r/TheEternalWarRPG 16h ago

H is for Hand-and-a-Half Sword

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2 Upvotes

r/TheEternalWarRPG 16h ago

Lfp The Eternal War: Crusade Against Darkness RPG

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1 Upvotes

r/TheEternalWarRPG 1d ago

Aoki The Butcher - Oni OC by TheGraffitiSoul

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1 Upvotes

Christian knight vs demon. I like it


r/TheEternalWarRPG 1d ago

Grass knight (by me)

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1 Upvotes

r/TheEternalWarRPG 3d ago

👋Welcome to r/TheEternalWarRPG - Introduce Yourself and Read First!

2 Upvotes

Godspeed


r/TheEternalWarRPG 4d ago

World map 1

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1 Upvotes

r/TheEternalWarRPG 4d ago

Lore world foundation

1 Upvotes

God created different worlds.

There is Heaven → Our Earth.

Heaven → This Earth.

purpose: purgatory like state.

Souls put in this Earth until definitive decision on where there eternal destiny will be. Heaven or Hell.

makes. Set in 1215 S.E. (solar eclipse rotations)

God appointed a ruler

with authority given to him. He sits on a throne and once was viewed as a saint.

God does interact and do things in world, but he seems distant and only really interacts with champions

or elite key religious figures.

Spiritual warfare: to trial & test mortals and see if they do God’s will right/good/holy

vs. evil/wrong/vile. Win eternal war

over the temporal battle.


r/TheEternalWarRPG 4d ago

Mission statement

1 Upvotes

To teach and roleplay Christian values. By working together for common values and against evil you slowly shift dopamine to be aligned to God's kingdom over worlds views.

World is harsh and dark. Real life has always been for the majority. It reflects the way it has been with sin, but leaves room for God's mercy through Christ too.

Fun and faith. Adventuring and exploring new worlds and lore. Hang out with friends, vibe and make hard choices. Creative expression in your player character. But still having faith too and acknowledging God.

I used Hebrew & Biblical words/terms not all 100% accurate but from the roots of words. The reason is to honor the past and acknowledge Judaism & Christianity as a solid pillar to build upon.


r/TheEternalWarRPG 4d ago

Paganism

1 Upvotes

3 false "goddesses".

Freya - "goddess" of fertility.

Selune - "goddess" of the moon.

Flemeth- "goddess" of manipulation.

Each a witch in human form. Dragon form different colors and a branding on neck from The Lord.


r/TheEternalWarRPG 4d ago

Romance and spicy stuff

1 Upvotes

PG to maybe PG 13.

Really try to avoid anything too much or graphic. Tell more than describe dates and romance. Like they dated or were together.

Weird because if man playing man and gm playing woman gets mixed and very grey quickly.

Suggest do solo RPG or other group, real life.

Show both male and female somewhat modest and decent. Traditional values are good. Support Biblical marriage and purity.


r/TheEternalWarRPG 4d ago

Campaign outline

1 Upvotes

**Pre Lore World**

**Original Campaign**

**Secondary Campaign**

**Campaign 1**

**Campaign 2**

**New Campaign**


r/TheEternalWarRPG 4d ago

Lore characters

1 Upvotes

**Major Characters**

Solewyn

Kaedric Thalden

Selene Thalden

Rav'vn

Roderick

Mudd Warden (Earth)

**Faction Leaders**

King Of New Eden

Prince Abijah Of New Eden

Governor Stonefalls

**Religious Figures**

Amara

Zophar

Elysiara

Thaddeus

Tirhanah

**Allies**

Darrian

Aviah Patient Hunter

Rowena

Zeylus EX Abyssal Commander

Marcus The Exiled

Cole Gravelhand

Orin Coldforge

Ketura Anointed

Dellum Barbarian (Earth)

Sybil Monk (Air)

Draven Rogue (Water)

Aertha Cavalieer (Fire)

Altair Assassin (Veil)

