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\pagebreak # Reasons, Credits, and Insanity I made this with no intended purpose at first, and it's spiraled too far so I'm posting it here in GMbinder for all to see. Of course, all credits go to Phoenix labs for making an amazing game and a world that is so packed with lore and factions it drove me to do all of this. This most likely will get updated as I (hopefully) get requests on things I should add such as Omni-cells, Specials, and possibly changes to weapons. If you do have any, you can find me in the Dauntless Discord server as ChrisYeet. # Update, it hurts Dauntless awakening was quite a rude one, and even though I don't like the changes made to the game, I still love the idea of the world and the many unique qualities it has. Some of the changes I did like was the unique weapon system that was added, along with the talent tree, though with how limited the assortment was on launch. I feel it should be a much more variable and customizable system. A weapon fit to each slayer with their own personal touch is cool as hell and I think with how nonsensical the current system is in terms of actually making sense in world, im going to re-evaluate what would make sense to make an entire, plausible world for all to play with. ## World Building Adjustment The Shattered Isles - aptly named by the civil creatures of this world, most if not all of these creatures (I.e DND races, we're not limiting to humanoids) have banded together into different factions against the behemoth threat, except for the rising Ostian Triumvirate who has taken over Ostia, the largest city in all the shattered isles. Their mad scientists have created 2 behemoths thus far that have infected the aetheric currents and have started to create more of these dangerous constructs. All in the name of conquering all the shattered isles, this has created a massive war between the factions, with many large islands becoming scorched battle fields brimming with spent aetheric energy. Ramsgate has become the hub for all slayers who take pride in their fight against the behemoth threat, but not all slayers are from Ramgate since it acts as a hub. You can read more about each faction in the backgrounds. Many forges are accustomed to make custom weapons for all slayers that pay, taking about an hour each. If you are not a slayer, you can also kill behemoths for whatever ulterior motive you want as aswell. ## Slayer Qualification Ramsgate has a practical military school where most slayers learn the basics of fighting behemoths, surviving the biomes of the shattered isles, along with a grueling physical test. \columnbreak ## DND Characters & Dauntless Weapons All DND classes are proficient with Aetheric weapons assuming they are, ya'know, *Slayers*, unless you're character's back story specifies you are ABSOLUTELY NOT A SLAYER, just use basic simple and martial weapon proficiencies as check marks for Aetheric weapon proficiency, if you are for instance a spellcaster that is not a trained slayer you are not able to use the weapons, because that makes just sense. You can ask another slayer or a convenient NPC who also knows the proficiency to train you over a 12 hour uninterrupted process to gain the proficiency. or you can just challenge run and see how spell casting works in the system, this is most likely assuming you are long resting in between each hunt so you would have max spell slots each time. This allows humanoid battles aside from the behemoth hunts, this is why the behemoth borns have been added as a side quest for the war on ostia. special officers who prefer to inject aether to gain an upper hand, or you you can gain the power simply by walking in the gaseous remnants of what you killed. All Aetheric attack rolls and damage are based off SF, a stat chosen at the start of character creation, this is just your highest and most effective attribute. Weather its with Strength or intelligence, once you choose it you cant change it, this is meant to represent your characters main way of accessing their pool of aether. ## Weapons Crafting, The right way. A slayers weapon varies heavily between sharpness, detail, element, and size that is all up to whatever the slayer tells an annoyed blacksmith from all the custom orders. There's a basic book of designs much like the cake catalog in a Dairy Queen, filled with basic weapon types detailed later in the book, talent trees don't really make sense but you can of course add custom modifications that can be plausibly be made with the aetheric technology in world, anything with a basic energy gas power system would work to power something, as long as your character can communicate the idea to the weapon maker. You can also have another player character help with this action by making the intelligence check for them (the DC for all of this is up to the DM and the difficulty of the task)
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## OmniCells Omnicells are new magic items that give the attuned user new abilities, these are Very Rare magic items that should only be given to players around 10th level. ### Bastion Passive: While attuned, gain temporary hit points equal to your level, Whenever you deal damage, roll a d20, if you roll anything past 18, give yourself 5 more temp hitpoints, max of 50. Active: Leap forward 30 ft and slam the ground, consuming all temporary hit points in a blast of energy that deals damage to nearby targets equal to the amount of temporary hit points consumed. 