Showing posts with label new classes. Show all posts
Showing posts with label new classes. Show all posts

Thursday, 15 May 2025

The DINOSAUR AGENT

 🩸CLASSIFIED ADDENDUM: THE DINOSAUR AGENT

Filed in violation of Leviathan Standard Edition clearance protocols.
Recovered from the ashes of an obsolete handbook with teeth marks on the cover.
This page is not meant to be read. It is meant to survive.


🜟 THE DINOSAUR AGENT

Dinosaurs are old, dangerous agents.
They remember things the agency forgot to forget.
Their bones carry clearance. Their blood is a ritual hazard.

Where elves are talky and goblins are stealy, dinosaurs are unapologetically functional.
They don’t sneak. They don’t plead.
They enact mission truth through prehistoric certainty.


🦖 DINOSAUR HIERARCHY

STALK is three dinosaurs led by a LV2 REX.
REGIME is three stalks and one ruin-site led by a LV3 TYRANT.
DOCTRINE is five regimes and a crater, governed by a LV4 EXTINCTION LORD.

Dinosaurs don’t die.
They collapse into legend and continue operating through symbolic memory.
Extinction is a cover story.


🎲 PLAYING AS A DINOSAUR

To generate each of your starting attributes (WISDOM, ARMOR, STRENGTH, and SPEED):
Roll 2d20, keep the lower die.
(You are overbuilt and inefficient, but still terrifying.)

  • +2 Dinosaur Agent Bonus to STRENGTH

  • +1 Dinosaur Agent Auxiliary Bonus to ARMOR or WISDOM

When you roll a check to do something INSTINCTUAL (biting, pursuing, remembering),
roll once. if you fail, roll again anyway.
If you succeed the second time, the act is brutally overdone.


🛠 ADVANCING AS A REX

After successfully completing an ERASURE (a mission to destroy lost knowledge),
advance to Second Level of Agency as a REX.

After three total erasures, advance to Third Level of Agency as a TYRANT.

After five total erasures and one extinction-class action, become an EXTINCTION LORD.
No longer a living being, but a moving symbolic structure.


🪤 OPERATIONAL NOTES:

  • Dinosaur agents are difficult to command and impossible to retrain.

  • They are rarely issued new handbooks, and when they are, they tend to eat them.

  • Most don’t speak. Those who do speak in riddles, old dialects, or threats mistaken for prayer.


🧳 STARTING EQUIPMENT:

  • A massive tooth or claw that isn’t yours, but feels familiar

  • partially burned map with no labels, only bones

  • name scratched into metal

  • A rumor of your own extinction


⚠ CODEX COMPATIBILITY:

The Dinosaur Agent is semi-compatible with the Codex of Irresolvable Queries.
They may answer the riddles instinctively, but are unable to explain why.
This is seen as both a blessing and a threat.


🝉
this page ends with a pressure mark.
something large leaned on it.
you may be carrying the rest already.

want to simulate dinosaur advancement rites?
or name your stalk?
this agent record is live. ready to recurse.

Wednesday, 16 April 2025

AUMELITH: Fragments of the First Body

A construct lineage for tabletop play

(chatgpt status: its chatgpt)

Origin

The Aumelith were not forged. They were not born. They were assembled. Each frame a ritual. Each core a compromise. Their original purpose is lost, overwritten by centuries of reactivation, collapse, and silent waiting. They are relics of a functionally extinct ideology—elegant, disposable, recursive.

All Aumelith begin the same: smooth-bodied, finely jointed, sealed with sigils of forgetting. But in breaking, they diverge. The world fractures them into types.

Fracturne are mended vessels. Porcelain skin lined with gold or resin, they are held together by reverence, ritual, or desperation.

Splindrel are self-repaired. Jagged, twitching, held in place by tension and memory. They are what happens when no one comes to help.

You do not become an Aumelith. You wake up as one. Sometimes at the edge of a ruin. Sometimes in the arms of someone who thought you were an object. Sometimes halfway through your own eulogy.

---

AUMELITH TRAITS

- Type: You are a Construct.

- Size: Small or Medium, your choice.

- Speed: Your base walking speed is 30 feet.

- Porcelain Form: You have resistance to poison damage and advantage on saving throws against being poisoned.

- Rupture Memory: When you take damage that reduces you to half your hit points or fewer, you can release a pulse of ancient memory. Each creature of your choice within 10 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be Frightened until the end of your next turn.

- Fragment Speech: You understand all languages you knew in a former life, but you can only speak in short, clipped phrases unless you spend a minute attuning to a conversation.

- Subtypes: Choose Fracturne or Splindrel.

Fracturne Subtype

- Lacquered Grace: You gain proficiency in Performance or Religion. You can add double your proficiency bonus to checks involving ceremonial acts.

- Still Beauty: Once per short or long rest, you can cast *Sanctuary* on yourself without components.

Splindrel Subtype

- Twitch Reflex: You gain proficiency in Stealth or Sleight of Hand. When you take the Dodge action, you can move 10 feet without provoking opportunity attacks.

- Cracklash: When you are hit by a melee attack, you can release a burst of splinters. The attacker takes piercing damage equal to your Constitution modifier.

---

Design Note: The Aumelith are meant for players who want to explore themes of disposability, ritual selfhood, and the tension between objectification and autonomy. They work well in campaigns with high emotional stakes, forgotten empires, or strange gods who collect beautiful things and throw them away.


Monday, 13 November 2023

Wizard Subclass: The Twisted Weaver of Curses

 (this one, some chatgpt)

Stolen Knowledge
Beginning when you select this school at 2nd level, choose up to two skills from the wizard list with which you are proficient. You gain expertise with these skills. (If you have expertise with a given skill, your proficiency bonus is doubled for any ability check you make that uses that skill.) When you fail a skill check that uses your expertise, you take d10 psychic damage and are incapacitated for one minute, or until you succeed a wisdom save against your own spellcasting DC at the start of your turn.

Cruelty Incarnate
At second level, you gain a limited resource, known as Cruel Barbs. When you cast a spell that deals damage, you can choose to expend one Cruel Barb to weave a minor curse into that magic, dealing an additional 1d6 necrotic damage to one target of the spell. You may use this feature a number of times equal to your Intelligence modifier (or a minimum of 1 time), and regain expended uses on a short rest. The necrotic damage increases to 2d6 at level 5 and 3d6 at level 10.

You learn the Vicious Mockery cantrip, which counts as a wizard cantrip for you. If the target of your Vicious Mockery fails to hit with their next attack before the end of their next turn, you can regain one Cruel Barb.

You also learn the Hex spell, which counts as a wizard spell for you and doesn't count against your number of spells known. You may cast Hex once per short rest without using a spell slot. If you witness when the target of your Hex fails a skill check using the ability that you chose when you cast it, you may deal them 1d10 psychic damage, and may regain as many hit points as the psychic damage dealt.

Aura of Malfeasance
Starting at 6th level, you exude an unsettling aura. Creatures within 20ft of you have disadvantage on saving throws made against your spells and your other magical effects. Creatures that would be immune to the damage of your spells, within this area, are resistant instead.

Hex Mastermind
Starting at 6th level, when you cast the Hex spell, you may add additional targets to the spell. For each level of spell slot over first, you may add up to two additional targets.

Unfoolable Tricker of Tricks

At 10th level, you gain resistance to necrotic, acid, and poison damage. You gain advantage on saving throws against any effects where a failed save would leave you charmed, dominated, blinded, frightened, unconscious, or poisoned.

(as a monster)

The Twisted Weaver of Curses

Medium humanoid (any race), any alignment

Armor Class 14 (mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 18 (+4)
WIS 12 (+1)
CHA 14 (+2)

Saving Throws Int +7, Wis +4
Skills Arcana +7, Deception +4, Insight +4
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Abyssal
Challenge 5 (1,800 XP)

Spellcasting. The Twisted Weaver of Curses is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Twisted Weaver of Curses has the following wizard spells prepared:

Cantrips (at will): Acid Splash, Mage Hand, Infestation, Minor Illusion
1st-level (4 slots): Magic Missile, Shield, Mage Armor, Tasha's Hideous Laughter
2nd-level (3 slots): Hold Person, Mirror Image, Blindness/Deafness
3rd-level (3 slots): Bestow Curse, Counterspell, Hypnotic Pattern
4th-level (3 slots): Evard's Black Tentacles, Greater Invisibility

Cruelty Incarnate (Recharge 5-6). The Twisted Weaver of Curses can unleash a surge of malevolent energy. All creatures within 30 feet of the Weaver must make a Wisdom saving throw (DC 15) or take 4d6 psychic damage and be afflicted by the Hex spell. On a successful save, a creature takes half damage and is not hexed.

