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Faction Creation

As for the knights of the blue moon, I guess we need approvals? Got 1 from Mark
Mix said: Mike said: Channel Arcane: Divine Arcane As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate. I thought arcana's CD was arcane abjuration. Disregard, This was what they posted in the UA pdf, not the book. 
Mix said: As for the knights of the blue moon, I guess we need approvals? Got 1 from Mark I vote yes, I have a acane cleric that will be take this. 
Cool, that's 2. I will add it in the morning. 
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Should I move the Knights of the Blue Moon to the Waterdeep campaign page with the rest of the Waterdeep factions? They aren't technically based in Waterdeep as their hideout is in the Red Rocks on the coast just north of Waterdeep. I think they are considered a Waterdeep faction though. Does that sound right?
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They fight shar, everywhere, so I would probably say they are a world organization based in or near Waterdeep. 
Mark S. said: Oooh... Gray Hands! Those guys are tough to join. I think you can't even join them until higher levels so they could be fun to start on soon. I'll look into them and maybe we can play around with it sometime starting next week. Yes, I think the original requirement was a +7 to hit or the ability to cast a 4th level spell. That would put entry around level 7. If that's a requirement, it should have some good perks to offset the late start. Alternately you could join and build renown, but not be able to get a perk until level 7
Regan C. said: Sadly, the armor of God is supposed to prepare the Christian for spiritual warfare. I would suggest rebooting. Create one defensive perk-armor of God, one offensive perk-sword of the spirit, then add a proficiency perk, and a rp perk (housing, resources, transportation, etc.). If it seems under powered, then you are probably on the right track. That kinda balances you being somewhat unobjective. I have created 2 now successfully and this seems to help me.
I have scrapped shield of faith and am leaving the sword as offensive, helmet as defensive, belt as proficiency, and feet as the RP perk after I finish tweaking.
Be sure edit your post when you are done, or post the whole thing over so everyone can see the revised version. Good luck!
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I started the Gray Hands and actually found a way to join up as an initiate and work your way up to becoming a Gray Hand at 5th level. I will post it once I have figured out one more perk. It is a pretty cool group. I think it will probably attract some people, but just like the original Gray Hands, some of the perks only work while in Waterdeep or within 10 miles. Anyways, I am liking how it is going and will post it soon. Or you can log into Waterdeep to see it so far.
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Mix said: They fight shar, everywhere, so I would probably say they are a world organization based in or near Waterdeep.  Sounds good to me. I will leave them in the main campaign then. :)
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Regan C. said: I have scrapped shield of faith and am leaving the sword as offensive, helmet as defensive, belt as proficiency, and feet as the RP perk after I finish tweaking. Having others help you develop it will increase productivity. Also, remember that there is a plot going on that will allow others to join this faction later. So it might not be available for awhile.
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We both noticed there was a lack of factions for monks in the game currently.  Michael picked out a good one that is found throughout the realms. I recommended that he post it here so others can contribute to its design. Have fun all.
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Not to overwhelm everyone, but I will be posting the Gray Hands here as well to develop as well. Enjoy. 
