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  LOVECRAFT UPDATE 
                                                              Middle Finger of Vecna  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bard Colleges 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of the Mad God 
  In the middle of the night, you hear the music. Every time, 
  it begins the same way, rising from a low drone into a 
  deafening cacophony. The noise is maddening. In your 
  waking hours, your fingers learn to imitate this melody and 
  bring others to your level of psychosis. 
       Some attribute the dreadful nightmares to a curse or 
  stress, but you know better. You and others like you are 
  called nightly by the beating of vile drums and the thin 
  monotonous whine of accursed flutes, the sounds of a Mad 
  God who echoes the pandemonium of the universe, and 
  summons you to do something. You know not what. 
  Bonus Proficiencies 
  When you join the College of the Mad God at 3rd level, 
  you gain proficiency in one skill, which is selected for you 
  by the DM. Each night when you take a long rest, your DM 
  can change this selection. 
  Frenzied Strings 
  At 3rd level, you can play an insane tune that anguishes 
  creatures that hear it. As an action, choose a creature within 
  30 feet that you can see. That creature must make a 
  Wisdom saving throw, taking 2d6 psychic damage on a 
  failed save. You can expend a number of Bardic Inspiration 
  dice to increase this damage by the amount rolled. A 
  deafened creature is immune to this effect.  
       The number of creatures affected by this ability 
  increases to two at 5th level, three at 11th level, and four at 
  17th level. 
  Mad Melody 
  At 6th level, you can expend a bardic inspiration die as an 
  action to decrease all saving throws rolled by creatures 
  within 60 feet of you by the amount rolled until the 
  beginning of your next turn. 
  Cacophony 
  Starting at 14th level, as an action, you can create a 
  droning, deafening noise with your instrument. If a creature 
  is concentrating within 30 feet of you, the creature must 
  make a successful Constitution saving throw against your 
  spell save DC or lose concentration. Additionally, all 
  creatures within 10 feet of you take 5d6 thunder damage. 
  After you use this ability, you must complete a short or a 
  long rest before using it again. 
   
   
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  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of the Unspeakable 
  Druids of an Unspeakable Circle are abominations to the 
  natural world. Whereas normal druids venerate nature and 
  assume the shape of beasts, Unspeakable druids can 
  transform into creatures originating from terrifying remote 
  regions of time and space. As they grow in power and 
  influence, the other form further mutates from 
  comprehensible physical bodies and becomes more deadly 
  and bizarre. The Masters of this circle transform into 
  hideous monstrosities, unrecognizable as creatures from 
  our own reality. 
  Aberration Form 
  When you choose this circle at 2nd level, you gain the 
  ability to use Wild Shape on your turn as a bonus action, 
  rather than as an action, however, you lose the ability to 
  assume the shape of a beast. Instead may use it to take an 
  Aberration Form with a number of additional traits. 
       Additionally, animals are instinctively wary of you, 
  giving disadvantage on Handle Animal checks. 
  Lesser Traits 
  At 2nd level, when you assume your Aberration Form, you 
  can choose one of the following traits: 
       Bestial Hide. Your skin is thicker, scalier, or furrier 
  than normal. Your armor class equals 15. At 6th level, your 
  armor class equals to 17. 
       Inhuman Vision. Your eyes are numerously scattered 
  about your body, or are segmented an extremely sensitive 
  to movement. You gain the effects of see invisibility at all 
  times. Also, you gain darkvision, the ability to see in dim 
  light within 30 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. 
   