6 round cool down ### Iceborne Passive: Increase your CON by 2. Gain 1 hit point lifesteal whenever you deal damage and roll a d4 whenever you take damage to reduce that damage by the amount rolled. Active: Throw an ice lance that does 1d10+SF frost damage; double damage if thrown at full health. ### Discipline Passive: When you roll to hit you can proc crits on a roll of 18 or higher, healing is reduced by a 1d4 which you roll whenever you receive health. Reaching max stacks of Flaming Fist makes you Disciplined, which makes you hit crits on a roll of 17 or higher for 24 seconds(4 rounds), When Disciplined ends, stacks are cleared. Active: Perform a quick parrying punch that deals 1d6 blaze damage at disadvantage. Parrying an attack reflects half the damage back and grants a stack of Flaming Fist, This can stack 4 times. only once per turn as a reaction. ### Tempest Passive: Each time you dodge a creatures attack (they miss when trying to hit you) grants a stack of Velocity. Each stack lasts 8 rounds and increases movement speed by 5 ft. Max 5 stacks. Active: Consume a stack of Velocity to dash 20 ft and deal 1d6 shock damage to a nearby target. For every 5ft increase in movement speed from your base race speed, deal extra damage equal to half your level along with the 1d6. This movement doesn't provoke attacks of opportunity. ### Revenant Passive: Gain 2 hit point lifesteal whenever you deal damage. When Revenant state ends, each stack of Void Energy grants 4 health per turn for 3 rounds. Active: Drain up to half your health to enter Revenant state and spawn a Void Orb. For every 10 % of health drained, summon an Umbral Tendril that deals 1d12 umbral damage in a line, a tile per tentacle. If an Umbral Tendril hits a target, it spawns an Void Orb upon impact. Picking up a Void Orb grants a stack of Void Energy, which gives +1 damage and extends Revenant state by 1 second. Revenant state lasts for 18 seconds and prevents all healing. 10 second cooldown. only you can gain benefits from these effects. ### Artificer Passive: Gain a once per long rest spell use for each of the following spells that come from a hovering upside down bismuth pyramid, this cannot be cast with another spellslot. Active: Activate any of the following spells once as a bonus action per long rest, "remove curse", "Wall of stone", "Hunters mark", and "Revive".
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\pagebreak # Aetheric Weapon's and Added Traits Spellcasters are more prone to use SpellShooters to enhance their capability against large behemoths, so they have a more reliable form of fighting, transforming their cantrips into volatile shots of aether. Whereas the melee focused weapons are better fit for those that prefer to get upclose and personal with their opponents, using stolen aether with each strike to empower their strikes. Some traits have been added to better comprise info between the weapons, along with giving accurate description to understand the weapons: Aethetic weapon: Any melee or ranged weapon that has a system that pulls aether from its opponent to enhance its attacks. Each Aetheric weapon has a special moveset which works to gain aether by sapping it throughout the battle, along with a Constant Passive, A proc effect, and an special ability with a cooldown of 30 seconds/ 6 rounds. These slots will be marked with PA for Passive, PR for proc effect, and AB for Special Ability. Some weapons will come with some and others are added as per the dauntless system. Proc effect = choose a combat resource to act as your lost resource like health, class, spell, etc, then choose a resource to gain from the loss of that. This can be activated a number of times equal to a slayers proficiency bonus every short or long rest. Passive effect = an alteration to the basic moveset that comes with a weapon, or a buff that is applied at all times. Special = an altered spell with a level equal to a slayers proficiency bonus, it can be either damaging or apply a buff/debuff, buff's can only be applied for a total of 2 turns including the one it is activated on. False Two-handed: A weapon that appears to be 2 separate weapons is really a matching set that must not separate. That are used at once in the same Attack. ## Sword The Sword has a light and Heavy attack, the heavy attack does 1d10 Slashing damage and gives 1 valor, but the light attack gives 2 valor and does 1d8 Slashing damage. So you're trading aetheric moves for little damage or more damage for less Aetheric moves, has finesse. * Valor is the same as in dauntless. Can only have six valor at a time. * Crescent strike deals 1d12 + SF aetheric damage. * Resounding echo is an AoE attack held with concentration on a 10ft radius that deals 1d8 + SF aetheric damage per round on whatever is affecting it for 5 rounds. * Blade rush, allowing you to dash 20 ft and attack with a 1d6 + SF aetheric damage. this movement doesn't provoke opportunity * Blade surge working as a projectile that does 1d8 + SF aetheric damage with a range of 20ft/60ft. * All of these take a bonus action to use. And consuming 3 valor. * If you gain 9 valor throughout the battle, you become surged with aetheric energy, increasing your range to 10 ft and adding a bonus to damage equal to 1d6 aetheric damage to all attacks ## Hammer Big ol' shotgun hammer. The basic attack does 1d10 Bludgeoning damage, the weapon also has an Aether Cell counter. Aether cells are the ammo for this weapon. * You can reload the weapon with a bonus action, reseting the counter. You can only have 6 Aether cells on you at a time, if you do reload the hammer, your movement speed is halfed for that turn. I shouldn't have to say this but any loop hole that somehow finds a way to infinitly feed aether cells into the hammer, it explodes and you die in the blast. * It's basic attack can be empowered with an Aether cell to do an extra 1d4 Aetheric damage with another sacrifice of 5 movement. You can only empower it with one aether cell, no stacking past once per attack. so with extra attack you can do 2 empowered attacks, 3 with haste, etc. * Has a ranged cone attack (15ft) that does 1d8 aetheric damage. This attack consumes an aether cell, you can charge this once each of your turns if you want to, so you can take 6 turns to do 6d6 Aetheric damage * If you do 3 of those basic attacks (whether empowered or not) the remaining cells are used to do a special attack, if you do choose to use this special move it does 2d6 on each tile it touches in a straight line. * This weapon is Two-handed and uses your strength for the basic attack.