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Alrighty... here is the submission of the Grays Hands of Waterdeep: "Come here, little demon, and stop tormenting the nice townfolk... I will squash you like a bug." -Harshnag the Grim Although Waterdeep is ably defended by the City Guard and City Watch, some threats require more extreme solutions. The Gray Hands are an elite force of high-powered adventurers who answer directly to the Lords of Waterdeep. Although their numbers are small, members of this group are capable of confronting the most powerful foes. The Lords of Waterdeep are loath to call on the Gray Hands unless no other option prevents itself, for the fallout from conflicts involving this group inevitably inflict a great deal of collateral damage on the City of Splendors. BASE OF OPERATIONS: Black Staff Tower GOALS • Protect the City of Splendors from the greatest of threats • Protect the reputation of the greatness of Waterdeep • Be available to serve when called upon by the Lords of Waterdeep. BELIEFS • The City of Splendors is the greatest of cities in all of Faerun. • To serve the Lords of Waterdeep is the greatest of honors. • The fate of the Waterdeep is the responsibility of the Gray Hands. MEMBER TRAITS Gray Hands are tough as nails and every bit as dangerous as their reputation suggests. They have earned the trust of Waterdeep's leaders at great personal risk, and have little fear of death. They have no time for moral niceties or negotiations. They trust that the Lords to call them in only when right is on their side and complete annihilation of the enemy is the only remaining resort. They are fiercely loyal to the City of Splendors, allowing no one to besmirch the name or reputation of their great city. PREREQUISITES Must be prepared to be called to duty in Waterdeep at any moment. You must be available in Waterdeep at least 4 days every tenday. Any non-evil alignment Title/Rank Prerequisites Renown Perks Initiate 0 renown 0 None " 3 renown 3 1 Gray Hand 10 renown (5th level) 10 1 " 25 renown (11th level) 25 1 Gray Hand Enforcer 50 renown (17th level) 50 1 PERKS Dragonward Strike: Once per day, while in Waterdeep or within 10 miles of it, you may call upon Ahghairon's dragonward to launch a mighty attack. You may use this ability at the start of your turn in one of two ways. Melee Attack: Add your proficiency modifier to your next attack and damage roll made. This attack must be made before the end of your turn. Empower Spell: After casting a damage dealing spell this turn, reroll a number of the damage dice up to your spellcasting modifier (minimum of 1). You must use the new rolls. You may take this perk multiple times to gain an additional use of Dragonward Strike per day each time taken. After using this ability, you must take a long rest before you can use it again. Grayhand Token: You have been given a small token (clasp, ring, or brooch) in the shape of a human hand, fingers together and palm out. Civil officials of Waterdeep know the token by sight. You gain advantage on any Charisma (Deception, Intimidation, or Persuasion) checks made against an officer or official of Waterdeep if you show the token. As bearer of the token, you may not be arrested or hindered in Waterdeep unless the arresting official is a Lord, magistrate, or civilar of the Guard or Watch. Homeland Morale: While in the City of Waterdeep or within 10 miles of it, your morale is at its highest granting you a +1 to all saving throws. Lord's Boon: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can regain a total number of hit points equal to twice your renown in this faction (maximum of 4 times your level). As an action, you can draw power from the pool to regain a number of hit points, up to the maximum amount remaining in your pool. References: City of Splendors, Waterdeep (3.5 edition) pages 37-38; 78-79
Ok the perks for the gray hands seem a little confusing, the dragonward strike needs to tell how many times it can be used per day and the lord's boon seem more useful as a short rest thing. Other than those two things seem great.
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Michael S. said: Ok the perks for the gray hands seem a little confusing, the dragonward strike needs to tell how many times it can be used per day and the lord's boon seem more useful as a short rest thing. Other than those two things seem great. While in Waterdeep or within 10 miles of it, you may call upon Ahghairon's dragonward to launch a mighty attack. You may use this ability at the start of your turn in one of two ways. Melee Attack: Add your proficiency modifier to your next attack and damage roll made. This attack must be made before the end of your turn. Empower Spell: After casting a damage dealing spell this turn, reroll a number of the damage dice up to your spellcasting modifier (minimum of 1). You must use the new rolls. You may take this perk multiple times to gain an additional use of Dragonward Strike per day each time taken. After using this ability, you must take a long rest before you can use it again.
Sorry did not read it all. thought having a number related to it would be easier.
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My wife pointed out that I am beginning to write some of this the same way they are presented in 5th edition and therefore creating the same lack of clarity. lol So, I changed Dragonward Strike to read as follows: Dragonward Strike: Once per day, while in Waterdeep or within 10 miles of it, you may call upon Ahghairon's dragonward to launch a mighty attack. You may use this ability at the start of your turn in one of two ways. Melee Attack: Add your proficiency modifier to your next attack and damage roll made. This attack must be made before the end of your turn. Empower Spell: After casting a damage dealing spell this turn, reroll a number of the damage dice up to your spellcasting modifier (minimum of 1). You must use the new rolls. You may take this perk multiple times to gain an additional use of Dragonward Strike per day each time taken. After using this ability, you must take a long rest before you can use it again What do you think?
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Michael S. said: Sorry did not read it all. thought having a number related to it would be easier. No worries. I want it to be as easy to understand as possible so I added it to the beginning of the entry as well. 
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Michael S. said: Ok the perks for the gray hands seem a little confusing, the dragonward strike needs to tell how many times it can be used per day and the lord's boon seem more useful as a short rest thing. Other than those two things seem great. It would be more useful as a short rest thing. However, it is a lesser version of the paladin's ability of Lay on Hands which requires a long rest. I think that a PC gaining 20 healing with 10 renown every battle (for free) would probably imbalance the system. I would like to hear from the other DMs on this though.
Sounds clearer. The rest seems fine on your faction. Any other change you think will be needed for the monk faction?
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I actually just found a way that one could break the system with Lord's Boon.  The original standard for this ability was 20 healing at 5th level. So I am further restricting the ability as follows: Lord's Boon: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can regain a total number of hit points equal to twice your renown in this faction (maximum of 4 times your level) . As an action, you can draw power from the pool to regain a number of hit points, up to the maximum amount remaining in your pool. That is all I have at this time.
I thought that hit points return fully after a long rest?
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There are some references in your Michael S. said: Sounds clearer. The rest seems fine on your faction. Any other change you think will be needed for the monk faction? The description at the beginning contains some things I was not able to find in lore about the faction. Can you provide your references? Here is what I was able to dig up. Most of this is copy/pasted with some minor editing to make it present tense and remove unnecessary hyperlinks and formatting. The hyperlink at the beginning was my reference. DESCRIPTION: The  Disciples of St. Sollars the Twice-Martyred , also known as the Order of the Yellow Rose or the Monks of the Yellow Rose, is a monastic order devoted to St. Sollars and Ilmater, The One Who Endures. They were noted for the Monastery of the Yellow Rose, located high in the Earthspur Mountains near to the Glacier of the White Worm. GOALS: Fight against evil and be a good person in a harsh world.  Locate young orphans to bring into the order. Gather lore (mainly genealogies) and perform good deeds. Maintain the  Watcher's Mounds . BELIEFS: Living in harmony, not in conflict, symbolizes courage and determination. MEMBER TRAITS: As followers of Ilmater, the Disciples of St. Sollars are ascetics and favor the simpler things, but are devoted to creating beauty in hardship. The monks do not attempt to force their ways or beliefs on others. Instead, they go about their business confident in their faith. The Disciples of St. Sollars are known as loyal allies and as dangerous enemies. They are highly respected on issues of truth and diplomacy and for their inner strength. TITLE/RANK: You almost had these perfectly... As their penance, the Brothers (1) , Disciples (2) , and Immaculates (3) had to endure long periods living in the wilds around the monastery, serving as Watchers (4) . Doing so allowed them to progress to the rank of Master (5) . I also saw the term Grandmaster used as a title for those in charge. Maybe eliminate Watcher (since that is used with the Harpers) and use Grandmaster as the highest. POTENTIAL PERKS They perfected the art of riding the remorhaz. This would be an exotic mount type of perk for very high level monks. A 15th level monk could ride a "Young Remorhaz" (page 258 of the Monster Manual). That would certainly be interesting, but would probably be limited to cold climate and/or winter.  Their main duty was to protect the monastery, both in the physical world and in the spiritual world . This is commonly related to force type magic since it operates in both the material (physical) and ethereal (spiritual) plane. Perusing spells that are defensive and deal with force magic (i.e. shield, force cage ) might be helpful since there is a lack of detail for perks. I like allowing a monk to use existing ki points to emulate these spells. This does a couple of things... This will create the Asian kind of magic effects associated with good martial arts fiction. Imagine a martial artist using its "chi" to block a blow with an effect like the shield spell. It achieves our goal of not making the PC more powerful, just giving it more options. As their penance, the Brothers, Disciples, and Immaculates had to endure long periods living in the wilds around the monastery, serving as Watchers. Doing so allowed them to progress to the rank of Master. How about a perk that gives proficiency in survival because of this? Many of them acquired and were accompanied by friendly animals, and could employ a speak with animals power to converse with them and gain knowledge and insight. The purpose of this phase of their training was to develop a symbiotic relationship with the natural world. This is clearly a perk. :) An impressive 99% of Watchers returned to the Monastery without harm, which was proof of their discipline and training. Sounds to me like they may have an innate ability to endure elements since they are in a very cold climate.  Sample: You have resistance against the effects of the natural environment. Cold weather does not bother you down to -50° F, and you can withstand up to 120° F with little worry for the heat. The section title ABILITIES in the link I provided confirms much of what I posted. Check it out. We can figure out the details of ki point expenditure for balance at a later time.  Sorry Michael. I didn't mean to rework most of it. I did promise to help you develop it though as I was very interested in seeing this faction added. I wan't able to find references for some of the things you submitted. If you have them, please provide them and I might change my stance on them. Otherwise, hopefully this will help you and others see the process (which is mostly copy/paste) that goes into putting these together. 