   
   
       Poison Breath. On you turn, you can create a poison 
  spray effect from your mouth as an action.  
       Unnaturally Quick. In spite of your size, you can move 
  inexplicably fast, due in part to two extra legs. Your speed 
  increases by 15 feet. In addition, you also have advantage 
  on Dexterity checks. 
  Moderate Traits 
  At 6th level, when you assume your Aberration Form, you 
  can choose one of the following traits: 
       Additional Limbs. You grow an extra set of 
  appendages, which are ambiguously neither arms nor legs. 
  When you take the attack action on your turn, you can use 
  these to attack twice, instead of once. 
       Durable Form. Your maximum hit points increase by 
  an amount equal to your Druid level times two. In addition, 
  you also have advantage on Constitution checks. 
       Inhuman Reach. Your arms elongate, allowing you to 
  touch the floor with your hands. In addition, you can bend 
  them in strange and unnatural ways. Your reach increases 
  by 5 feet. Your elongated arms also give you advantage on 
  Strength (Athletics) checks made to climb. 
       Razor Claws. Your claws are incredibly deadly, 
  indicative of a hunter not native to this world. Your claws 
  deal 1d12 slashing damage and are considered magical 
  weapons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aberration Form 
  Medium aberration, neutral evil 
  Armor Class 13 
  Hit Points 15 + 5 * your druid level 
  Speed 30ft. 
   
  STR 
  16 (+3) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  13 (+1) 
  WIS 
  10 (+0) 
  CHA 
  8 (-1) 
   
  Senses passive Perception 12 
  Languages –  
   
  All Around Vision. You add double your proficiency 
  bonus on Perception checks involving sight in this form. 
  ACTIONS 
  Claw. Melee Weapon Attack: your spell attack bonus to 
  hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing 
  damage.  
   
   
   
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  Intermediate Traits 
  At 10th level, when you assume your Aberration Form, you 
  can choose one of the following traits: 
       Acid Blood. When a creature adjacent to you deals 
  damage to you with a melee attack, your acidic blood 
  sprays on them, dealing 2d6 acid damage. 
       Colossal Form. Your form is that of a strange, 
  primordial titan. Your size doubles in all dimensions, and 
  your weight is multiplied by eight. This growth increases 
  your size by one category—from Medium to Large, for 
  example. You also have advantage on Strength checks. 
  While you are enlarged, your melee attacks deal 1d4 extra 
  damage. 
       Invisibility. You can phase in and out of the visible 
  spectrum, as if light is a strange afterthought this form has 
  never experienced before. You can cast invisibility without 
  using a spell slot. After using this ability, you cannot use it 
  again for 1d4 + 1 rounds. 
       Tentacles. You have long, whipping tendrils that sprout 
  grotesquely from your form. These tendrils automatically 
  attack hostile creatures adjacent to you, each of which must 
  make a Dexterity saving throw at the beginning of your 
  turn. On a failed save, the creature takes 4d6 bludgeoning 
  damage, or half as much on a successful one. 
  Greater Traits 
  At 14th level, when you assume your Aberration Form, you 
  can choose one of the following traits: 
       Antimagic Eye. You have a single colossal extra eye, 
  which you can open and close as a bonus action. While the 
  eye is open, it requires your concentration, you may cast no 
  spells, and the eye creates an area of antimagic, as per the 
  antimagic field spell, in a 15-foot cone. At the start of each 
  of your turns, you may decide which way the cone faces. 
  Your eye closes if you lose concentration on the effect. 
       Extract Brain. You can remove and consume the brain 
  of a helpless victim. As an action, make an attack against 
  one incapacitated humanoid that is grappled by you. On a 
  hit, the target takes 6d10 piercing damage. If this damage 
  reduces the target to 0 hit points, you kill the target by 
  extracting and devouring its brain. This ability has no effect 
  on creatures without nervous systems, such as oozes, 
  elementals, and constructs. 
       Hideous Appearance. Your appearance is profoundly 
  disturbing, even moreso up close. Creatures adjacent to you 
  have disadvantage on melee attacks against you.  
       Membranous Wings. You sprout pronounced, slimy 
  wings and gain a fly speed equal to your movement speed. 
   
  Sacred Oaths 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of the Elder Sign 
  Keepers encounter the Elder Sign in a multitude of ways. 
  Some find it in the derelict pages of an antediluvian tome, 
  yet others see its shape in their very dreams. All who gaze 
  upon it know its authority, as instinctively as animals know 
  to fear fire; it is an icon of power originating from beyond 
  the veil of reality, one that no men were meant to know. 
  You have sworn to hold the sign as its Keeper, and vowed 
  to protect the mortal realm from the forces beyond, or 
  vowed to tear reality asunder, and let the Elder Evils 
  henceforth seep through. 
  Tenets of the Elder Sign 
  The principles held by the Keepers of the Elder sign are as 
  esoteric as their ancient order. Dedicated to the secrets of 
  the universe and the keeping them mercifully hidden from 
  the world, the Keepers are a clandestine and influential 
  organization. 
       Keep the Sign. The Elder Sign is a tool of immense 
  power, and must be kept safe. You can scarcely understand 
  the source of power contained in this mere piece of 
  geometry, but you know it can never be allowed to fall into 
  the wrong hands. 
       Seek Knowledge. Whenever possible, you should seek 
  out and acquire hidden, esoteric knowledge. You are drawn 
  to such secrets, like the Elder Sign, and perhaps can turn 
  them against your foes. 
       Go Unseen. It is imperative the struggles you face are 
  kept secret. The forces are work here are barely 
  comprehensible, and their reveal can drive men to the brink 
  of madness. 
       Defend the Gates. It is your job to stand vanguard at 
  the gates that form where our world intersects the Far 
  Realm. You may be protecting it from those who would 
  seek to close it, or you may wish to stem the tide of 
  creatures coming through. 
   
   
   
   
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  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  arms of Hadar, protection from evil and good 
  5th 
  detect thoughts, zone of truth 
  9th 
  major image, speak with dead 
  13th 
  greater invisibility, locate creature 
  17th 
  mislead, scrying 
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.  
       Invoke Elder Sign. As an action, you can fleetingly 
  create the form of the Elder Sign, a powerful symbol which 
  can strengthen or wear thin the walls of reality. Choose a 
  space adjacent to you, which is where the sign burns 
  brightly for 1 minute in a 20-foot radius sphere. No 
  darkness, magical or otherwise, can obscure this area. Each 
  creature friendly to you in this area gains a +1 bonus on 
  attack and damage rolls and gains a +1 bonus to armor 
  class. No outsider, an aberration, celestial, elemental, fey, 
  or fiend, can enter or teleport within this area or use portals, 
  such as those created by the gate spell, to enter the area. 
  Those that are already in this area are shunted to the nearest 
  space available. As such, Elder Signs are often placed in 
  front of gates to the Far Realm, to close leaks into that 
  reality.  
       Alternatively, when you use this ability, you can choose 
  to Invert the Elder Sign. Doing so casts hunger of hadar for 
  one minute centered on the sign. You take no damage from 
  this spell on the round it is cast. 
       Glimpse the Unspeakable. As an action, choose one 
  creature you can see within 30 feet. This creature must 
  make a Wisdom saving throw. On a failed save, the 
  creature sees a glimpse of the Far Realm, and is stunned 
  with horror until the beginning of your next turn. 
  Aura of Mental Fortitude 
  Beginning at 7th level, you and allies within 10 feet of you 
  have immunity to psychic damage. At 18th level, the range 
  of this aura increases to 30 feet. 
  Word of Revelation 
  By 15th level, your research in musty, forbidden tomes has 
  proven fruitful. As an action, you can utter a word used in 
  the creation of the universe. All magic effects within 15 
  feet of you are targeted by dispel magic. After using this 
  ability, you cannot use it again until you complete a long 
  rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sunder Reality 
  At 20th level, you can call upon the Elder Sign to tear the 
  very fabric of reality, creating a one-way rift to or from the 
  Far Realm for 1 minute. Choose an unoccupied 5-foot 
  radius sphere that you can see and whether this portal 
  should lead to, or come from the Far Realm. Creatures that 
  end their turn within 30' of the sphere are inexplicably 
  moved 5 feet toward it, as if pulled by an unseen force. If 
  the portal leads to the Far Realm, creatures that enter it are 
  flung to the far reaches of space, taking 8d10 psychic 
  damage from the horrors they witness and are ejected from 
  the far side of the portal 1 round later. If the portal leads 
  from the Far Realm, creatures adjacent to it are restrained 
  by tentacles, claws, or other monstrous appendages that 
  reach through it. Creatures so restrained can break free as 
  an action by making a Strength saving throw. After using 
  this ability, you cannot use it again until you complete a 
  long rest. 
   