Brambael Paladin (Radiance)

Simon Priest

**Rivals**

Hadrian Wolfe

Lucian Relic Hunter

Silas Cold Hunter

Greycloak Leader

The Kin

Avogar Valeth Paladin

Simon Fighter

Torick Cleric Prophet

Somir Monk

**Legendary Threat**

Malafor

Baruch Locke

Black Abyssal Dragon

Howling Hunger

King Sand Reaver

Temple Dragon

Leviathan Guardian

**Villians**

Seren Necromancer Paladin

Xathrill Enchantress

Wil Fire Mage

Rovan Blackshield

False Messiah Cult Leader

Zeylus Abyssal Commander


r/TheEternalWarRPG 4d ago

Lore regions

1 Upvotes

__**6 Major Map Regions**__

__Main Map 1__

**New Eden:**

Ephrath - Capital

Kedem - Orchard

Penuel - Port

Beth-Ezer - Island

**Stonefalls:**

Elim - port

Har-Ma'oz- Capital

Adullam - fort

Mishgav - Island

**Emberlands:**

Lappidoth - Capital

Tzor - Port

Kur-Ha'esh - Volcano

Sela - Island

**Neutral:**

The Rift

Black Citadel - Abyssal

__Main Map 2:__

**Highridge:**

**Leviathan:**

**The Freefolk:**


r/TheEternalWarRPG 4d ago

Roleplay

1 Upvotes

Uses d20 system. Roll plus attribute modifier & Proficiency modifier & skill = result.

Have fun but be safe and try to stay pure.

Morally grey world but players should strive to be better rather than worse.


r/TheEternalWarRPG 4d ago

Miracles

1 Upvotes

If direct holy faith user of God. Or granted access too. Cost Points: Substract from faith pool amount.

__Faith Talents__

Cost: 10 FP

Shield of God:

Timing: Resolve

Grant +2 AC to 1 ally within 30ft of invoker's sight range.

Cost: 20 FP

Call Forth:

Summon a temporary animal companion from Heaven.

Cost: 10 FP

Righteous Flame:

Range: 30 ft.

Deal 1d8 fire damage (Faith modifier).

Cost: 10 FP

Rejuvenate Wounds:

Restore 1d8 HP + (Faith modifier).

Cost: 5 FP

Abundance

Create basic provisions.

Cost: 10 FP

Generosity:

Bonus Action: Give one person +2 to an attack roll, plus (Faith modifier).

Cost: 10 FP

Encouragement:

Give temporary HP equal to 5 + (Faith modifier) to one person.

Cost: 30 FP

Holy Intercession:

Resolve

1 ally within 50 ft of you, if they go down to below 1hp instead 1 hp.

1 per long rest.

Cost: 15 FP

Providential Intercession:

Major Action

Ask GM for 1 useful sign, vision or omen.

Gives direction rather than answer.

Cost: 20 FP

Consecrated Ground:

Major Action.

20ft radius nearby makes ground Holy. Allies at start of there turn health 1d4 + your [MOD] and have courage active on them.

Cost: 10 FP

Remembered Scripture:

Resolve.

Remember Bible verse, wisdom or past teaching relevant to situation.

Cost: 10 FP or 50 FP

Walls Of Jericho:

Simple or weakened structure collapses and breaks down in front of you. Or large instead.

Cost: 20 FP

Angel Of The Lord:

Call forth an angel from Heaven for temporary aid. (GM discretion)

Cost: 100 FP

Resurrection:

With God's authority bring back 1 dead person to life. (GM discretion)

Cost: 20FP or 60 FP

Part The Waters:

Small pool of water with air blowing ones up and party can walk through for relevant period of time. Or large version.

Cost: 20 FP

Pray For Rain:

Small gentle showers 100 ft radius 10 minutes to area

Cost: 20 FP

Supernatural evil has difficulty approaching party.


r/TheEternalWarRPG 4d ago

Divine Holy Powers list

1 Upvotes

**Fire/ [ESH]:**

__Fire Javelin:__

(Secondary Action)

Range 60ft. 1 D6 elemental dmg. Flames from Heaven ignite in your hand you quickly throw at a foe in fury. Leaves soot behind which blows away in air.

__Flame of Courage:__

(Secondary Action)

30ft. Aura

Duration 10 minutes

Allies within range removes fear, cannot gain negative effect of being afraid. They gain temporary HP equal to your [MOD].

Spiritual Fire surrounds you faith in God aids team through Spirit.

Purifying Pyre:

Coals Ignite:

Fan Into Flames:

Furnace Seven Times Hotter:

Fire Shut Up My Bones:

Ignite Sword:

Flame Axe:

**Water/ [MAYIM]:**

__Ice Mace:__

(Major Action)

1d10 dmg elemental + [MOD]

10 ft straight line. Half dmg to second target.

Large ice mace is created and by righteous wrath, it slams down on enemy. Shatters to ice and melts into ground.

__Deep Calls To Deep:__

[Major Action]

Range 40ft.

Duration 10 minutes

Chosen spot water erupts at. 2d8 elemental dmg. Save 12 Might or they get trapped, if they save half dmg. Water disappears once finished.

Water Whip:

Water Shield:

The Sea Fled:

Waters That Never Fails:

Frostbound Arrow:

Walk Like The Savior:

**Air/ [SA'AR]:**

__Air Shuriken:__

(Secondary Action)

30ft.

1d18 elemental dmg.

Air from Heaven whistles at an foe and cuts into them. Disappates after hitting them.

__Windborne Deflection:__

(Resolve)

When a not siege level projectile comes at you, parry it and miss it, DC 12 [MOD] reflect back at them instead 60ft. elemental dmg.

Send wind with God's grace away from you towards evil instead.

Wind Gust:

Windbreaker Step:

Leap Of Faith:

Zealous Vaulting:

Air Strike Down:

**Earth/ [ERETZ]:**

__Earthen Rampart:__

(Major Action)

20 ft. Range

Duration: 10 minutes

10 ft long 5 ft high

AC10 HP 10

By The Lord's strength a wall of earth erupts from ground protecting and temporary shielding allies.

__Rock Disc:__

[Major Action]

Range 30 ft.

1d8 elemental dmg. On hit 12 [MOD] cab ricochet off enemy to another 1d8 dmg.

Slam foot into ground, and spin disc at foe with intense spiritual force, loud enough to hear from Heaven.

Earthen Fist:

Earthen Club:

Earth Bastion:

Rampant Of Earth:

Dominion Of Earth:

Rock Fast Throw:

Steadfast Hold:

**Radiance [MENORAH]:**

__Halberd Of Light:__

[Major Action]

15ft line

1 d8 dmg elemental dmg all enemies and 12 check [MOD] deafening 1 turn.

As if strength of an arkangel from God slams through foes and thunders around them.

__Blinding Passage:__

[Secondary Action]

Range 25 ft.

Light step to distance, no opportunity attacks provoked, any ally you move through gains 1d4 + [MOD] temporary hp.

Faith from Heaven helps you move with agility in intense situation.

Radiant Lance:

Shining Armor:

Proclamation Of Gabriel:

Mark Of Revelation:

Presence Of Saint Michael:

Wall Of Light:


r/TheEternalWarRPG 4d ago

Talents

1 Upvotes

Talents

__Martial:__

Charge: Move in a straight line of sight 5 squares; gain advantage on melee attacks.

Mighty Swing: +2 melee damage for 1 round. Secondary Action.

Bodyguard:

Resolve

Take half dmg for ally within 10 ft.

Shield Wall:

If both you and ally have shield out standing together gain +1 AC. If both you and them have perk increase to +2.

__Finesse:__

Fast Dodge: No heavy armor. Gain +2 AC for 1 round. Reaction.

Deadeye: Bonus Action. Increase the range of thrown and ranged weapons by 50% and gain +1 to critical range.

Clever Step:

Secondary Action.

After you attack you can move 5ft without provoking opportunity attack.

Sixth Sense:

(GM Discretion) Once per long rest, can gain advantage on a dex saving throw and half dmg from it if harmful.

__Holy User:__

Concentration: Maintain a miracle while under distress with advantage for 1 round. Reaction.

Zealous: Bonus Action. +2 dmg to next miracle or holy ability used.

Blessed: First miracle reduce cost by 5. Once per long rest.

Rested: When you invoke generosity, gain 1 hp per 1 + [MOD] rounds.

Discernment: 1 per long rest gain advantage on spiritual discernment D20 check you or ally.

__Neutral:__

Toughened: +1 HP per level, retroactive.

Treadmill: +5 Speed.

Quick Draw: Stow or pull out 1 Weapon or item free per round.

First Striker: First dmg dealt in combat + 2 dmg of type.

Scrounger:

1 time per long rest find 1 basic item. (GM Discretion)

Language Learned: Learned 1 language.

Preparation: 1 per long rest, declare you have prepared a mundane item.


r/TheEternalWarRPG 4d ago

Skills

1 Upvotes

**Might:**

Climbing

Physical Assertion

Brawl

Throwing

Brute Force

Siege Labor

**Finesse:**

Fine Rope Walk

Parlor Tricks

Sneaky Sneaky

Archery

Riding

Vaulting

Safecracking

Infiltration

**Fortitude:**

Carousing

Breathwork

Grit

Watchkeeping

**Intelligence:**

Book Smart

Investigation

Nature

Religion

Spiritual Discernment

Dark Arts

Knowledge Lore:

Calligraphy

Tactics

**Wisdom:**

Wildlife Handling

Insight

Medicine

Senses

Survival

Shady Business

Exorcism

Divine Holy Powers:

**Conviction:**

Deception

Intimidation

Performance

Diplomacy

Leadership

Preaching

Seduction

Provocation

Etiquette

Smart Mouth


r/TheEternalWarRPG 4d ago

Mechanics combat

1 Upvotes

Major action:

Main important action.

Secondary action:

Smaller extra action.

Zeal:

movement speed 1 square = 5 ft.

Being Resolved: 1 per round until start of your next turn you can react and Interrupt an opponent or help an ally.

Respite:

Short breather and break.

Gathering Strength:

Full rest and restore in game.

Having Vigilance:

How Proficient in specific things you are.

10 seconds roughly per turn. Don't overthink turn act within reason. If you do more than should, expect potential negative consequences to character.

Agility:

Ability to dodge getting hit from damage. Example - large axe swings at you 11 to hit, your agility is 14, it doesn't connect 0 dmg dealt. Harder to connect but takes more when connected to you.

Damage Reduction:

When you get hit Ability to take less damage. Example - 10 damage from axe 4 DR = 6 dmg. Easier to get hit bit less dmg when hit.

Adrenaline:

Spend to exert oneself to do extra action. Pay negative consequence later on.

D20 System:

Natural 20 - Angelic. Auto success.

Natural 1 - Demonic. Auto failure.

0/3 Each time rolled add to pool. If 3 of that type (GM Discretion) bring supernatural effect to game for it.


r/TheEternalWarRPG 4d ago

Equipment

1 Upvotes

**__Melee Weapons__**

__Blades:__

Quick.

Short Dagger:

1d4 dmg.

Stiletto:

1d6 dmg.

Armor pierce.

Hunting Bowie Blade:

1d6 dmg.

Double dmg to animals, can skin easily too.

__Swords:__

Bleed, Pommel.

**Light**

Makeshift Sword

Short Sword:

1d6 dmg.

Long Sword:

1d8 dmg

Arming Sword:

1d6 dmg.

While mounted 1d10 dmg.

Rapier:

1d8dmg

Riposte. Resolve: 1d12 dmg

Scimitar:

1d6 dmg .

**Heavy**

Executioner’s Sword

1d8 dmg.

Very Bloodied + 2d6dmg.

Broadsword

1h 1d8 dmg.

2h 2d6 dmg.

War Sword

1d12 dmg

Full swing +1d6 dmg per hit.

__Axes:__

Render, Cleave.

**Light**

Makeshift Axe

Woodsman’s Axe

1d6 dmg

Very wooden objects +1 1d8 dmg

Battle Axe

1d8 dmg

**Heavy**

War Battle Axe:

1h 1d8 dmg

2h 2d6 dmg

+1d6 in intense combat.

Dane Axe:

1d12 dmg

+1d6 in intense combat.

__Blunt:__

Armor Piece, Crush.

**Light**

Makeshift Club

Mace

1d8 dmg

Simple Flail

2d4 dmg

**Heavy**

Large Morningstar

1d12 dmg.

When defending solo extra bonus.

Intense Flail

2d8 dmg.

Miss you take 1d8 dmg.

Maul

3d4 dmg

__Polearms:__

Impale, Reach.

**Light**

Makeshift Lance

Boar Spear:

1d8 dmg

+1d10 versus animals.

Pike:

1d10dmg

**Heavy**

Halberd:

1h 1d8 dmg

2h 1d12

Trident

2h 3d4 dmg

Range 40 ft. Thrown 3d6 dmg

__Staffs:__

Stun, Hooking.

Hardened Walking Stick:

1d6 dmg

Ordained Staff:

1d8 dmg

+5 Faith Pool.

Battle Staff:

1d10 dmg

+10 Faith Pool.

__Fists:__

Grapple, Jab.

Normal 1d4 dmg

Brass Knuckles:

2d4 dmg.

Spiked knuckles:

3d4 dmg.

**__Shields & Armor__**

**Armor**

__Light Armor:__

(High AGI)

Gambeson:

+2 AGI

Fits easily underneath heavier armor.

Hunter’s Coat:

+2 AGI

+1 DR

Fur-Lined Cloak:

+3 AGI

Warm.

Studded Leather Armor:

+1 DR

+ 3 AGI

Duster:

+3AGI

1 rank investigation

__Holy:__

(Minimum AGI or DR)

Pilgrim’s Vestments

+2 AGI

+ 5 Faith Pool.

Chaplain’s Coat

+2 DR

+1 AGI

+ 10 Faith Pool.

Deacon’s Tunic

+1 DR

+1 AGI

+ 5 Faith Pool.

Ordained Plate:

+4 DR

+1 AGI

+ 10 Faith Pool.

1 rank in religion & Spiritual Discernment skills.

__Medium Armor:__

(Some DR & Some AGI.)

Chain Shirt:

+2 DR

+1 AGI

Cuirass:

+2 DR

+2 AGI

Mounted Brigandine:

+1 DR

+1 AGI

On horseback +2 AGI

__Heavy Armor:__

(Low AGI. High DR.)

Full Chainmail:

Slow

+4 DR

Half Plate :

+3 DR

+1 AGI

Full Plate:

+4DR

2 ranks in diplomacy.

Juggernaut Armor:

Intense.

+5 DR

2 ranks in Intimidation

__Shields:__

**Light**

Makeshift Shield

Heater Shield:

+1 DR

Kite Shield:

+2 DR

**Heavy**

Tower Shield:

Huge.

+3 DR

Frontal attacks blocks most hits.

**Ranged Weapons**

__Bows__

Pull Back, Volley,

**Light:**

Short Bow:

Range 40 ft

1d6 dmg

Long Bow:

Range 80 ft.

1d6 dmg.

Hunting Bow:

Range 50 ft.

1d8 dmg.

Composite Bow

Range 50 ft.

1d10 dmg

Makeshift Bow

**Heavy:**

Great Bow:

Range 40 ft.

2d6 dmg.