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## Axe A heavy hitter for tactical Slayers. The Axe is a relatively slow hitting weapon, making up for it with substantial damage on each hit. * Basic attack does 2d6 Slashing, you can also charge the weapon by giving 10 ft of movement, with each time you do this you do an extra 1d6 Aetheric damage when you hit (max charge 3), which you roll when you stop charging your axe, and finally try to hit it you can do other actions while charging but not attack actions. * (AB) Grim Onslaught: 40ft/100ft, 4d8 + SF slashing damage on hit, can only be used after at least 6 successful charge attacks (any level of charge), and granting a level of determination, Giving you +1d6 damage to any hit. Max 2 levels of determination, each stack of Determination lasts 1 minute. * (ALT AB) Flight of Ruin: Similar to the hammers special attack, you cause damage in a line, it does 2d8 Aetheric damage on each tile it touches in a straight line.
\pagebreak ## War Pike You get charges by hitting with your slash and stab attacks, slash dealing 1d10+dex slashing damage and giving 2 charges, stab dealing 1d8+dex piercing damage and giving 3 charges, each costing an action to use. * Aetheric mark: leave a deep mark in the enemy and surge aether into them, causing them to take 1d6 +SF damage, if the mark is hit it does 1d4 + SF aetheric damage, however, players can only hit it once per turn. Requires 3 charges. Costs 1 Bonus action. Mark lasts 5 rounds * Aetheric charge-shot: take the backend of your pike and aim it at your enemy, charging a ball of elemental power to form at the end of it, shooting at a range of 20ft/60ft, causing 3d6 + SF aetheric damage. Requires 5 charges. Costs 1 action. * Aetheric weapon charge: use your stored aether to infuse your weapon with elemental power, dealing 1d4 extra Aetheric damage to the enemy you hit. Lasts 1 Minute. Costs 1 bonus action and 1 charge. * You can only have 8 charges stored at once.
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## Aether Strikers Attacks are broken down into the combos in-game, and generate the same mantras as well, using the names as the attacks. Has Finesse and False-Twohanded. * Focused Assault: Three quick hits (1d8 + Str/Dex Bludgeoning). Generate Focus Mantra * Spirit Barrage: A flurry of hits (1d10 + Str/Dex Bludgeoning -1 to hit). Generates the Spirit Mantra * Mighty Squall: Three powerful strikes (1d12 + Str/Dex Bludgeoning -2 to hit). Generates the Might Mantra. * Tempest form: requires 1 Mantra, gives advantage on attacks, and lasts one in-game minute, use a bonus action to activate * Karma Breaker: requires any 2 mantras and can be used to dash 20 ft and deal 1d10 on hit, and deal 1d8 + SF aetheric damage to it for 1 minute with concentration, bonus action to activate. * (AB) Adamant Bolt: Activated by having all three mantras, doing 3d8 + SF aetheric damage, and an extra 1d8 + SF of aetheric damage if either Tempest Form or Karma Breaker is active, and 2d8 + SF if they are both active. has a range of 120 ft and costs an action to use. * (ALT AB) Titan’s Crash: Activated by having all three mantras, doing 3d8 aetheric damage, and an extra 1d8 + SF of aetheric damage if either Tempest Form or Karma Breaker is active, and 2d8 + SF if they are both active, Has a range of a 30 ft cone and takes an action to use. \columnbreak ## Chain Blades Fast hitting dual blades with S+ mobility. Swing the blades from their chains to slash from a distance, or pull yourself in for an up-close assault. Each attack builds up to a count of momentum, you can have a max of 4. has Finesse and False Two-handed. * Basic close attack does 1d8 + Dex slashing damage, costs an action and has a range of 5ft * Has a ranged attack (15ft) does 1d6 + Dex Slashing damage * Chain pull: Take your blades and plunge them into an enemy from a range of 20 ft, and pull yourself towards them dealing 1d6 + SF aetheric damage, costs a bonus action to use and 1 momentum to use. * Spinning blades: Spin around doing 1d8 + SF damage in an area of 15ft, costs 2 momentum and an action to use * Reaper's Dance: Once activated you push off the target sending you 20 ft in the air away from it. You can either consume 1 momentum and rush towards the target dealing 1d10 + SF Aetheric Damage or do a spinning slam that consumes all momentum and deals 1d8 + SF per momentum consumed. ## Large Battle Fist The Aether Strikers use their Aetheric Manipulation with the weapon themselves, this weapon takes the full use of its Aetheric Manipulation, so when you use its abilities, the forms take that aetheric shape and or damage, you also have a similar Aether cell counter, 6 max, but it works the same as the sword or war pike’s, where each attack gives an aether cell, * Basic attack does 1d10 + Str/Dex Bludgeoning damage gives 1 Aether cell * Aetheric Pillar: you punch the ground at a forward angle and cause an upheaval of aether, Taking the shape of your chosen type of aether, this can be used in a variety of ways, if an enemy is hit by this, they take 2d6 + SF aetheric damage, range is a point within 15 ft, costs 1 action, 2 cells * Aetheric ground Pound: Punch the ground and cause a rupture around you (radius 10 ft), causing the ground to shoot an influx of said elemental aether to cause instant 1d8 + SF aetheric damgage to every enemy within range. requires 2 cells. Costs an action. * (AB) Aetheric charge-shot: Make a large ball of aetheric energy in your hand, range 20/60 ft, causing 3d6 + SF damage. Costs 1 action and 4 cells * This weapon can be wielded with a Shield and has finesse. \pagebreak ## Arcstone Staff Similar to the Magnus staff in the Monster Hunter DND by Amellwind, this is meant to be a weapon for spellcasting classes such as wizards who only get simple weapons during character creation, and are much less suited for flailing a hunk of aether and metal at their enemies. * This staff stores Spells cast into it, holding them until the attuned wearer uses them. The staff can store up to SF amount of Spells at a time. * Only the wielder can Cast a Spell of (Half SF rounded up) level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. * While wielding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast by the staff is no longer stored in it, freeing up space. ## Ostian Dual Repeaters A set of 2 repeaters meant to fire one after the other in succession, with an aether absorbing handle used to cast your cantrips and spells through empowered bullets. You have 12 ammo total, 6 in each chamber, whenever you use your Basic Attack action, you expend 2 of those bullets and deal 2d4 + SF Aetheric Damage along with a spell or cantrip of your choice as a bonus action. The range is 40ft/100ft. Attack roll is based off SF. Has Finesse and False-Twohanded. * If you reload your movement speed is halfed, if you reload while within 10 ft of the behemoth, you are applied a buff which adds 1d6 + SF of aetheric damage whenever you shoot an enemy for 1-minute. * Each time a spell is cast through a bullet, during the attack the spell or cantrips damage is split between the 2 bullets evenly, rounded down if needed. aoe spells are halved on impact. ## Ostian Farshot Rifle A large rifle about the size of a surf board, unwieldy to run around with and aim without proping it up on something. You have 6 ammo total, whenever you use your Basic Attack action, you expend 1 of those bullets and deal 2d6 + SF Aetheric Damage along with a spell or cantrip of your choice as a bonus action. The range is 80ft/200ft. Is Two-handed and has finesse * If you reload (bonus action) your movement speed is halved, if you reload while within 10 ft of the behemoth, you're a applied a buff which adds 1d6 + SF of aetheric damage whenever you shoot an enemy for 1-minute. * Each time a spell is cast through a bullet, during the attack the spell or cantrips damage is focused all on that one target that is hit, it misses, so does the spell. an Aoe spell is changed to a single target spell. ## Ostian Spray Caster A Double barrel beauty, 2 ammo max, on attack action do 3d4 + SF Aetheric along with a spell or cantrip of your choice as a bonus actions and expend 1 bullet range of 5/15 ft, has finesse. * If you reload (bonus action) your movement speed is halved, if you reload while within 10 ft of the behemoth, you're a applied a buff which adds 1d6 + SF of aetheric damage whenever you shoot an enemy for 1-minute. * Each time a spell is cast through a bullet, during the attack the spell or cantrips damage is focused all on that one target that is hit, it misses, so does the spell. an Aoe spell is changed to a single target spell. ## Ostian Hand Blaster A hand augment that either replaces the hand or goes over it, with an area at the center of the palm that shoots blasts of aether out of it, 8 ammo max, on attack action do 1d10 + SF Aetheric damage along with a spell or cantrip of your choice as a bonus actions and expend 1 bullet. Range of 20/40 ft and has finesse. * If you reload (bonus action) your movement speed is halved, if you reload while within 10 ft of the behemoth, you're a applied a buff which adds 1d6 + SF of aetheric damage whenever you shoot an enemy for 1-minute.