   
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  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Aberrant Bloodline 
  You are descendant from a foul creature, and its blood 
  wreaks havoc in your family tree. Those in your House are 
  rarely and seemingly at random born hideous, and with 
  terrifying powers, and as such, generation after generation 
  has committed infanticide on the abominations. You are 
  one such monster, cursed at birth yet spared the knife by 
  your mother, free to live out your miserable span of 
  existence a freak divorced from society. Yet your power 
  grows, as fearsome as your aspect and as dreadful as your 
  glare. 
  Aberration Blood 
  Beginning when you select this origin at 1st level, your 
  skin is thicker, scalier, or furrier than normal. When you 
  aren’t wearing armor, your armor class equals 13 + your 
  Dexterity modifier. 
       Finally, you gain darkvision, the ability to see in dim 
  light within 30 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. If you already have 
  darkvision, your range increases by 30 feet. 
  Hideous Appearance 
  At 1st level, your appearance is hideous to behold. You 
  may add double your proficiency bonus to Intimidation 
  checks, but you have disadvantage on Persuasion checks. 
  Unless you wear a large cloak to conceal these deformities, 
  you are disturbing to behold. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Inhuman Reach 
  At 6th level, your arms elongate, allowing you to touch the 
  floor with your hands. In addition, you can bend them in 
  strange and unnatural ways. Your reach increases by 5 feet. 
  Your elongated arms also gives you advantage on Strength 
  (Athletics) checks made to climb. 
  Tentacles 
  At 6th level, you can grow long, whipping tendrils that 
  sprout grotesquely from your form as a bonus action 
  expending 2 sorcery points which last for 1 round. These 
  tendrils automatically attack hostile creatures adjacent to 
  you, dealing 3d6 bludgeoning damage at the end of your 
  turn. You can maintain this effect by expending 2 sorcery 
  points at the beginning of your turn. 
  Warped Mind 
  At 14th level, your tainted form has altered the nature of 
  your brain, making you resistant to psychic attacks, and 
  more capable of inflicting them upon others. You gain 
  resistance to psychic damage and have advantage on save 
  against being charmed.  
       Additionally, you can emit a mind blast in a 60-foot 
  cone as an action. Choose a number of sorcery points to 
  expend, to a maximum of 6. Each creature in the cone must 
  succeed on an Intelligence saving throw or take psychic 
  damage equal to 1d8 for each sorcery point expended plus 
  your Intelligence modifier. 
  Monstrous Transformation 
  At 18th level, as a bonus action expending 3 sorcery points, 
  you can unleash your monstrous heritage from within your 
  body and transform into a terrible creature. Until you 
  choose to end this effect or lose concentration on it, you 
  have resistance to piercing, slashing, and bludgeoning 
  damage from nonmagical weapons. Each round you begin 
  in this form you expend 3 additional sorcery points.  
       In addition, creatures who look upon this form become 
  frozen in horror. Each creature within 30 feet, except for 
  allies which know not to look at you, must make a Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  while you are transformed. At the end of each of its turns, 
  affected creatures can make another Wisdom saving throw. 
  On a success, the effect ends for that creature. The only 
  spells you may cast in this form are cantrips. After your use 
  this ability, you must complete a long rest before using it 
  again.  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Middle Finger of Vecna - Lovecraft Update.pdf