Benefits of Renown in Er Dor
Each of the factions are known for a particular mission. As you rise in reknown with them, you will gain bonuses pertaining to fulfilling that mission:
Emerald Enclave
Harpers
Lord's Alliance
Order of the Gauntlet
Zhentarim
- Emerald Enclave: Protection of nature is the most important thing. All of their abilities involve the natural world.
- Harpers: The harpers are diplomats and peacemakers. They make great arbiters and value diplomacy over outright combat. All of their abilities go to making them better diplomats.
- Lord's Alliance: The Alliance is all about nationalism, and bringing glory to the people of their town, nation, etc. So their abilities make them great leaders.
- Order of the Gauntlet: The order is all about protecting the little people. When there's defending that needs to be done, a Gauntlet is standing in front. Their abilities revolve around making sure their allies are safe.
- Zhentarim: Zhents are focused on merchantile pursuits. All of their abilities (with the exception of the snake, which I'm not fond of, but is so directly tied to the Zhentarim that I felt it HAD to be a feature) involves merchant pursuits and making money.
Emerald Enclave
- 0 to10 Reknown: (Leaf Clasp) Gives pass without trace in natural environment, and advantage on stealth in the wilderness.
- 11 to 20 Reknown: (Knowledge of the Forest) Can identify any naturally occurring animals or plants
- 21to 30 Reknown: (Immunities) Immune to natural poisons and venoms.
- 31+ Reknown (Woodwalk) Able to travel instantly between groves
Harpers
- 0 to 10 Reknown (Harper Pin) Gives disadvantage to attacks made against the harper with magical attacks. (once per turn)
- 11 to 20 Reknown (Harper Knowledge) Gains proficiency bonus to any Intelligence checks, if already proficient, double the bonus.
- 21 to 30 Reknown (Sanctuary) Sanctuary once per long rest, DC is 10+Harper Rank, + Charisma modifier
- 31 to 40 Reknown (Tymora's Smile) Luck bonus - applies proficiency bonus to Armor Class
- 41+ Reknown (Mystra's Boon) Gains advantage for Saves against Magical Attacks
Lord's Alliance
- 0 to 10 Reknown (Lord's Cloak) Applies Advantage to Charisma saves and checks
- 11 to 20 Reknown (Man of the People) Able to sway public opinion in the Lord's favor (effectively move them one rank, depending on the lord's intention.)
- 21 to 30 Reknown (Rally the Troops) Gains up to 10 followers to defend an area for 1 week. Use Bandits stat block. (once per month)
- 31 to 40 Reknown (Spirits of the Land) Able to call on the land's ancestors in battle. Gain a block of 25 followers in a battle (once per year) Use: Swashbuckler stat block.
Order of the Gauntlet
- 0 to 10 Reknown (Damage Resistance) Subtract proficiency bonus from damage taken each round.
- 11 to 20 Reknown (Taunt) Force opponent to attack you
- 21 to 30 Reknown (Blade of Justice) Gain advantage to attack anyone who damaged you in the previous turn
- 31 to 40 Reknown (Aura of Law) Anyone in 15 radius gains disadvantage when attacking lawbreakers
Zhentarim
- 0 to 10 Reknown (Snake Pet) flying snake
- 11 to 20 Reknown (10% discount) 10% discount on any purchase, and items sell for 10% more.
- 21 to 30 Reknown (Cover Identity) Gains cover identities equal to the character's charisma modifier
- 31 to 40 Reknown (25% discount) 25% discount on any purchase, and items sell for 25% more.
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