My Documents
Become a Patron!
# The Tartareans A snarling human creeps out of the shadows of their mountainside cave to see a caravan on the road below. Licking his lips, he crawls forward, preparing for a meal. A masked nobleman struts down the stairs beneath a manor into a gathering of other masked men. As he sits at his place, a goblet of crimson liquid is placed in front of him. Taking a sip, he sighs in pleasure. Swooping down from the sky, a winged dwarf rescues a child from a burning building. Once shunned in that town, he fled to the wild but still keeps a watchful eye on fellow unfortunates. An elven doctor places a droplet of a patient's blood on their tongue, searching for any sign of sickness or power. Satisfied they are healthy, the tartarean leads them to the door, wishing, however, for a little more. A prisoner scrambles towards a rat and pounces upon it. Scratching his hand, he grabs the poor beast and devours it whole. Upon grabbing the cell bars, he hears a sizzling, and where his blood met steel, was now a hole. He scrambles out, howling with his red-stained lips. Whether they succumb to the hunger or control its gift, a tartarean is the twilight of light and shadow. Perhaps a gift bestowed for a reason, or a food preference is taken too far. A tradition passed through the family or an awakening of the animal within. They are a middle ground between the pit of man's fears and the summit of his knowledge. ### Shunned Practices Many Tartareans have no other option besides adventuring. If they cannot quench the thirst for long, most neighbors do not appreciate them eating their cat, even if it wasn't on purpose. For this reason, many tartareans cannot stay in place for too long. Looking slightly different, they are shunned, as if they are a monster and not a leper. Some try to find meaning in their adventure. A cure, perhaps, or a haven. An answer to why they have it and not another. To exact revenge on those who shunned them, or to help those who have also been shunned. Whatever their goals, their skills are quite handy in a pinch to many an adventuring party. \columnbreak ### Creating a Tartarean While creating a Tartarean, keep in mind the flaws of the character. How do their vices tie into the reasons and outcomes of their thirst? How do they cope with their plight? Do they resent this hunger and repress it, or do they embrace it, letting themselves run wild? Did they willingly choose this path or was it forced upon them? Have you lived with the thirst your entire life, or has it manifested recently? Was it a tradition passed down through generations? A curse born upon you? Are you trying to get rid of it, or try to learn how to live with it? ### Quick Build You can make a Tartarean quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom or Dexterity. Then, choose the Hermit background.
\pagebreak
##### Tartarean Class Table | Level | Proficiency Bonus | Features | Hunts |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Darkness Mutation, The Hunt, Feral Struggle | 2 | — | — | — | — | — | — | — | | 2nd | +2 | Scratch First, Scent of Prey | 2 | | 3rd | +2 | Blood Order Feature | 3 | | 4th | +2 | Ability Score Improvement | 3 | | 5th| +3 | Improved Hunt | 3 | | 6th| +3 | True Ferality | 4 | | 7th| +3 | Blood Order Feature | 4 | | 8th| +3 | Ability Score Improvement, Darkness Mutation | 4 | | 9th| +4 | Fight or Flight | 4 | | 10th| +4 | Improved Hunting | 4 | | 11th| +4 | Blood Order Feature | 4 | | 12th| +4 | Ability Score Improvement | 5 | | 13th| +5 | Powerful Hunt | 5 | | 14th| +5| Powerful Struggle | 5 | | 15th| +5 | Blood Order Feature | 5 | | 16th| +6 | Ability Score Improvement | 5 | | 17th| +6 | Starving, Darkness Mutation | 6 | | 18th| +6 | Mealtime | 6 | | 19th| +6 | Ability Score Improvement | 6 | | 20th | +6 | The Fabled Fiend | Unlimited |
## Class Features As a Tartarean, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Tartarean level - **Hit Points at 1st Level:** 8 + Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Tartarean level after 1st #### Proficiencies ___ - **Armor:** Light, Medium - **Weapons:** Simple - **Tools:** Poisoners Kit ___ - **Saving Throws:** Strength and Wisdom - **Skills:** Choose two from Athletics, Intimidation, Stealth, Survival, Perception, Animal Handling, and Medicine. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* quarterstaff or *(b)* a club - *(a)* an explorers pack or *(b)* a dungeoneer's pack - Leather Armor and Simple Clothes \pagebreakNum # Darkness Mutation The corruption in their hearts has changed their bodies in more ways than one. Choose a mutation at level one: Feral Tooth and Nail, Poisoned Heart, Beast of the Skies, Thickened Skin, or Might of the Wild. The choice cannot be changed. ### Feral Tooth and Nail At the 1st level, your canines and nails become elongated natural weapons which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike. --- At the 8th level, when you successfully hit an unarmed attack, you may choose to put an opponent into shock. When you do so, the creature must make a Constitution saving throw or be paralyzed for 1d4 rounds. The DC of the save is equal to 8 + your proficiency + your Strength modifier. You must finish a short or long rest before using this feature again. In addition, your unarmed strikes now deal 1d8 + your Strength modifier --- At the 17th, level your canines have grown substantially and no longer fit in your mouth. Your unarmed strikes now deal 1d12 + your Strength modifier and you deal an extra 1d6 poison damage per attack. ### Poisoned Heart At 1st level, your blood courses like poison through your veins. You gain resistance to poison damage and advantage on saves versus poison. --- At 8th level, your blood turns highly acidic and burns through many materials. When a creature within 5ft of you hits you with an attack, you may use your reaction to deal 1d6 acid damage to them as your blood spills onto them. --- At 17th level, you’ve adapted to the poison that is inside of you. You gain immunity to poison and acid damage. \columnbreak ### Beast of the Skies At 1st level, bat-like wings protrude from your spine. You gain a 20ft fly speed. --- At the 8th level, your wings are strengthened and your fly speed becomes 60ft. --- At 17th level, the strength of your wings is enough to create blasts of air. You may cast gust of wind at will. Strength is your ability used for casting this spell. ### Thickened Skin At 1st level, your skin begins to harden and thicken. You gain a +2 to AC while wearing no armor. --- At 8th level, your skin hardens into a thick leather. You gain resistance to piercing and slashing damage while wearing no armor. --- At 15th level, your skin becomes as hard as steel. While wearing no armor, you may use a reaction to reduce the damage of an incoming attack by 1d10. ### Might of the Wild At the 1st level, you gain resistance to psychic damage and mind-altering Wisdom saving throws, i.e. frightened. --- At the 8th level, gain advantage on Animal Handling against feral or rival beasts. --- At the 15th level, gain advantage on death saving throws. \pagebreak ## The Hunt Your humanity melts away, and the beast within is unchained within your husk. At first level, as a bonus action, you may activate The Hunt. During this feral state: --Gain Temporary Health equal to your Tartarean Level + Constitution modifier. --Your base speed is increased by 10 feet. The Hunt lasts 1 minute. If you are knocked unconscious, frightened, paralyzed or charmed during your Hunt, then it ends. You may end it as a bonus action. Once you have hunted the number of times shown for your tartarean level in the Hunt column of the Tartarean table, you must finish a long rest before you can hunt again. ## ## Feral Struggle Starting at level one, you may attempt a grapple to overpower an opponent and drain their life force. --- If successful, you may start to drink the blood of the grappled creature. Whenever you successfully make an unarmed attack against a grappled opponent, you drain some of their blood, and deal 1d4 damage per turn. You must make a grapple attack as a bonus action at the beginning of each turn if you wish to continue drinking. Additionally, your unarmed Attacks deal 1d4 + Strength, unless modified by another source. You may only use this during a hunt, and this feature cannot be used against the undead, constructs, elementals, or beings not containing blood. ## Scratch First Beginning at 2nd level, while wearing no armor, gain advantage on initiative. \columnbreak ## Scent of Prey Beginning at level two, all odor based Perception checks are rolled with advantage. ## Blood Orders Upon reaching level three, you join a Blood Order: Order of the Flesh, Order of the Dusk, or Order of the Bone. Your Order grants feature at the 3rd level, and again at 7th, 11th, and 15th. ## Ability Score Improvements When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. --- Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ## Improved Hunt At level five, the Hunt will only end if you are knocked unconscious or end it early as a bonus actions. ## True Ferality At level six, if you have half, rounding down, uses of Hunt remaining, gain advantage on movement-based Athletics, and Acrobatics, and Verbal Intimidation checks. \pagebreakNum ## Fight or Flight Starting at level nine, the magic within your blood wants to stay warm. If you lose half or more of your current health by a single attack or instance of damage, you gain resistance to non-magical flames and Unarmed attacks deal an additional 