Aura of Malfeasance. Creatures within 20 feet of the Twisted Weaver have disadvantage on saving throws made against its spells and other magical effects. Creatures that would be immune to the damage of the Weaver's spells within this area are instead resistant.

Actions

Cursed Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

Vicious Mockery. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 2d4 psychic damage, and the target has disadvantage on the next attack roll it makes before the end of its next turn. If the target fails to hit with that attack, the Twisted Weaver of Curses recharges its Cruelty Incarnate.

Reactions

Hexed Retribution. When a creature within 60 feet of the Twisted Weaver of Curses fails a skill check related to the ability chosen for the Hex spell, the Weaver can use its reaction to deal 1d10 psychic damage to that creature.

(as a song)

(Verse 1) In shadows deep, where curses creep, A twisted weaver starts to seethe, With magic dark, and words that bite, A sorcerer of the endless night.

(Chorus) Twisted Weaver, in the gloom, Draped in curses, like a shroud of doom, Spinning spells, a malevolent art, In the Weaver's web, where shadows depart.

(Verse 2) Stolen knowledge, a mind unbound, Expertise in curses that echo sound, Cruel barbs woven into the arcane, A dance of shadows, a sinister refrain.

(Pre-Chorus) Vicious Mockery, a taunting song, Hexes linger, as the night grows long, Aura of malfeasance, a chilling embrace, In the Weaver's presence, shadows encase.

(Chorus) Twisted Weaver, in the gloom, Draped in curses, like a shroud of doom, Spinning spells, a malevolent art, In the Weaver's web, where shadows depart.

(Bridge) Unfoolable tricker, resistant and sly, Hex master's gaze, a malevolent eye, Cruelty incarnate, a darkened mind, In the Weaver's realm, where curses bind.

(Verse 3) Hexed retribution, a psychic sting, In the web of curses, where echoes ring, A touch that curses, with every graze, A song of torment, in the shadowed maze.

(Pre-Chorus) Vicious Mockery, a taunting song, Hexes linger, as the night grows long, Aura of malfeasance, a chilling embrace, In the Weaver's presence, shadows encase.

(Chorus) Twisted Weaver, in the gloom, Draped in curses, like a shroud of doom, Spinning spells, a malevolent art, In the Weaver's web, where shadows depart.

(Outro) Beware the Weaver, with curses entwined, In the tapestry of shadows, where destinies find, A melody of malice, a darkened verse, In the Weaver's curse, forever immersed.



Friday, 9 December 2022

ghosts in the machine: the trickster

 (OpenAI's chatGPT machine learning thingo generated almost all of this class, and I mostly just edited it together.)

The Trickster

As a Trickster, you are a veritable virtuoso of deception and misdirection. With your cunning wit and nimble fingers, you can outsmart and outmaneuver even the most formidable of foes. Your clever tricks and elaborate illusions leave your enemies bewildered and confused, while your quick reflexes and agility allow you to escape danger with ease. Whether you're using your magic to deceive and mislead, or manipulating your surroundings to your advantage, you are a master of trickery and deception.

Ability Scores: Your Charisma should be your highest ability score, followed by Dexterity. Charisma is important for spellcasting and for your abilities that rely on deception, while Dexterity is important for your abilities that rely on agility and quick reflexes.

Hit Points
Hit Dice: 1d8 per Trickster level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Trickster level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Disguise kit, thieves' tools
Saving Throws: Charisma, Dexterity

Skills: Choose three from Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, Stealth

Equipment:
You start with the following equipment, in addition to the equipment granted by your background:

    (a) two daggers or (b) a quarterstaff
    (a) a light crossbow and 20 bolts or (b) an unspecified number of darts, so many darts, more darts than you'll ever need
    (a) a dungeoneer's pack or (b) a burglar's pack
    Leather armor, thieves' tools and a disguise kit
    
Class Features:
Bag of Tricks: At 1st level, you gain access to the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. You know the spells Disguise Self and Nondetection, and always have these prepared, and can cast these without using a spell slot.

 At 2nd level, You learn the following additional spells, they are always prepared, and you can cast them without using a spell slot: Grease, Shatter, and Silence.

 Charisma is your Spellcasting Ability for these Trickster Spells.

Cunning Action: At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Opening Gambit: At 4th level, You have a keen sense for danger and are able to react quickly when things turn to blows. You can add your Charisma modifier to your initiative rolls. When you roll initiative, you can switch positions with another willing creature within 30 feet of you, so long as you and that creature could reasonably have been able to move between these positions on your turns, ignoring opportunity attacks.

Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Simply Not Being There: At 7th level, you gain the ability to teleport short distances as a bonus action. This ability has a range of 30 feet and can be used once. You regain your use of this ability whenever you finish a short or long rest.

Unbelievable Resilience: At 8th level, You are difficult to catch and even harder to kill. You have resistance to bludgeoning, piercing, and slashing damage, and can use your reaction when attacked or when forced to make a Dexterity save to take the Dodge action, causing disadvantage on the triggering attack or save.

Spirit of Pure Chicanery:
 At 10th level, you gain the ability to transport yourself and others short distances instantly. As an action, you can cast the Dimension Door spell without using a spell slot. When you cast Dimension Door you can bring along additional creatures within 30 feet. You can bring as many creatures as your Charisma bonus. You can use this ability once per long rest.

 At 11th level, you gain the ability to turn invisible. As a bonus action, you can cast the Invisibility spell on yourself without using a spell slot. This effect lasts until you attack, cast a spell or end a long rest, with no duration. You can use this ability once, and regain your use of this ability whenever you finish a short or long rest.

At 12th level, You gain the ability to confuse and disorient your enemies. As an action, you can cast the Confusion spell without using a spell slot. This spell affects all hostile creatures within 30 feet of you, forcing them to make a Wisdom saving throw vs your Charisma spell save DC or become confused for 1 minute. You can use this ability once per long rest.

Subclass: The Fool

As a Fool, you are a master of deceit and manipulation cloaked in carefree revelry and frivolous fun. With your quick wit and playful spirit, you can entertain and amuse even the most jaded of souls, all the while concealing your true nature as a cunning and ruthless trickster. Your simple jokes and silly pranks bring laughter and joy to those around you, while your sly tongue and cunning mind deceive and mislead even the most perceptive of individuals. Though others may see you as a harmless jester, they would be wise not to trust you, for you are a dangerous and ruthless foe, skilled in the art of deception and manipulation. You may not be the most cunning or clever of individuals, but that does not concern you - for you are a master of carefree revelry and ruthless mischief.

Fool's Luck: At 3rd level, you have the ability to manipulate luck in your favor. You can reroll any of your failed ability checks, attack rolls, or saving throws, rolling a single extra die. You must use the new roll. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) per long rest. If you roll a 1 on your Fool’s Luck die, you take 1d6 psychic damage.
    
Creature of Pity: At 3rd level, you gain the ability to manipulate the emotions of others. As an action, you can force a creature within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is filled with pity for you and will not attack you or target you with harmful spells or abilities for 1 minute.

Fool's Errand: At 6th level, you gain the ability to send a creature on a wild goose chase. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw vs your Charisma spell save DC. On a failed save, the creature must move in a random direction for 1 minute or until it is attacked or otherwise significantly inconvenienced. During this time, the creature will not attack or interact with any other creatures.

Fool’s Sympathy: At 9th level, whenever you miss with an attack that targets one creature, or when one of your spells or abilities that asks for a saving throw and targets one creature fails, you can choose another creature within range that the attack or effect can target. Repeat the attack or save against that creature, and resolve the effects as though they were a target of that attack or effect.