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Mark S. said: I actually just found a way that one could break the system with Lord's Boon.  The original standard for this ability was 20 healing at 5th level. So I am further restricting the ability as follows: Lord's Boon: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can regain a total number of hit points equal to twice your renown in this faction (maximum of 4 times your level) . As an action, you can draw power from the pool to regain a number of hit points, up to the maximum amount remaining in your pool. That is all I have at this time. They do. You don't use this during a long rest. This is a "pool" of healing (see Lay on Hands in the paladin class) that can be used to self-heal as an action. That pool replenishes during a long rest.
Mark S. said: My wife pointed out that I am beginning to write some of this the same way they are presented in 5th edition and therefore creating the same lack of clarity. lol I think this may have gotten you in the prerequisites as well. I think "being prepared to defend Waterdeep" may need a little more detail. The original required a character to spend a number of days per ten-day in Waterdeep. To stay with the purpose of the faction, I think this is a fair requirement. It was included in the Red Sashes as well. After all, how can you defend, if you aren't there. 
Mark S. said: We both noticed there was a lack of factions for monks in the game currently.  I was thinking the same thing, not two days ago. I just haven't had a chance to look into it. Well done, Michael on bringing this up
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There we go. Here are the revised perks: (Note: I replaced a combat perk with RP perk so we have two RP, one combat, and one general perk). My thoughts : Belt is for those seeking truth. Helmet is the crucial piece to protect us from the sway of evil. Sword is for those who wish to fight against evil physically (and only works with sword-wielders to stay on theme). Feet are to aid those in making brothers in Christ out of enemies. Belt of Truth (RP): You gain proficiency in Insight; or expertise if already proficient, and 1/short rest you can use an action to detect lies from those around you for ten minutes. Deception is high on the list of things God considers to be an abomination. A “lying tongue” is one of the things He describes as “detestable to Him” (Proverbs 6:16-17). We are therefore exhorted to put on truth for our own sanctification and deliverance, as well as for the benefit of those to whom we witness. Restriction: Cannot use the Deception skill to knowingly lie. Helmet of Salvation (General): You have advantage on all charm and frighten effects and any saving throws to end them. The helmet of salvation is protection for the head, keeping viable a critical part of the body. The head is the seat of the mind, which, when it has laid hold of the sure gospel hope of eternal life, will not receive false doctrine or give way to temptations. Restriction: Cannot get intoxicated by excess of alcohol or use of drugs. Sword of the Spirit (Combat): All of your melee weapon attacks, that are made with a sword of any type, (shortsword, longsword, greatsword, scimitar, and rapier) against evil creatures are considered magical for the purposes of overcoming resistances. All Christian soldiers need the same rigid training to know how to properly handle the Sword of the Spirit, “which is the word of God.” The sword that Paul refers to here is the Holy Scriptures. We know from 2 Timothy 3:16–17 that the word of God is from the Holy Spirit and written by men. Since every Christian is on the spiritual battle with the satanic and evil forces of this world, we need to know how to handle the Word properly. Only then will it be an effective defense against evil, but it will also be an offensive weapon we use to “demolish strongholds” of error and falsehood (2 Corinthians 10:4–5). Feet readied with the Gospel (RP): You gain the Acolyte feature "Shelter of the Faithful" with other Christians, and you have advantage on Charisma (Persuasion) checks to make peace with hostile creatures. In warfare, sometimes an enemy places dangerous obstacles in the path of advancing soldiers. The idea of the preparation of the gospel of peace as footwear suggests what we need to advance into Satan's territory, aware that there will be traps, with the message of grace so essential to winning souls to Christ. Restriction: Cannot attack incapacitated or non-hostile creatures.
