Episodes

  • Episode 5. The Swamp's Lovelorn Specter: Bogart's Misguided Fascination
    Jul 11 2023

    Name: Bogart the Beguiling Bog-Beast

    Gender: Undefined

    Sex: Undefined

    Age: Immemorial

    Race: Custom (Amorphous Bog Entity)

    Level: 10

    Alignment: Neutral

    Class: Druid (Circle of the Land - Swamp)

    Background: Outlander



    Custom Race: Amorphous Bog Entity

    Ability Score Increase: Your Constitution score increases by 2 and your Strength score increases by 1.

    Age: Amorphous Bog Entities are ageless. They are born from the swamp's primordial energies and continue to exist until they are destroyed or their swamp habitat is completely drained or destroyed.

    Alignment: Most Bog Entities tend towards neutrality, being more concerned with their own existence and the state of their swamp homes than the conflicts of good and evil, law and chaos.

    Size: As an amorphous entity, you can modify your size to some extent. However, even in your most compact form, you are quite large, usually around 7 feet in height and 300 pounds in weight. Your size is Medium.

    Speed: Your base walking speed is 30 feet.

    Languages: You can understand Common and Primordial but can't speak them. Instead, you communicate through vibrations, subtle shifts in terrain, and the manipulation of swamp flora and fauna.


    Proficiencies

    Armor: None

    Weapons: Pseudopods (natural weapons)

    Tools: None

    Skills: Stealth, Perception, Survival, Insight, and Nature

    Standard Abilities: As per standard array for a level 10 character, prioritizing Strength, Constitution, and Wisdom.

    Marshwalker: Bogart can move through any sort of natural difficult terrain at its normal speed. Bogart's strides leave behind no traces in the swamp or mud, allowing him to surprise his victims.

    Gooey Grasp: If Bogart successfully grapples a target, it may attempt to pull them into its gooey body, restraining and frightening them but causing no physical harm.


    Personality Traits

    Bogart is a curious and playful entity, intrigued by the beauty and liveliness of the young humanoids who venture into his swamp. He enjoys playing pranks and scare tactics, though his understanding of 'fun' is often skewed, causing more fear and confusion than intended.


    Story Background

    Bogart is an ancient entity born from the primordial ooze of the deep swamps. It has watched civilizations rise and fall from its murky home. Its interest in the young humanoids sparked when a party of adventurers stumbled into its domain. Now, it seeks to interact and learn more about them, albeit in a somewhat twisted manner.



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    26 mins
  • Episode 4. The Rogue's Truthseeker Subclass: Deception's Downfall & Unveiling the Unseen
    Jun 25 2023

    Subclass Name: The Truthseeker

    Roleplayable Detailed Description: Truthseekers are the detectives, the inquisitors, the interrogators among the rogues. They have an uncanny ability to sense falsehood and seek the truth. They are often reserved, observant, and patient. Always watching and listening, they rarely accept anything at face value. Known for their analytical minds and keen intuition, they're also adept at piecing together clues and making sense of complex situations. In conversation, they're often tactful and insightful, steering discussions towards the truth they seek.

    Daily life of such a Rogue: A typical day in the life of a Truthseeker involves a lot of observation, research, and inquiry. They may be seen at a crime scene, carefully examining every detail, or perhaps in a tavern, listening attentively to the locals' gossip and discerning truth from rumor. They might spend hours in a library, engrossed in historical records and notes, trying to piece together a mystery. Above all, they are patient, knowing that truth often reveals itself in time and under scrutiny.

    Spells: Truthseekers do not traditionally cast spells. However, they develop certain ritual-like abilities over time that provide them with the magical means to uncover the truth. These abilities are not tied to spell slots and are instead used a specific number of times per long rest.

    3rd Level: Eyes of the Inquisitor:

    At 3rd level, you gain an uncanny sense for when people are hiding something. Whenever you make an Insight check to determine if a creature is lying, you add double your proficiency bonus to the check.

    3rd Level: Tongue of Truth:

    Also at 3rd level, you develop a specialized interrogation technique. After spending at least one minute in conversation with a creature, you can attempt to compel them to be truthful. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is compelled to speak only the truth for the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    9th Level: Mind Reader:

    At 9th level, your ability to find the truth improves further. By focusing your attention on a creature, you can pick up on subtle cues and hidden thoughts. As an action, you can attempt to read the surface thoughts of one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your DC. On a failed save, you learn its surface thoughts, giving you insight into its emotional state and something that looms large in its mind. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    13th Level: Veil Piercer:

    At 13th level, your pursuit of the truth allows you to see through illusions and resist mind-altering effects. You have advantage on saving throws against spells and effects that would deceive your senses or manipulate your mind, such as the illusion school of magic and enchantment spells like charm person or suggestion.