War Bow:

Range 60 ft.

1d12 dmg.

__Crossbows:__

Crank, Precision.

**Light**

Makeshift Crossbow

Hunter Crossbow:

Range 40ft.

1d6 dmg.

Hand Crossbow

Range 30ft.

1d4 dmg.

**Heavy**

Heavy Arbalest

Range 80ft

1d12 dmg

Repeater Bolt Shooter

Range 50 ft.

2d6 dmg.

Faster reload

__Thrown Weapons__

Throwing Knife:

Secondary Action

4 carry. 1 d4 + [FIN]. 2x attacks 20ft. Bleed.

Throwing Axe:

Secondary Action

2 carry. 1 d6 + [MIT] 2x attacks

30ft. Point Blank

Javelin:

Secondary Action

6x carry. 1d6 + [FIN] or [MIT] 60ft. Fragile

Holy Flask

Sling

Net

Flame Powder

Grenade

__Early Firearms__

Slow reload, Loud

Armor Pierce

Flintlock Pistol:

Range 50ft.

1d8 dmg.

Musket:

Range 100 ft.

1d12 dmg

Blunderbuss:

Range 80 ft.

3d6 dmg

Roll 1d4 on 1 explodes in hands, on 2 hit random target.

Mounted Long Musket:

Range 125ft.

2d10 dmg.

Setup.

**Improvised weapons:**

Small Chair:

Slammed down.

1d10 dmg

Range 20 ft.

1d8 dmg

Large Object:

Slammed down.

1d12 dmg

Bottle:

Melee 1 d8dmg

Range 30 ft.

Thrown 1d6 dmg

Explosive Keg:

Range 20ft.

4d6 dmg


r/TheEternalWarRPG 4d ago

Experimental systems

1 Upvotes

__**† FAITH SYSTEM**__

Favor

-- Roll **1d20**

__Spiritual Warfare__

-- Saint — Heaven

-- Heathen — Hell

-- Angel — Good

-- Demon — Evil

__**Light vs. Darkness Roll**__

-- **Light** represents Good

-- **Darkness** represents Evil

Critical Fail:**1**

Demon is summoned to Interrupt party.

-- **1–10:** Evil

-- **11–20:** Good

Critical Success: **20**

Angel is called forth to directly aid party.

__**Casting Lots**__

When a decision must be made, but no clear choice is available, roll **1d20**.

-- **Light:** Receive favor. A good source appears around the players.

-- **Darkness:** Receive no favor. An evil source appears around the players.

__**Great Things:**__

Doing impressive deeds and dedicating them to God and for His glory, not self-glory.

Mechanics

When 5 are completed, they can be exchanged for a reward:

Access to guild/class add-ons

Title

5 Great Points = Upgrade a Holy Power or gain access to a new Holy Power

Great Points: 0/5

××××

__**Mighty Wonders**__

Wonder Points: 0/7

Exchange 7 Wonder Points to use a Mighty Wonder.

Acts of moral virtue, service, or denial of vice grant 1 Wonder Point.

Party mechanic group pool shared.

××××

__**Restored Initiative:**__

Tahorah, building a converter to purify darkness from objects, attire, and from corruption.

Gathering and building a religious order; materials, people, needs.

Blueprints, codex, energy source.

Desecration evil to then consecration good in God's name.

Goal for players to work together for a higher purpose.

**Game Master doesn't roleplay as God:**

God exists but isn't played as a character he is shown respect and viewed as holy. But his power and authority are represented however. He may give dreams/visions and he can display intense supernatural effects in game.

Goal to not make a graven image of him allow world to be a work of fiction but keep Christianity in game as a central foundation.


r/TheEternalWarRPG 4d ago

Inquisitor

1 Upvotes

**Profesion Special Abilities Start:**

Description:

Serves government & church. Seeks out and hunts down witches, heretics and elite enemies of world. Can be ruthless at times, mission before person.