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\pagebreak # Behemoth-born A weird mutation found when any creature is exposed to direct contact with the aether of an actively dissipated behemoth or a tainted bit of contained aether for substantial amounts of time, mostly found in slayers who slay a singular behemoth multiple times, the effects start small, a finger, a toe, an ear. But can spread farther, however, once it reaches the brain, the victim becomes feral, and requires aether to live. Otherwise, if they do not get aether, they dissipate. Though some rare ones can keep their sanity and consciousness and even use some of the Aether-bending abilities that can be even used in battle, these abilities most of the time coincide with the Aether Surge of the behemoth they have been affected by, along with having thaumaturgic-like abilities with said elements and can use them within the realm of reason. Whenever most people who contract the disease get it through direct exposure to aether of in it's pure gas like form, and whatever behemoth it was part of previously can be seen effecting the wound, turning skin to scales or growing wings and tails, most people just stop whatever they are doing and stay away from aether for a good bit, or until all behemoth signs on them are gone. However though some people see it as an advantage, the sweet spot in the middle gives you great abilities but if you're exposed to too much, expect to become the creatures you oh so admire to be, once you get past that sweet spot, you can't go back to a normal human. * Age - Most ages range between 20-80, that is when the effects kick in after exposure * Size - behemoth-born are taller and heavier than humans, standing well over 6 feet tall and averaging almost 220 pounds. The transformation make most people grow but you can at max change to 8 ft tall, your size is medium. * Aetheric Manipulation - You have thaumaturgic-like abilities with the elemental prowess of their affected behemoth. You Have 5 charges of aetheric energy that you can use to manipulate the element you are akin to based on what behehemoth born type you are. * Aetheric surge – you have been affected by the behemoth’s Aether surge, gaining the abilities of the behemoth’s Aether surge, activated with a bonus action, lasting 5 rounds. Or based on the dm’s choice, can gain a signature move of the behemoth, depending on what behemoth it is, such as Phaelanx’s Laser eyes or Sahvytz’s blades. Or both a signature move and aether surge ability. You can become Aether surged a number of times equal to half your level rounded down before you need a long rest, it has a cooldown of 5 rounds, which starts when it's ended. # Aether Surge and Ability Score Improvement Each behemoth should have its unique aether surge, but with the game I'm doing I'm having both the surge and signature move. These are just some examples. There is also X damage that some abilities do, X damage described below X = SF + half your level rounded down. ### ## Tier 1 * **Embermane** – Gain +10 movement speed, and leave a fiery trail in your wake, X Blaze damage each turn a creature is in it * **Skarn** – Gain a +1 bonus to ac, rocks float around you blocking attacks, and any enemies in a 5 ft radius take X damage each turn they are in the radius. * **Drask** – Gain advantage on 1 attack roll, and teleport up to 60ft in any direction, causing enemies in a 5 ft radius of where you teleport to take X shock damage. * **Boreus** – Gain temporary hit points equal to twice your level, ice armor covers your body, and you also can leap up to 60 ft by using a pillar of ice. \columnbreak ### ## Tier 2 * **Charrogg** – Gain The ability to hover up to 10 ft, each creature in a 5 ft radius of you on the ground takes 2 Blaze damage each turn they are in range. * **Kharabak** – Gain the wings of a Kharabak, allowing flight equal to your movement speed, you also grow a thorax, allowing you to send a swarm of bugs to annoy a creature, giving them a disadvantage on attack rolls. * **Nayzaga** – Gain the ability to make a Nayzaga's turret which takes its turn directly after yours. * **Pangar** – Gain the ability to roll into a ball, doubling your movement speed and giving you a +1 to ac while in this form, you cannot use weapons while in this form. You also can run down your enemies, if you head towards an enemy from 40 ft away and hit them, you knock them prone and deal X frost damage.
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\pagebreak ### ## Tier 3 * **Hellion** – Gain the ability to throw up a puddle of lava, the lava is a 10 ft radius surface that damages a creature while in its X Blaze damage. * **Koshai** – Gain the ability to make thorns. You can create a bed of thorns on the ground the Bed of thorns is a 10 ft radius surface that damages a creature while in it X Terra damage. * **Sahvyt** – Gain Blades that appear from your arms, having the length of your arm, these can be used as melee weapons, dealing (1d8 + dex) slashing damage, and can be used as dual wielding weapons, this also increases your movement speed by 15ft, and stows your weapon for the duration you have the blades out. * **Skraev** – Gain the wings of a Skraev, allowing flight equal to your movement speed. You also can place down, and create a small blizzard where you stand, you are not affected by it, but other creatures are, while in the blizzard, the blizzard is centered on a point within 5 ft and has a radius of 20 ft. Creatures inside the blizzard have disadvantage on attack rolls and cannot leave the blizzard unless they get past its wall of frost taking X frost damage upon exiting or entering the blizzard. * **Riftstalker** – Gain the ability to make portals, you can either go to a safe space away from combat for the