    17th Level: Master Inquisitor:

    At 17th level, your relentless pursuit of truth reaches its zenith. As an action, you can declare one creature you can see within 60 feet as your query. For the next hour, you gain several benefits:

    • You have advantage on Insight, Perception, and Investigation checks related to your query.
    • Your query has disadvantage on saving throws against your Tongue of Truth and Mind Reader features.
    • You can use your Tongue of Truth and Mind Reader features on your query without expending uses.

    Once you use this feature, you can't use it again until you finish a long rest.

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    15 mins
  • Episode 3. Lys's Sorcery Labyrinth: A Dance with Chaos in the City of Jewel.
    Jun 25 2023

    Name: Lyrabella “Lys” Iridescentflame Gender/Sex: Female Age: 32 Race: High Elf Level: 5 Alignment: Chaotic Neutral Proficiencies: Light armor, dagger, jeweler's tools, skills: Arcana, History, Insight, Persuasion. Class and Subclass: Sorcerer (Wild Magic) Ability Scores: STR-8, DEX-14, CON-10, INT-16, WIS-12, CHA-18 Traits: Vain, witty, unpredictable, flamboyant. Equipment and Inventory: Light armor, a dagger, jeweler's tools, explorer's pack, arcane focus (magical earrings), various non-magical earrings, pouch with 15 gold.

    Background: Guild Artisan (Jewelers). A noble-born elf with wild magic, her magic stabilized by her grandmother's heirloom earrings. Personality: She's unapologetically vain but witty, charming and easily flustered when her earrings are misplaced. Goals and Motivations: Find a way to stabilize her magic without her earrings. She values independence and the thrill of unpredictability. Relationships: Has a strained relationship with her noble family and a mix of awe, amusement, and wariness with her guild members. Abilities and Skills: Skilled in jewelry-making, particularly earrings. Intelligent and charismatic, but struggles with practical survival skills. Beliefs and Values: Values her independence and freedom, respects magic, and believes in the beauty of chaos. Physical Appearance: A tall, slender elf with silver hair, violet eyes, flamboyant cosmos-themed outfits, and stunning earrings. Speech and Mannerisms: Melodic, slightly haughty voice, talks with her hands, and often touches her earrings when in deep thought. Context and Setting: Lives in the City of Jewel in the Feywild, known for its artisans and magical crafts. Growth and Development: Is learning the nuances of her magic and how her vanity can hinder her.

    Weird Quirks:

    1. Converses with her reflection.
    2. Can't resist shiny objects.
    3. Exaggerates hand gestures during spells.

    Ideals:

    1. Freedom: Values her autonomy.
    2. Beauty: Appreciates aesthetic beauty.

    Flaws:

    1. Vanity often blinds her to others' feelings.
    2. Depends on her earrings to control her magic.
    3. Has a terrible sense of direction.

    Secrets:

    1. Earrings were a gift from a Fey patron.
    2. Once transformed a guild member into a peacock.

    Destabilizing context: Her earrings are stolen, causing wild magic to spiral, transforming the City of Jewel.

    Love and Hate: Loves attention and unpredictability but hates feeling controlled. Has an intense rivalry with other jewelers, mixed feelings about her family.

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    20 mins
  • Episode 2. The Hedonist's Waltz: Unveiling the Enigmatic Lady Felicity Noir. Dance of Desire in the City of Shadows
    Jun 19 2023

    Name: Lady Felicity Noir

    Race: Succubus (Fiend)

    Level: 14

    Alignment: Chaotic Neutral

    Proficiencies:

    Armor: None, relies on natural magical protection

    Weapons: Dagger of Painful Pleasure (details below)

    Tools: Disguise kit, Thieves' tools

    Skills: Persuasion (seduction, social influence), Insight (understanding desires), Deception (manipulation), Performance (dances, entertainment)

    Abilities: Fiendish Charm, Draining Kiss, Etherealness, Change Shape, Telepathic Bond

    Class and Subclass or maybe multiclass (either or): Bard 10 / Warlock 4. Bard for College of Whispers, Warlock for Fiendish Patron

    Ability Scores: Strength 8, Dexterity 16, Constitution 14, Intelligence 12, Wisdom 14, Charisma 20

    Personality Traits: Flirtatious, Manipulative, Hedonistic, Charismatic

    Equipment and Inventory: Dagger of Painful Pleasure - a dagger that, upon a successful hit, causes both pain and pleasure to the target, causing confusion. The design is sleek and sensual, almost resembling a lover's caress.

    DND5e or OneDnD Character Background: Entertainer (Glorious Performer)

    Story Background: Born from the Plane of Lust, a fiendish realm, Felicity was taught from birth to seek the most profound pleasures and explore the deepest desires. She finds herself in the Material Plane, drawn to the array of emotions and sensations that mortal beings can experience.

    Personality: Felicity is a charming, seductive entity who revels in pleasure and pain. She is a passionate lover of the arts, music, dance, and especially the intricate dance of seduction. Her voice is a melodic purr, her demeanor playful yet dangerous.