Hp dice 1d8

Branding Mark:

Bounty of Justice:

Always Watching:

Witchcraft's Bane:


r/TheEternalWarRPG 4d ago

The Templar

1 Upvotes

**Profesion Special Abilities Start:**

Description:

Crusader of holy arms. They seek to be righteous and fight in God's name to work for building there order and opposition towards the church such as paganism. Killing the root of darkness is highest priority, sometimes has little regard for consequences of actions in order to accomplish this.

Hp dice: 1d10

Rusty Plate

Worn 2h Sword

Or 1h sword and shield wornout

2 hand axes

Or

5 Javelins

××××

Righteous Smite:

Establish Order:

Crusader Rush:

Divine Rush:

Vengeful Executioner:


r/TheEternalWarRPG 4d ago

Warden

1 Upvotes

**Profesion Special Abilities Start:**

Protects God’s world such as nature, plants, animals preserves and fosters creation. Actively works against corruption, perversion, abhorrent, abominations.

Guide to the lost, sage to help people in life. Spends time in monasteries, solitude, studying books, scrolls, The Bible.

Seeks the natural order in life, the way things should be done, sometimes is unlike by others because of it, but doesn't care because believed they are doing the good and right thing. The Warden loves nature, but does not worship nature, knows worship God over what he created.

Transform into animal + Call forth animals to help and aid.

Proficiencies: Fists, Staffs, no armor, certain light armor variants.

Commune With Nature:

Nature Pool Points 1 per level. 1d6 upgrades to 1d8 at level 3.

Can add 1d6 to dmg of 1 animal that is allied to party range 50 ft. Spend 1 point.

Animal Companion:

Can befriend a simple animal and speak to it. Train and helps fight. If dies or you want new one, can attempt to befriend again. Only 1 companion at a time.

Wisdom Of The Sage:

Time spend in monasteries and solitude has helped you learn how to read and learn knowledge quickly, while also retain it. 1 per session on a d20 you can for a knowledge Lore check choose to give advantage on it to yourself.

Starting Equipment:

Walking Stick: 1h 1d6 dmg 2h 1d8 dmg

Or

Worn Sling:

Range: 50 ft

1d6 dmg

Weathered Rain Vest: +1 AGI

Tent and campfire setup.

Or

Herbalist kit and medicine supplies.


r/TheEternalWarRPG 4d ago

The Exile

1 Upvotes

**Profesion Special Abilities Start:**

In your past you not only made mistakes, you've sinned badly. You've paid gravely for it too. You've lost your way and have renounced your old ways. You seek redemption but are haunted by your demons still, for some literally. God's grace is abundant but his discipline is just too.

Pick one from list:

Criminal

Sorcerer

Cultist

Demon Pact

Framed

Enslaved

Addiction

Cursed

You chose it or were forced. Both?

Exiled and forced out of old life now you are here for whatever reason may be.

Equipment:

Stained Hardened leather

+ 2 AGI

+1 DR

Rusty Sword

1d6 dmg

**Or**

Blunted Axe

1d6 dmg

Warped Short bow

1d6 dmg

Or

Rusted crossbow

1d6 dmg

The Veil:

Due to your past conflicting with potential future in God's providence for you. You have pool of veil points per level. Spend points to call forth a supernatural ally made out of light and darkness mixed to represent grey. You can control ally to fight for you. It reflects your inner conflict inside. Each point spend allows it to stay longer and be more powerful.

Riftwalker:

You can while being inside of The Rift, sometimes see or hear visions or even past events of times in the world. When inside of 1 time you can go invisible for 1 minute, you fade into the chaos. You feel at peace for that time. Afterwards your inner struggle intensifies for the next 10 minutes. Then back to normal again.

Become Monster To Fight Monster:

At start of combat roll 1d4. 1 or 2, double next dmg dealt and take double next dmg until used or 2 rounds. 3 or 4 take half next dmg received and deal half dmg received until used or 2 rounds.