duration of your aether surge or teleport up to 60 ft. * **Valomyr** – Gain +2 ac as a radiant shield around you. Also, gain the ability to teleport up to 60 ft to a point you can see. ### ## Tier 4 * **Phaelanx** – Your back plating opens revealing many holes on your back, these give you +10 to movement and each turn you don't use that 10 ft, a missile fires out your back and does X Blaze damage each turn to an enemy within 20 ft. * **Fenroar** – Gain the ability to burrow beneath the earth. This movement is equal to your movement speed. This movement doesn’t provoke opportunity attacks and renders you invisible. Once you use the movement, you return to the surface dealing X Terra damage in a 5 ft radius you emerge from. * **Stormclaw** – Gain double movement speed, and cause storms above a number of creatures equal to X. These storms activate each turn and deal X shock damage to the affecting creatures on your turn. * **Rezakiri** – Send a volley of radiant orbs toward the enemy, any creature within the cone (45°) rolls a dex save against the SF of the user, if they fail it deals X radiant damage, this can be held with concentration for max 5 turns, and each turn the creature rerolls the dex save. * **Alyra** – Give a buff to either you or an ally, this buff changes the aether type of their weapon, dealing an aetheric damage type of your choice, this buff also doubles their SF. * **Shrowd** – Gain the ability to make a physical shadow that acts on the orders of the maker, it can't wield phsical objects but has the same weapon as the maker, can talk the same as the maker, takes the appearance of a physical shadow, completely black. Costs an action to place and has 1 hit point, but the same ac as the maker. * **Frostwulf** - Your clawed feet sink into the ground, creating a geyser that can send medium and lower enemies flying, upon contact with the geyser, deal X frost damage, if a creature that is effected by the geyser is Large or bigger, they aren't sent flying but are still dealt damage to. ### ## Tier 5 * **Torgadoro** – Gain fists of molten magma, treat as if dual wielding, each attack does 1d8 bludgeoning damage and X Blaze damage per attack. * **Agarus** – Gain a +2 to ac and reduce movement speed to 0, planting yourself in the ground. While in this state, you can attack and cast spells as normal, on each of your turns you do this to heal X points. * **Malkarion** – Gain a shield of electricity, whenever an enemy hits you while this is activated, they take X Shock damage. When you activate this as well, teleport up to 120 ft right next to an enemy, dealing x shock damage to them. * **Urska** – Gain the ability to blow your enemies away, physically, not metaphorically. Push them 40 ft away, and have the affected creature roll a strength check, DC is equal to 10 + SF + PB, if they fail, it knocks them prone and deals x frost damage, if they save no effects are applied. * **Chronovore** – Wind back time and revert yourself to what you were 18 seconds ago, regaining lost health, spell slots, etc. This does not regain the use of the aether surge. * **Thrax** – Gain the ability to corrupt creatures, you can corrupt only 1 creature at a time. Corrupt is defined as the creature starting to fight its allies and taking X damage each turn. If the creature has no allies nearby, the only effect that is applied is the x damage each turn. #### Further Elaboration You can use these abilities in and out of battle like using Riftstalkers portal's for movement speed or Skraev's wings for flight, of course the cooldown rules still apply so you could only move 300ft with that riftstalker movement speed. Overuse/ constant use of these abilities can cause side effects, since aether surge causes aether to flow out of you, to much removal can actually remove some of your behemoth born powers, to much and you are reduced to a human until you find a way to pump yourself full of aether again. If you do have this happen, your aether surge and aetheric manipulation are revoked until you are re fueled with aether.
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# Aetheric Manipulation As a behemoth born, you've been given the innate ability to control the elemental aether type you are, here are the entries for the different Aetheric elemental types. These abilities are not to be used in combat in ways that do direct damage, but they can be used in creative ways in battle, this is to stop Krolachs from making fireballs, and the Ostians from calling upon lightning to smite their foes. But instead, be able to make creative ways of solving situations. ### Flame You have the ability to manipulate fire on a whim, Melt metal, make torches, a lighter in your thumb, and many other things at your disposal. ### Frost The powers of ice are at your command, create ice structure, chill an area, or be Dr. Victor Fries, heat is your only limit (and the dm's patience). ### Shock The powers of electricity are at your fingertips, bend a current, turn off technology, and guide lightning, get to tinkering. ### Terra You have the power to control Organic based objects. Make flowers, a vine to climb, or create floating rocks to get around, be creative. ### Radiant You have the ability to manipulate light on a whim, Projections, holograms, laser beams, and the refraction of sunrays are at your disposal. ### Umbral Harness the power of the void. Make an area darker, form shadows that aren't there, or create umbral tentacles to grab things for you. ## Rolling certain actions might permit the DM to ask for a roll, if they do, roll your SF mod + prof + 1d20, if you are overcharged you have expertise in the skill, overcharged is discussed later in the "Behemoth Overcharged Ruling" section \columnbreak ## Actual uses The whole point of these abilities