Feature: Piety from a Cultist of Azura , Spells of the Mark
After ensuring that the deeds and knowledge of someone who has died are preserved
1st level spells Disguise Self, Silent Image
2nd level spells Darkness, Pass without Trace
After convincing a group of people to accept misfortune
3rd level spells Clairvoyance, Major Image
4th level spells Greater Invisibility, Hallucinatory Terrain
After creating a masterwork, such as a building or a poem
5th level spell Mislead
EDIT 1: I realized that the normal marriage rules wouldn't work for this particular Mark. I changed it so that instead of appealing to a spouse for their spells of the Mark feature, a potential player instead has to gain the favor of a cultist whom have connections to Vampire's.
Last edited by Uncanny on Mon May 10, 2021 5:34 am, edited 1 time in total.
Re: [D&D5e] The Uncannyverse
Alright let me try to explain the cosmology of the Uncannyverse. Space is the interpretation of Oblivion, which is black and empty and surrounds the mortal plane. Space is infinite, Oblivion is visible from the planet, and the mortal mind interprets Oblivion as the vast black nothingness of space, literally seeing it as an empty void that is the night sky. Oblivion is 'surrounded' by Aetherius. You can see Aetherius by the stars. The stars are the bridges to Aetherius, the magic plane.
They are perceived as holes on the inside surface of space. The largest tear in Oblivion is 'Soter', the sun.
Travel between Oblivion and the Planet is possible at particular locations, although most of these exist in unsafe locations. There have been a few constructed spaces to facilitate travel between Oblivion and the Planet, often creating liminal spaces between the Mortal Plane and Oblivion to ease the transition, called "slipstream realms". The most celebrated of these is Deep Space 9. Travel to Oblivion is also possible through the use of spell-jammers (space ships).
Constellations are collections of stars. Since each star is a bridge to magic, constellations are very powerful phenomena, and are revered. There are generally accepted to be twelve constellations. Represented by the 12 Daedra sponsored Great Houses. each plane of Oblivion is a unique, distinct world, with its own natural laws and native inhabitants. Not all of these planes take a form that even permits the existence of mortals. Though most of those known to be ruled by a Daedric Prince, have been visited by scholars at least once. Several Daedric planes are known to exist and are associated with the Daedric Princes. These are known as the 12 Constellations.
They are perceived as holes on the inside surface of space. The largest tear in Oblivion is 'Soter', the sun.
Travel between Oblivion and the Planet is possible at particular locations, although most of these exist in unsafe locations. There have been a few constructed spaces to facilitate travel between Oblivion and the Planet, often creating liminal spaces between the Mortal Plane and Oblivion to ease the transition, called "slipstream realms". The most celebrated of these is Deep Space 9. Travel to Oblivion is also possible through the use of spell-jammers (space ships).
Constellations are collections of stars. Since each star is a bridge to magic, constellations are very powerful phenomena, and are revered. There are generally accepted to be twelve constellations. Represented by the 12 Daedra sponsored Great Houses. each plane of Oblivion is a unique, distinct world, with its own natural laws and native inhabitants. Not all of these planes take a form that even permits the existence of mortals. Though most of those known to be ruled by a Daedric Prince, have been visited by scholars at least once. Several Daedric planes are known to exist and are associated with the Daedric Princes. These are known as the 12 Constellations.