Transformations
Many creatures hunt the nights of Etharis. While many are twisted beasts of hatred born from darkness, some were not always so. The following ruleset provides characters the means to become grim monsters of the dark themselves. From dread-inducing werewolves to all-powerful liches, the following transformations are available to characters who meet the prerequisites. While transformations make for great roleplay opportunities, at no point do they provide an acceptable excuse to hurt the enjoyment of other players at the table. If you want to create a conflict between two player characters, it's imperative that you discuss this with the table and your GM first.
Beginning a Transformation
Individuals rarely choose to transform into beings of the night. Instead, they have it thrust upon them. Foul curses, horrific experiments, and the diabolical machinations of fiends, vampires and other dark agents are all examples of how a character might start a transformation. However, there are times when a character may wish to begin a transformation of their own volition. Perhaps they have succumbed to the lure of power, or they see it as the only way to achieve a greater goal. Regardless, the first step to any transformation should be a discussion with your GM. Make your intentions clear, as the transformation may not be suitable for the setting or story your GM is running. The next step in a transformation is to ensure you meet all the prerequisites of the transformation. There are 2 types of prerequisites: mechanical and roleplay prerequisites. Mechanical prerequisites can be ability score, spellcasting, and other feature requirements. Roleplay prerequisites are the in-game actions required by a character to start a transformation. It is recommended that this milestone be reached within the game rather than through a backstory. However, you may wish to discuss alternative avenues to pursue a prerequisite with your GM.
Boons and Flaws
When you have achieved all the required prerequisites of a transformation and reached your first transformation level, you gain all the boons and the flaw of the first level. These constitute the beginning of the changes from the transformation. The boons and flaws of these iconic monsters come from folklore, pop culture and our own imagination. If they differ from an existing trope or stat block, it is because they represent a variation unique to Etharis.Levelling Up
Characters that have successfully completed a transformation can continue the process by increasing their transformation level. The character must achieve a milestone before gaining a transformation level. Each type of transformation has an example list of possible milestones that are thematically unique. Talk with your GM to come up with applicable milestones for your campaign and how you can achieve them. When you increase your transformation level, you choose one boon from that level, or a lower level, provided you meet that boon’s prerequisites. You gain the new level’s flaw as well.Universal Milestones
The following Milestones are examples that can apply to all (or most) transformations:- Undertaking an exceptionally evil (or good) act.
- Completing an ancient ritual.
- Obtaining a powerful artifact.
- Being cursed by a dark agent.
- Being exalted by a patron or god.
Suggested Class Level to Transformation Level
While transformations and milestone achievements and each level comes with a flaw, transformations still represent a significant increase in power. For this reason, it's recommended that players and GMs use the following table as a guide for when player's should be able to level up a transformation. After all, only the strongest survive such an ordeal. This table is a guide however, and cannot be applied to all Transformations equally. Transformations such as the Lich are much more powerful and should only be available at higher levels of play.
Transformation Level | Recommended Class Level Range |
---|---|
1 | 1-4 |
2 | 5-10 |
3 | 11-16 |
4 | 17-20 |
Removing a Transformation
Removing a transformation is an incredibly difficult process. The changes that have occurred in a character have fundamentally altered their biology, and perhaps their mind. However, anything is possible in a magical world. To cure a transformation, treat it as a curse from the curses section. The curse level of a transformation is equal to the character’s transformation level. Rather than casting remove curse with the cure components, the regenerate spell must be cast with the cure components instead. A character that has reached the 4th level of a transformation or that has been transformed for longer than one year, can only be cured by a wish spell. If a character is killed and resurrected, the GM decides if they are resurrected with transformation levels.Transformation Types
Aberrant HorrorA cloaked figure flees through the dimly lit city streets. The guards appear to have the upper hand, until she turns to greet them- a hulking mess of spines, claws, and gnashing maws. Lightning cracks. A mad doctor bellows in triumph as a once-deceased woman rises. With three fleshy tentacles sprouting form her back, his newest creation is complete. Thunder booms as the woman approaches the doctor menacingly, tendrils extended. Not all successful experiments end well. Aberrant Horrors are the result of a humanoid becoming an aberration. Able to break free from the physical restrictions imposed upon them by the Material Plane, they shift the components of their form at a whim. This makes Aberrant Horrors terrifying to behold, especially in battle. Many adversaries have been caught off-guard when a seemingly defenceless opponent grew rows of gruesome spines before their eyes.
Becoming an Aberrant Horror
Each Aberrant Horror is defined by one key question: what happened to them? Some individuals make pacts with ancient entities for powers that have unforeseen effects. Others awaken after being defeated by an unnatural monster, surprised that they have been spared only to feel something writhing in their stomach. Many tropes of body horror can be used as inspiration for an Aberrant Horror. Once your origin has been determined, you can consider what your character’s motivations are regarding their transformation. As their power grows and manifests, they may feel they have lost what makes them fundamentally themselves. Perhaps they decide to take revenge on the entity responsible for their transformation, or perhaps they perceive their transformation as a gift.Prerequisites
Ability Scores: Constitution 13Roleplay: You must have had an encounter with an Aberration, magical anomaly, or some other plausible reason to have become an Aberrant Horror. Discuss with your GM how you can achieve this in your backstory or in-game.
The Fiend
A smirking, well-dressed man of unknown origin appears in a time of great need. He extends his hand and a contract manifests in a golden flash. With a quill floating by its side, he remark, "of course I can fix your dilemma. After all, who do you think caused it in the first place?" For a solution to a world of problems, the man asks for only two things in return: a signature and an eternity of servitude. Hellfire swirls up a Fiend's arms as she laughs manically. In a single motion, she launches waves of fiery death at the legions of lesser Daemons sent to rein her in. Those who perish twist and harden into charred, blackened figures with bright molten cores. The Fiend laughs again as she snaps her fingers and each figure explodes into another wave of fiery destruction. Many tales are told in Etharis of the power of Fiends and the dangers of their contracts. Regardless, every year a champion rises, a prodigy is born, or some individual makes a deal with their soul in exchange for Lady Luck to be on their side. To a Fiend, a soul is a delicious meal with an invigorating aftertaste. Most importantly, a soul contains the power to sustain their transformation.
Becoming a Fiend
A mortal can become a Fiend in a variety of ways. Some forfeit their souls and become one upon death. Others undertake excruciating rituals to transform into one. However, your character becomes a fiend constitutes their contract. Communicating with your GM about creating deals with mortals in their story is a great way to roleplay your influence within the game world. As a Fiend, you should consider what your character’s motivations are and which NPC’s they can use to achieve their goals.Prerequisites
Ability Scores: Charisma 13Roleplay: You must have made a pact with a Fiend, undergone an infernal ritual, or have some other plausible reason to have become a Fiend. Discuss with your GM how you can achieve this in-game.
The Lich
Becoming a Lich
Across the Multiverse there are many ways to become a Lich, each determining the type of Lich the mortal becomes. However, within Etharis there is only one type of Lich, as there is only one known method of ascending to Lichdom: The Ritual of Dread. The process of this ritual is a well-guarded secret, entrusted to only a handful of mortals at any one time. The process of the ritual involves several despicable acts including murder, the brewing of a vile concoction, and even one’s own death. However, it is the process of tearing one’s soul from the body that is most despised, for this process involves the sacrifice of something truly dear to a mortal, and no substitute will be accepted. For some, it is the death of a cherished loved one. For others it is a family legacy. Regardless of the sacrifice, unless the Dreadscape spirits deem it worthy, Lichdom will not be granted.Prerequisites
Ability Scores: Intelligence 16Spellcasting Ability: You must have the ability to cast 7th level spells.
Roleplay: You must complete the Ritual of Dread. The process of the ritual is partially described but left intentionally vague so it can be tailored to your setting and campaign. Discuss with your GM how you can achieve this in-game.
Lycanthrope
Becoming a Lycanthrope
In Etharis there are two documented methods of contracting the Lycanthropic Curse. The first is being bitten by a Lycanthrope and not curing the curse before it takes hold. The second is to complete a druidic ritual known as the Lunar Sacrament. Once you have become a Lycanthrope, consider how your character feels about the curse. Do they wish to cure it before it progresses too far? Do they wish to understand it and make peace with the beast that resides within?Prerequisites
Ability Scores: Strength 13Roleplay: You must have contracted the Curse of Lycanthropy. This usually comes from being bitten by a Lycanthrope and surviving the encounter. Alternatively, you may have completed the Lunar Sacrament and been imbued with Lycanthropy. Discuss with your GM how you can achieve this within your backstory or in-game.
The Seraph
Becoming a Seraph
To be chosen by an Arch Seraph is to become a vessel for the principles they uphold. This is a charge not to be taken lightly, and those who display righteousness with the intention of becoming a Seraph are usually overlooked for this reason. When becoming a Seraph, consider why your character was chosen. Do you display hidden merit? Are you devoted to a cause they will value?Prerequisites
Ability Scores: Wisdom 13Roleplay: You must have been exalted by an Arch Seraph, divine cosmic energies, or have some other plausible reason to become a Seraph. Discuss with your GM how you can achieve this in-game.
Vampire
Becoming a Vampire
Vampires are spawned into the world when a mortal contracts the Sanguine Curse, dies, and is reborn undead. There are a variety of ways to contract the curse. A Vampire may have offered their blood to a loyal servant, powerful ally, or loved one they wished to elevate. More commonly, a Vampire may have bitten you, and you survived the Vampire’s attack long enough to contract the Sanguine Curse before perishing and being reborn. Other methods include ancient and dark magic, as well as powerful but cursed magical artefacts. Regardless of how you have become a Vampire, you should discuss with your GM what type of Vampire you would like to become, and how it can be implemented into the campaign.Prerequisites
Ability Scores: Dexterity 13Roleplay: You must have contracted the Sanguine Curse, whether by being bitten by a Vampire, offered their blood, completing the Sanguine Ritual, or by another plausible method. Discuss with your GM how you can achieve this in-game.
Fey
Becoming a Fey
Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as Mouldables, rapidly transform after a few days trapped in the realm of faerie. A Moudable's transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become. A creature who voluntarily seeks to become a fey cane strike a deal with an Arch Fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.Prerequisites
Ability Scores: Charisma 13Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a mouldable, or have some other plausible reason to have become a Fey. Discuss with your GM how you can achieve this in the game.
Primordial
Becoming a Primordial
There are several ways for a mortal to consume a primordial spark, but continuing to become an elemental takes concentrated effort. A mortal might be born with a spark, gifted one, or they could gain one by consuming the power of an elemental. Once acquired, one must spend a great deal of time contemplating and understanding the spark to unlock its full potential. The process of attaining elemental mastery is dangerous, the slightest slip in control can cause devastation on a massive scale. Such facts are why isolated individuals like druids, monks, or rangers are most likely to see the transformation through to the end.Prerequisites
Ability Scores: Constitution 13Roleplay: Either through ritual, defeating a greater Elemental being, or some other means, you must consume a Primordial Spark.
Spectre
Becoming a Spectre
Methods of becoming a spectre vary, and few find their way willingly. Contact with the forces of death is the most common, a would-be-hero is corrupted by the force they wanted to fight. Sinister rituals can also infuse a body with the powers of unmaking. Alongside beings and magic of death stand entities that exist in a reality untethered from the material world as mortals understand it. These others and their minions, manifestations of otherworldly chaos, can infuse a person with that chaos, making the victim's ultimate home a dream of cosmic horror.Prerequisites
Ability Scores: Dexterity 13Roleplay: You must have contact with the world of the dead, either through an encounter with a monstrous and incorporeal undead creature or through some contact with the afterlife. Some magical rituals can infuse mortals with this energy. Alternatively you had contact with an entity or force that has caused your material form to start to slip out of existence.
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