are to be creative, to spark flavor and give characters with no magic the ability to have some semblance of it. But here are some ideas just incase you can't make your own. Creativity will be rewarded. ##### Transportation You cant have an airship on you at all times, and your legs can only get you so far, so create a surface of your chosen element to move around, like a floating rock, blazing feet, or just lightning streaks that follow your feet. ##### Unique Damage Effects As I said before, you cannot make fireballs, however you could make certain effects that could cause a creature to stand still, like an umbral portal, or freezing a creatures feet to the floor, when you do use your Aetheric Manipulation in this way it takes a bonus action to make this sort of effect happen. The DM may choose to set a DC to the effect. Personally I'd suggest making it a simple 10 + SF + PB. Once you figure out what that is the effect could have many different ways of determining the other creatures save against it. But this is entirely Suggested on the DM's choice of how the creature want's to avoid/ escape the effect. Say a Frost Behemoth-Born wants to make a creatures feet stuck in ice, in that case i'd say the creature would have to roll a STR check because it's trying to break free from it. If you do finally get the effect to work, the creature should still have a fighting chance, so the effect ends once a full round has passed. that way you will have to risk your bonus action each turn. ##### Massive Environmental Damage I know I said that under no circumstance that damage can be done via Aetheric Manipulation, However that doesn't mean indirect, trees fall, brazier's fall, lots of things fall, but you can do environcmental damage, basically if you can find a creative way to cause indirect damage that is on a massive scale, you'll be aptly rewarded with a lot of damage. ##### Obstacles A boulder in the way? A Skarn Behemoth born can move that no problem. an ice wall blocking the path? A Hellion BB can barf lava on that. A puzzle involving light rays? get a Rezakiri BB to solve it. ##### Distractions Most people in the Shattered Isles would be caught off guard by a blazing inferno that suddenly appeared, or a star in front of their faces, or an ice sculpture making itself. You get the gist of it, distracting people could prove fairly useful, trying to drive The Unseens attention somewhere else to not find your hiding spot, or trying to make an enemy go to a certain spot. \pagebreak # Behemoth-Born Overcharge Ruling Since many slayers would most likely have this infection due to their job, the infection has been studied rigorously and one phenomenon that has been documented by ramsgate researchers is the "Overcharge" effect on those who come into to much contact with aether while being a Behemoth Born, of course when a normal person is hit with what is practically raw energy, it hurts a LOT. But when a behemoth born gets a steady stream or sudden surge of raw aether, it increases their behemoth attributes and gives them more power over aether. However...this also turns them into a behemoth, completely burning away whatever previous racial DNA there was and using this new organic vessel as a container for aether, a behemoth like any other. There is no documented way to reverse the effect... \columnbreak Game wise, every time a behemoth born comes into contact with a significant amount of raw aether that does not come from a behemoths attack, must roll a con save to survive what is practically rapid mutation from the aether. The DC for the save is up to the DM's discretion but a good rule to do is 12 + con mod of behemoth the aether is originating from. If they succeed the save, nothing happens. If they fail the save, they gain expertise in their Aetheric Manipulation Skill, however their attack rolls have a -1 effect, this effect can be removed by using your Aetheric manipulation over the course of 10 minutes uninterrupted, this can stack up to 3 times until you succumb to the effects and you are transformed into a behemoth that the rest of the party has to fight, your form corresponds with what behemoth-born you are, so good luck to your party of you wanted to be a Malkarion behemoth born. \pagebreak # Aetheric Types and Weapon Mods There are 6 damage types, Blaze, Frost, Terra, Shock, Radiant, and Umbral, the weapons themselves are based on behemoths, and the elemental weapon you choose gives that elemental damage, the tier number is also indicative of the Behemoths CR rating with +6 to each tier, so a drask is cr 7. * Tier 1 = +1 Aetheric damage with each weapon attack * Tier 2 = +2 Aetheric damage with each weapon attack * Tier 3 = +3 Aetheric damage with each weapon attack * Tier 4 = +4 Aetheric damage with each weapon attack * Tier 5 = +5 Aetheric damage with each weapon attack * Tier 1 behemoths are Embermane, Skarn, Drask, and Boreus. * Tier 2 behemoths are Kharabak, Charrogg, Nayzaga, and Pangar * Tier 3 behemoths are Riftstalker, Skraev, Sahvyt, Valomyr, Koshai, and Hellion * Tier 4 behemoths are Phaelanx, Stormclaw, Fenroar, Rezakiri, Alyra, and Shrowd. * Tier 5 behemoths are Torgadoro, Urska, Malkarion, Agarus, Chronovore, and Thrax. # Backgrounds of The Shattered Isles ## A Desert Dweller of Krolach (Blaze) You're used to the harsh desert, and the singeing sand against your feet. You are also used to the barbaric people around you, though they might not define you. **Skill Proficiencies:** Survival, Sleight of hand **Tool Proficiencies:** Carpenter’s Tools **Languages:** One of your choice **Equipment:** A Molten Talisman, a set of desert clothes, Carpenter’s Tools, a pouch containing 10gp, and an Aetheric Weapon. ## A Farslayer of Arbourhome (Terra) Your home was destroyed when Agarus Aroze, you've