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Mix said: Mark S. said: My wife pointed out that I am beginning to write some of this the same way they are presented in 5th edition and therefore creating the same lack of clarity. lol I think this may have gotten you in the prerequisites as well. I think "being prepared to defend Waterdeep" may need a little more detail. The original required a character to spend a number of days per ten-day in Waterdeep. To stay with the purpose of the faction, I think this is a fair requirement. It was included in the Red Sashes as well. After all, how can you defend, if you aren't there.  Good point. It will also limit the number of those that will join it, keeping the Gray Hands rare and special. Updating it. Thanks. I put 4 days (32 eight hour days) per tenday as a requirement. What do you think?
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Michael S. said: version 2 of the monks of the yellow rose please look it over and if someone wants to delete the last post let me know: Coming along well.  The only thing I would like to number crunch on are the number of ki powers that are being granted versus how many the monk class gives. The perk should give significantly less. Usually about half as many as the class.  An alternative way to do it is allow only one ki power each time the perk is taken.  There are a lot of ki powers being offered that I don't see reflected in the lore of Order of the Yellow Rose. Be sure we are not adding new things to the faction, but instead, just converting existing things to 5e by use of the perks. Currently the Studies and gifts of ki look too much like a variant monk class to me.  Maybe call the ability something related to them being guardians in the physical and spiritual worlds and limit them to about half of what the monk class grants. I still think focusing on defensive force magic would be the best fit. As of now, it just seems like way too much.
Gray Hands look good to me, Mark. You have your first approval.
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I would need some suggestions for spells for the yellow rose faction. any ideas guys? I am also planning to only give the monk 1 ki point per title/rank.
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For Michael and Regan. The issue I'm still having is multiple perks in one perk. Most of the others I have read offer you proficiency in your choice of a number of perks, not a skill proficiency AND a buff. Same thing on background bonuses. I don't think they should come with an additional buff. Or drop the skill/ background boon and just give the buff. For clarification on studies and gifts if ki, is that all one perk or are each of them a separate perk? Remember there is a maximum limit. It is too much, I believe, for one perk.
I thought getting that perk and gives initial spells and more abilities become available after getting certain titles in the faction. Kind of like the way of 4 elementals. What would you suggest a monk perk that makes people want to play as a monk?
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The way of the four elements is a monastic tradition not a faction. Can you show me a faction that we have now that gives so much with one perk?
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Michael S. said: I would need some suggestions for spells for the yellow rose faction. any ideas guys? I am also planning to only give the monk 1 ki point per title/rank. I have some great ideas for a few of the perks after reading about these guys. These should always be a group effort, but I admit I have been hesitant cause I didn't want to interfere with creativity. As long as you don't mind, I will submit some ideas for it. Hoping others feel free to jump in as well.
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P.S. I am not ignoring the faction Regan is proposing, but since that faction hinges on plot that is being implemented into the game, I am putting off making any recommendations on it. 
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Michael S. said: I thought getting that perk and gives initial spells and more abilities become available after getting certain titles in the faction. Kind of like the way of 4 elementals. What would you suggest a monk perk that makes people want to play as a monk? People will choose the monk class based on what that offers. Remember that the factions are more for giving the PC purpose in the game and a more detailed background. The perks should flavor the character to show that it is a unique part of a special group. It should not encourage people to play one class over another as that could upset the balance of the system. Just something to keep in mind as we move ahead.
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Michael S. said: I thought getting that perk and gives initial spells and more abilities become available after getting certain titles in the faction. Kind of like the way of 4 elementals. What would you suggest a monk perk that makes people want to play as a monk? One other thing to keep in mind. Don't try to let the faction emulate more than what it is. Remember that there are other factions out there that still have not been developed. We need to leave everything a faction does not cover alone, so it will be available to add special color to future factions. 
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Lastly, I want to thank everyone for stepping up and either work on or commenting on these. All of this will help me develop a better instructional guide for future faction development so it will be much easier for anyone to contribute. :)
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PREREQUSITES Lawful good, lawful neutral, or neutral good. Must be 2nd level monk. I recommend changing the second prereq to say...  Must have one level of monk. The reason is that most members are brought into the brotherhood as orphans. Thoughts?
The reason why I suggest level 2 for monk is due to ki being introduce at level 2. If someone took the perk for ki what would they use it for?