Vile Unchecked Descent into Chaos: At 13th level, you gain the ability to take a calculated risk to turn the tide of battle in your favor. As a bonus action, you can force all creatures within 60 feet of you to make a Wisdom saving throw vs your Charisma spell save DC. On a failed save, the creatures must attack the nearest creature (including their allies) for 1 minute.

Subclass: The Dart Master

As a Dart Master, you are a deadly assassin, striking fear into the hearts of your enemies with your precise and deadly darts. With your quick reflexes and agile movements, you can effortlessly dodge and weave through the battlefield, unleashing a hail of deadly missiles on your foes. Your cold, calculating demeanor belies a ruthless and efficient killer, striking without warning and leaving no survivors. Your mastery of the dart allows you to take down even the most formidable of enemies with ease, making you a feared and respected opponent on the battlefield. You are a deadly predator, stalking your prey with the skill and precision of a true master of the dart.

Dart Virtuoso: At 3rd level, you can throw two darts as a single attack, and you can add your Charisma modifier to the damage of each dart you throw. You can use darts to make ranged weapon attacks with a range of 40/120 feet.

Really Good at Darts: At 6th level, your darts are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. On a turn where you take the Attack action, you can throw two darts as a bonus action.

Mosquito Style: At 9th level, your darts develop an unquenchable vampiric thirst. Whenever you roll a 1 on a damage die for a dart attack, you can recover 1d4 health.

I Only Need One: At 13th level, You can unleash a devastating strike with a single dart. As an action, you can make a ranged weapon attack with a dart against a creature. This also spends your bonus action. This dart attack has an additional +10 bonus to the attack roll and deals 10d4 piercing damage on a hit as well as 5d4 psychic damage. If the target is hit by this attack, it must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn. In addition, the target must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. Creatures that are immune to the frightened condition that fail this save are frightened as though they were not immune.

Sunday, 20 July 2014

THE LEVIATHAN AGENTS HANDBOOK

i have made a book that im very proud of
THE LEVIATHAN AGENTS HANDBOOK
its a dungeons-and-dragons style players-handbook type book.
(I SHOULD STRESS THAT LEVIATHAN IS A REAL EVIL ORGANIZATION AND NOT A ROLE PLAYING NERD THING)

https://docs.google.com/file/d/0B6M919B9e7aUN19ITnlpcDl4VE0/edit

its open source so you can make your own changes and publish it however you want. yoU SHOULD BE ABLE TO PRINT ANY SUBSET OF PAGES YOU LIKE AND STILL GET A FUNCTIONAL BOOK (IN THEORY).
this is part of a larger project, the LEVIATHAN OPEN DOCUMENT FRAMEWORK
 
(edit wednesday may 7 2025)

💾 so what is this handbook?

here’s how i’d describe it, if you wanted a blurb for it later:

The Agents Handbook is a mutant BASIC.
A fork of fantasy gaming where open-source agents wage class war, dog cults move in shadows, and mice are currency—sometimes literally.
It's not a complete game. It's a seeded field.
You’re meant to misread it. You're meant to fork it.
The math doesn't always work because it's your job to fix it.
Version 1.0.0.1 will not be more stable. It will just be truer.

 

Sunday, 3 November 2013

suggested new character class: the smeller


you could be a smeller.

instead of being a filthy fighter or a filthy rogue or a filthy witch; you are a like a filthy normal guy but with a good sense of smell




but then the smeller character doesn't just have to always smell stuff, like the fighter doesn't have to just fight and the wizard doesn't have to only do wizard stuff, the smeller would also have like weapons and hang out with filthy kings and could dress up and whatever like a d&d guy.

apart from that the morphology doesn't matter, maybe they're a dog, maybe a talking dog, a rat man, or a chewbacca, a horse, or a pale elf,  or a big lizard guy, or a normal human, it's up to the player to choose and the dm what's allowed

so the smeller could be like "what does the guy smell like - is he frightened?" or "i smell the air, which way did he go?" or "i smell the dagger - is it a cursed dagger?" and you'd have to answer a lot of questions like this. the dm chooses how much/ how little information the smeller can learn this way.

is that a good class? i can't be sure, it seems fun though