been going from place to place. But no matter where you go, you still think of your broken home. **Skill Proficiencies:** Nature, Medicine **Tool Proficiencies:** Herbalism kit **Languages:** One of your choice **Equipment:** A staff, a hunting trap, a small reminder of Arbourhome, a set of Arbourhome clothes, Herbalism kit, a pouch containing 10gp, and an Aetheric Weapon. ## A Researcher of Ramsgate (Radiant) Dr. Priyani has been worn thin between all the subsets of research, so she's hired you, whichever level or subset you choose, you'll be getting more data for Ramsgate. **Skill Proficiencies:** Animal Handling, Perception **Tool Proficiencies:** Cartographer's tools **Languages:** One of your choice **Equipment:** a tag signifying your level of research, a set of Ramsgate clothes, a notebook for research, a set of Cartographer's tools, and a pouch containing 10gp, and an Aetheric Weapon. ## A Frost-warden of Skaldeskar (Frost) You are used to the cold, you've stood motionless for hours in it doing your job, Guarding Skaldeskar. **Skill Proficiencies:** Athletics, Intimidation **Tool Proficiencies:** Smith’s Tools **Languages:** One of your choice **Equipment:** A uniform in the style of your unit and indicative of your rank, a Horn, a bundle of rope for subduing behemoths, Smith’s Tools, a pouch containing. 10gp, and an Aetheric Weapon ## An Engineer of Ostia (Shock) Either part of the original Ostia, or the Ostian Triumvirate, your affinity with making weapons that harness aether is what makes you an Ostian. **Skill Proficiencies:** Investigation, History **Tool Proficiencies:** Tinker’s Tools **Languages:** One of your choice **Equipment:** a set of Ostian clothes, a blueprint of a mechanical device, a set of Tinker’s Tools, a pouch containing 10gp, and an Aetheric Weapon. ## A Night Hunter Initiate (Umbral) The darkness suits you, as a night hunter your ever-present but hidden threat of The Unseen haunts your every waking moment. **Skill Proficiencies:** Stealth, Deception **Tool Proficiencies:** Thieves Tools **Languages:** One of your choice **Equipment:** a small dagger, a set of Night Hunter clothes, a set of Thieves’ tools, and a pouch containing 10gp, and an Aetheric Weapon.
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\pagebreak ## Wandering Pirate (any) Either a lone sailor or part of a trusted crew, you know how to work an aether-fueled ship like second nature. **Skill Proficiencies:** Perception, Atheletics **Tool Proficiencies:** Navigator's tools **Languages:** One of your choice **Equipment:** Navigator's tools, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or a a special piece of a behemoth part), a set of Pirate clothes, and a pouch containing 10gp, and an Aetheric Weapon. ## (Variant) Wandering Trader (any) You've been to many places around the shattered isles, and you've used your trip to get goods from one place to another or get people from one town to the next along your way. **Skill Proficiencies:** Persuasion, Insight **Tool Proficiencies:** Navigator's tools **Languages:** One of your choice **Equipment:** Navigator's tools, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or a a special piece of a behemoth part), a set of Trader's clothes, and a pouch containing 10gp, and an Aetheric Weapon. ## Adamant Fist Acolyte (any) You are a monk who knows combat and has trained directly under the Scarred Master. Even if your temple is destroyed, you will continue your training. **Skill Proficiencies:** Arcana, Acrobatics **Tool Proficiencies:** Navigator's tools **Languages:** One of your choice **Equipment:** Navigator's tools, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or a a special piece of a behemoth part), and a pouch containing 10gp, and an Aetheric Weapon. ## Scholar of Aether (any) You have studied the properties of aether relentlessly, in pursuit of maybe a weapon, a set of armor, or possibly something entirly new to the Shattered Isles. **Skill Proficiencies:** Arcana, Investigation **Tool Proficiencies:** Jeweler’s tools **Languages:** One of your choice **Equipment:** Jeweler’s tools, a piece of Arcstone filled with aether, a set of Scholar's clothes, a gadget or project that represents what you work for, a pouch containing 10gp, and an Aetheric Weapon.
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# Small Fauna
___ ___ > ## Styxian >The Styxian is a fierce and cunning creature. Preferring to overwhelm its prey by pinning them down to the ground. Even though they will appear in areas with Behemoths they prefer to stay away from them. Since they know in a one to one battle they will lose. They travel in packs so increase their chance of a successful hunt. > > > *Small, Hostile Fauna* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 20 > - **Speed** 30 ft > ___ >|STR 11|DEX 14|CON 10|INT 3|WIS 12|CHA 14| >|:---:|:---:|:---:|:---:|:---:|:---:| >| (+0)|(+2)|(+0)| (-4)|(+1)| (-2)| >___ > >- **Saving Throws** Str +10,Dex +12 > - **Skills** None > - **Damage Vulnerabilities** None > - **Damage Resistances** None > - **Damage Immunities** None > - **Condition Immunities** Charmed > - **Senses** passive Perception 12 > - **Languages** __ > - **Challenge** 5 > ___ > > ### Actions > ***Tail Swipe.*** *Melee:* +2, Reach 5 ft, One Target *Hit:* 4 (1d4+2) Slashing damage. Have the target make a dex saving throw (dc 13) if hit, if they are fail they are knocked down and dealt 1d4 + 2 Slashing damage, succed and they are only damaged > > > ***Knock down grapple.*** *Melee:* +4, Reach 5 ft, One target. *Hit* 5 (1d6+2) Slashing damage >Have the target make a dex saving throw (dc 17), if the target fails they are considered grappled until they have passed the dc, until then the styxian does 1d6 + 2 to the target one every turn they're grappled