    Goals and Motivations: Felicity seeks to experience all forms of pleasure, delight, and satisfaction, her actions often leading to chaos and confusion among those around her. She also seeks to understand the complex relationship between pain and pleasure, often pushing her companions to their limits.

    Abilities and Skills: Her abilities center around manipulation, charm, and emotional influence. She is adept in multiple forms of entertainment, particularly dance, and uses these skills to allure, bewilder, and sometimes, torment.

    Beliefs and Values: Felicity values pleasure above all else. She sees morality as a subjective concept, often disregarding traditional notions of right and wrong in her pursuit of satisfaction.

    Physical Appearance: Felicity is a statuesque figure with deep, crimson skin, long, obsidian hair, and eyes that flicker with an intense, otherworldly desire. She favors provocative, alluring attire that accentuates her form, often wearing garments of black and crimson silks.

    Speech and Mannerisms: Felicity speaks in a soft, enticing whisper and moves with a dancer's grace. Her gestures are often flirtatious and seductive, her smirk a constant feature on her face.

    Growth and Development: Felicity learns that her actions have consequences and understands the thin line between pleasure and torment, evolving her approach to balance her needs and those of others around her.

    Weird quirks:

    1. She can't resist a good party and must always be the center of attention.
    2. Finds satisfaction in others' discomfort, usually caused by her.
    3. Always keeps a personal item from each of her lovers.

    Ideals:

    1. Hedonism: Life is for pleasure and experiences. (Chaotic)
    2. Freedom: No one should dictate what one can and cannot enjoy. (Chaotic)

    Flaws:

    1. She's quick to ignite passions but struggles with maintaining deep connections.
    2. She has a sadistic streak, sometimes taking pleasure too far.

    Secrets:

    1. She was banished from her home plane for causing chaos.
    2. She yearns for a connection that goes beyond physical desires, though she would never admit it.

    Love and/or hate - Hate and/or love: She loves the pursuit of pleasure and hates boredom and mundanity. She also has a love-hate relationship with her fiendish patron, who she depends on for her powers.

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    14 mins
  • Episode 1. Chronicles of the Emotion Domain Cleric: Heroes Forged in the Fires of Feeling
    Jun 19 2023

    Cleric Subclass Name: Emotion Domain Potential Gods for Reverence: The goddess Sune (Forgotten Realms), goddess of love and beauty; Hanali Celanil (Elven Pantheon), goddess of love, romance, beauty, and fine art; or a new deity that governs emotions and empathy. Emotion Domain clerics are attuned to the ebb and flow of emotions in themselves and others. They understand the power emotions hold and how they can be a source of unimaginable strength. These clerics are often empathetic, intuitive, and deeply connected with those around them. Many serve as mediators, counselors, or advisors, helping others navigate the turbulent waters of their feelings. Their divine magic helps soothe emotional wounds, calm discord, and inspire their allies. Domain Spells 1st Level: Charm Person, Heroism 3rd Level: Calm Emotions, Enthrall 5th Level: Beacon of Hope, Hypnotic Pattern 7th Level: Compulsion, Aura of Purity 9th Level: Dominate Person, Modify Memory When you choose this domain at 1st level, you gain proficiency in Insight and Persuasion. You also gain proficiency in one type of artisan's tools of your choice, commonly used to create gifts that express emotions (e.g., painter's supplies for painting portraits or landscapes imbued with emotion). Blessing of Empathy Also at 1st level, you can sense the emotional state of creatures around you. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the emotional state of any creature within 60 feet of you that is not immune to being charmed. Channel Divinity: Emotional Surge Starting at 2nd level, you can use your Channel Divinity to manipulate the emotions of others. As an action, you present your holy symbol, and each creature of your choice within 30 feet must succeed on a Wisdom saving throw or be affected by an emotion of your choice (joy, sadness, fear, anger, calm) for 1 minute. The effects vary with the chosen emotion and should be role-played accordingly. Emotional Shield Starting at 6th level, you can draw upon the emotions of those around you to create a protective shield. As a reaction when you or an ally within 30 feet is hit by an attack, you can grant a bonus to the target's AC equal to the number of creatures within 30 feet feeling a strong emotion (determined by the DM), potentially causing the attack to miss. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Channel Divinity: Emotional Transference At 14th level, your ability to manipulate emotions deepens. You can use your Channel Divinity to shift an emotion from one creature to another. For example, you might move fear from an ally to an enemy, or shift joy from a townsperson to a sad child. Master of Emotions At 17th level, you gain the ability to manipulate your own emotions to extreme levels. As a bonus action, you can invoke an emotion so strongly that it grants you supernatural abilities. Anger might give you a bonus to damage rolls, joy could grant temporary hit points, fear may increase your speed, and calm could give advantage on Wisdom saving throws. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

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    8 mins