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I had some time to do some deep research on the Order of the Yellow Rose.  The following is a collaboration of all of that information. Let me know your thoughts. The Disciples of St. Sollars the Twice-Martyred , also known as the Order of the Yellow Rose or the Monks of the Yellow Rose, is a monastic order devoted to St. Sollars and Ilmater, The One Who Endures. They were noted for the Monastery of the Yellow Rose, located high in the Earthspur Mountains near to the Glacier of the White Worm. GOALS: Fight against evil and be a good person in a harsh world. Locate young orphans to bring into the order. Gather lore (mainly genealogies) and perform good deeds. Maintain the Watcher's Mounds . BELIEFS: Living in harmony, not in conflict, symbolizes courage and determination. MEMBER TRAITS: As followers of Ilmater, the Disciples of St. Sollars are ascetics and favor the simpler things, but are devoted to creating beauty in hardship. The monks do not attempt to force their ways or beliefs on others. Instead, they go about their business confident in their faith. The Disciples of St. Sollars are known as loyal allies and as dangerous enemies. They are highly respected on issues of truth and diplomacy and for their inner strength. PREREQUSITES Lawful good or neutral good alignment One level in the monk class Title/Rank Prerequisites Renown Perks Brother One level of monk 0 None Disciple 3 renown 3 1 Immaculate 10 renown (5th level, two of which must be monk) 10 1 Master of Dragons 25 renown (11th level) 25 1 Grandmaster of Flowers 50 renown (17th level) 50 1 PERKS Citadel of the White Worm You gain the Discovery background feature of the Hermit background for the purposes of knowing the location of the hidden Monastery of the Yellow Rose known as the Citadel of the White Worm. You also know the history and location of the Watcher's Mound found around in the Earthspur Mountains of north Faerûn. If you use the Watcher’s Mound you must leave something for others to use or lose renown. Master of Dragons You may only take this perk while visiting the Citadel of the White Worm and after achieving 10 levels in the monk class. While there, you may spend 10 days of downtime attempting to "master the dragon". At the end of the 10 days, you must succeed on a DC 24 Dexterity check to "master the dragon". You may use downtime that was spent to gain the renown needed for this perk (however, travel time to and from the monastery may use a portion of that). You may make roll multiple times but if you fail on three rolls, you have failed and must start the process from the beginning spending 10 more days before another attempt. If you succeed, you have mastered the dragon  gain a special mount as follows. You gain a young remorhaz as a mount as long as you are in arctic or winter conditions. The remorhaz will not venture into warmer climates. If your mount dies, you must go through the process of mastering the dragon to replace it. Friend of the Watcher Your downtime spent to earn this perk was spent dwelling in the wild and learning to endure. In that time alone, you make friends with a native beast. You gain a beast as a companion. The beast must be native to the surround area and not have a CR higher than 20% of your renown (CR 1/2 at 3 renown) and 20% of your level (CR 0 at 1st, CR 1/4 at 2nd, CR 1/2 at 3rd, CR 1 at 5th, etc...). You also gain the ability to speak with animals for that specific beast and others of its specific type. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If the beast dies or otherwise wish to replace it, you must earn 3 points of renown in this faction before doing so. Path of the Watcher Because of your time spent in the wild learning to endure, you gain proficiency in Survival. If you are already proficient, you gain expertise in Survival when you are in that specific terrain (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark). Traditionally, the terrain will be arctic for a monk of the Order of the Rose due to routine patrols of the Earthspur Mountains. If you choose arctic, you have advantage on checks made to survive in arctic terrain up to temperatures of -50 degree fahrenheit. Token of Ilmater You possess a token of Ilmater that bears the holy symbol of a pair of white hands crossed and bound at the wrist with a blood-red cord. This token can be activated by using an action to touch a target while uttering "Imater protect me" to restore 1 hit point to the target. The token can be used twice per day. Tools of the Order When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. Also climbing doesn’t halve your speed when you use a climber's kit.
I would say to Mix the magic item creation with the Lord's Alliance. That perk gives out magical items that is within a certain budget. If we want we can fashion the ki perk to follow that idea. Where one can get that perk multiple times and get certain abilities as well as an increase to ki. Would that make it seem less OP?
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Michael S. said: I would say to Mix the magic item creation with the Lord's Alliance. That perk gives out magical items that is within a certain budget. If we want we can fashion the ki perk to follow that idea. Where one can get that perk multiple times and get certain abilities as well as an increase to ki. Would that make it seem less OP? I didn't read about any actual ki powers granted by the faction outside of what monks usually get. I posted the things that I saw were granted by the faction in my last post.