1d6 slashing damage. The effect ends once health after five rounds of combat. ## Improved Feral Struggle At the 10th level, you have learned to pin your opponents more effectively for blood draining. Whenever you successfully grapple an opponent or use your action to attack a grappled opponent, you may use your bonus action to attack again. --- ## Powerful Hunt Beginning at 13th level, during your Hunt, your base speed is increased by 20 feet. ## Powerful Struggle At 14th level, the damage per turn from Feral Struggle becomes 1d10 + Wisdom Modifier. ## Starving At 17th level, you gain 2d8 + Wisdom Modifier temporary hit points upon entering a Hunt. This replaces the temporary health equal to your Tartarean Level + Constitution modifier. ## Mealtime At 18th level, you can sense all beings with blood in their bodies within a 80 foot radius. ## The Fabled Fiend At 20th level, the Tartarean chooses another Darkness Mutation. \pagebreakNum # Blood Orders A thirst drives each Tartarean, leading them to their next meal. Each hunter, however, stalks its prey differently. For some, it is a game based on blood, the powers it holds in them; the weakness it holds in others. Others find thrills within the dark or deep in their bones. ## Order of the Flesh For many Tartareans, blood is the beginning and the end. The blood, it seems, has motives of its own. Tartareans who have an exceptionally high love of blood and curiosity usually follow this archetype. In addition to new skills learned through the consumption of blood, you learn ways ### Death that Walks At the 3rd level, your thirst follows you even outside of your Hunts. You may use Feral Struggle outside of Hunts. ### Bloodhound At the 3rd level, all Survival checks involving blood or scent are rolled at advantage. ### Tactical Hunt At 7th level, upon entering a hunt, you have the option to grow or shrink to one size larger or smaller than your natural size. Your ability scores remains unchanged. ### Death that Thirsts At 11th level, you gain advantage on opposing a grapple, and while hunting you are immune to grappling. Additionally, while grappling, you may use your natural attack twice a turn. You cannot, however, grapple and attack in the same turn. ### Advanced Mutation At 11th level, while hunting, you gain the 17th level effects of your Darkness Mutation. All effects are lost upon expiration. ### Nature Prevails At 15th level, while hunting, you gain advantage on all checks resisting magical or supernatural effects and spells. ### Bound to Blood At level 18, your mind cannot be warped, as flesh is all there is. You cannot be charmed, frightened or stunned. \pagebreakNum ## Order of the Dusk The shadows appeal to you and assist you in your hunt. As you grow stronger, so does the night. Tartareans who prefer ambushing, sneakily stalking prey, or subterfuge usually follow this archetype. In addition to hunting skills, you learn skills advantageous to one on the run, skills of healing, escape, and mobility. ### Servant of the Dark At 3rd level, the blood you have spilled in the shadows has bled into manifestation. Your shadow manifests itself into the physical realm. The shadow is friendly to you and your companions, and obeys your commands. See this creature's game statistics in the Shadow Manifestation stat block. In combat, the Shadow shares your initiative count, but takes its turn immediately before or after you. Your shadow cannot interact with objects as a corporeal being could. You shadow can meld back into the ground and become incorporeal as a bonus action. While it is incorporeal, you do not have a natural shadow. Within combat, the Shadow is treated as its own entity. If the Shadow dies, it is reborn at the next dawn. ### Tolling of the Heart At the 3rd level, every time the sun sets, the Tartarean regains one use of Hunt. ### Bleeding Shadow At 7th level, if Life Drain kills an enemy, add an additional 1d6 Necrotic bonus damage to the next attack. Bonuses are cumulative and are lost if the attack does not kill the enemy. ### Being of the Dark At the 11th level, Gain advantage on Dexterity Stealth checks. ### Stalker in the Night At 11th level, during a hunt, your base speed is increased by 30 feet. ### Bloodied Shadow At the 15th level, each time you or your shadow take damage of any form, the other heals half of the damage dealt. ### Borne from the Shadows At level 18, gain the ability to teleport to any shadow within 60 ft as a swift action. It can be used once per day, but killing during a Hunt refreshes the use. ___ > ## Shadow Manifestation >*Medium Undead, Neutral* > ___ > - **AC** 12 > - **Hitpoints** 16 (3d8 + 3) > - **Speed** 40 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|8 (-1)|10 (+0)|6 (-2)| >___ > - **Skills** Stealth +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Cold, Acid, Bludgeoning, and Piercing from Nonmagical Attacks > - **Damage Immunities** Necrotic, Poison > - **Condition Immunities** Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** Understands the languages you speak, but cannot speak >--- >- ***Amorphous*** The shadow can move through a space as narrow as 1 inch wide without squeezing. > - ***Shadow Stealth*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. > - ***Sunlight Weakness*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. > - ***Might of the Night***. The following numbers increase by 1 when your proficiency bonus increases by 1: the shadows’s skill bonuses, the bonuses to hit and damage of its drain, and the number of Constitution points reduced by its attack action. >___ > ### Actions > ***Multiattack.*** The Shadow Manifestation makes 2 Shadow Claw attacks > > ***Shadow Claw*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. Hit 8 (2d6 + 2) necrotic damage. \pagebreakNum ## Order of the Bone While most of the orders affect the outside of a Tartarean, the Order of the Bone changes the inside of you. These Tartareans wish to understand the magic flowing within us all, and how to utilize it for themselves. You learn how to shape yourself by using other innate power and magic. ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. **Cantrips:** You learn three cantrips of your choice from the tartarean spell list. You learn an additional tartarean cantrip of your choice at the 10th level. **Spell Slots:** The Order of the Bone Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Thunderwave using either slot. **Spells Known of 1st Level and Higher:** You know three 1st-level tartarean spells of your choice. The Spells Known column of the Order of the Bone Spellcasting table shows when you learn more tartarean spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach the 7th level in this class, you can learn one new spell of 1st or 2nd level. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of tartarean spells requires silent vigil: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability:** Wisdom is your spellcasting ability for your tartarean spells since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a tartarean spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
### Claws of Death At the 3rd level, you may cast Inflict Wounds during a Feral Struggle rather than drain their blood. \columnbreak ### Witchy Habits At the 3rd level, you gain proficiency with the Herbalism Kit. ### Bone Prison At 7th level, while grappling an opponent with two hands, they gain the Restrained condition. Additionally, you can cast spells while Restrained during combat. ### Glimpse to the Other Side At 11th level, gain advantage on all Perception checks. ### Flesh Reborn At 11th level, the temporary health gained by entering a hunt is increased by an additonal 1d6. ### Decrepit Touch At the 15th level, all of the Feral Struggles' damage becomes Necrotic. ### Grip from beyond the Grave At 18th level, you can grapple or attack anything. This includes incorporeal, gaseous, and ethereal beings. --- \pagebreak
##### Order of the Bone | Tartarean Level | Cantrips Known | Spells Known | 1st | 2nd| 3rd| 4th| |:---:|:---:|:---|:---:|:---:|:---|:---:| | 3rd | 3 | 3 | 3 | ─ | ─ | — | |4th | 3 | 4 | 3 | ─ | ─ | — | | 5th | 3 | 4 | 4 | ─ | ─ | — | | 6th | 3 | 4 | 4 | ─ | ─ | — | | 7th | 3 | 5 | 4 | 2 | ─ | — | | 8th | 3 | 6 | 4 | 2 | ─ | — | | 9th | 3 | 6 | 4 | 2 | ─ | — | | 10th | 4 | 7 | 4 | 3 | ─ | — | | 11th | 4 | 8 | 4 | 3 | ─ | — | | 12th | 4 | 8 | 4 | 3 | ─ | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 3 | — | | 17th | 4 | 11 | 4 | 3 | 3 | — | | 18th | 4 | 11 | 4 | 3 | 3 | — | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 |
\columnbreak ## Order of Bone Spell List ##### Cantrips - Acid Splash - Chill Touch - Firebolt - Light - Inflict Wounds - Message - Minor Illusion - Prestidigitation - Ray of Frost - Shocking Grasp ##### 1st Level - Alarm - Animal Friendship - Arms of Hadar - Bane - Burning Hands - Detect Evil and Good - Detect Poison and Disease - False Life - Inflict Wounds - Ray of Sickness ##### 2nd Level - Alter Self - Augury - Blindness/Deafness - Darkness - Hold Person - Invisibilty - Levitate - Phantasmal Force - Ray of Enfeeblement ##### 3rd Level - Animate Dead - Bestow Curse - Call Lightning - Clairvoyance - Conjure Animals - Dispel Magic - Feign Death - Fireball ##### 4th Level - Banishment - Blight - Compulsion - Confusion - Control Water - Deathward - Evard's Black Tentacles - Greater Invisibilty - Phantasmal Killer - Polymorph
\pagebreak
Big Thanks To
u/Leuku u/Dng52 u/C1awed and my good friend, Hector.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak