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== Plumbite ==
= Plumbite =
Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.
Plumbite are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.<br>
'''Unique Talent Tree (Level 1).''' Whenever you choose a new talent, you can choose it from the Plumbite talent tree (in addition to the other trees you have access to).<br>
'''Lead Carapace (Level 1).''' You gain the Lead Carapace (Plumbite Key) talent from the Plumbite tree.<br>
'''Ancestry Bonus Talents (Level 6, 11, 16, and 21).''' Each time you reach a new tier, you again gain a bonus talent. You must choose it from the Plumbite tree or from any heroic path.<br>


=== Lead Carapace (Plumbite Key) ===
'''Prerequisite:''' Plumbite Ancestry<br>
'''Activation:''' Always Active<br>
''Your body produces a natural chitin made of lead that protects you.''<br>
When you acquire this talent, increase your Physical defense increases by 2, and your deflect by 1.<br>
'''Leads to:''' [[Plumbite#Defensive Carapace|Defensive Carapace]]<br>


=== Corrupted Plumbite ===
=== Chitinous Armaments ===
Many Plumbites were captured and corrupted by the Aberrant Barons, many of whom still serve their will. However, many Plumbites have broken free from this corruption, but still bear that mark of taint.
'''Prerequisite:''' Level 11+; [[Plumbite#Reactive Chitin|Reactive Chitin]]<br>
'''Activation:''' 1 Action<br>
''You have mastery over your natural-grown lead, shaping it however you please.''<br>
You create a simple weapon in a free hand, and you are considered having expertise with this weapon. You can only have one of these weapons at a time in this way, and it dissipates shortly after leaving your grip (after an attack made with a throw weapon, for example).<br>
You could also use this talent to make simple and rudimentary tools and shapes, but the GM is the final arbiter of what you are able to functionally create.<br>


'''Ability Score Increases.''' Your Constitution Score increases by 2 and your Charisma Score increases by 1.
=== Defensive Carapace ===
'''Prerequisite:''' [[Plumbite#Lead Carapace (Plumbite Key)|Lead Carapace]]<br>
'''Activation:''' Always Active<br>
''You learn how to better position and hide behind your natural armor.''<br>
You can take the Brace action needing a shield or cover, positioning yourself behind your lead chitin.<br>
'''Leads to:''' [[Plumbite#Otherworldly Carapace|Otherworldly Carapace]], [[Plumbite#Reactive Chitin|Reactive Chitin]]<br>


'''Speed.''' You have a Walking Speed of 30ft.
=== Otherworldly Carapace ===
'''Prerequisite:''' [[Plumbite|Defensive Carapace|Defensive Carapace]]<br>
'''Activation:''' Always Active<br>
''Your carapace begins to defend against more than just the physical.''<br>
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2, and your deflect by 1.<br>
'''Leads to:''' [[Plumbite#X-Ray Vision|X-Ray Vision]]<br>


'''Languages.''' You can speak, read, and write
=== Reactive Chitin ===
'''Prerequisite:''' [[Plumbite#Defensive Carapace|Defensive Carapace]]<br>
'''Activation:''' Reaction<br>
''Your carapace grows in quick bursts to protect you from assault.''<br>
When you would be hit by an attack, you can spend 1 focus and a reaction to increase your physical defense by an amount equal to your tier until the start of your next turn.<br>
If you have the [[Plumbite#Otherworldly Carapace|Otherworldly Carapace]] talent, you also increase your Cognitive and Spiritual defenses by the same amount.<br>
'''Leads to''' [[Plumbite#Chitinous Armaments|Chitinous Armaments]]<br>


'''Creature Type.''' You are a Humanoid and an Aberration.
=== X-Ray Vision ===
 
'''Prerequisite:''' Level 6+; [[Plumbite#Otherworldly Carapace|Otherworldly Carapace]]<br>
'''Lead Carapace.''' You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.
'''Activation:''' Special Activation<br>
 
''You begin to see beyond the natural and physical world.''<br>
'''Preternatural Sight.''' You gain Blindsight out to a Range of 60ft, via the use of X-rays.
Increase your senses range by 1 step, as if your Awareness were 2 higher.<br>
 
Additionally, you can spend 1 focus to ignore objects and characters that would block your line of sight until the end of your next turn.<br>
'''Lead-Encased Nostrils.''' You do not have a sense of smell, thus most food tastes bland.
 
'''Corrupted Resonance.''' Your aberrant corruption has left you with innate magic based on which Baron corrupted you.
{| class="wikitable"
|+ Corrupted Resonance
|-
! Aberrant Baron !! Spell
|-
| Abandonement || [[Level 1#Hideous Laughter|Hideous Laughter]]
|-
| Anger || [[Level 1#Hellish Rebuke|Hellish Rebuke]]
|-
| Deceit || [[Level 1#Charm Person|Charm Person]]
|-
| Disorientation || [[Level 1#Color Spray|Color Spray]]
|-
| Fear || [[Level 1#Cause Fear|Cause Fear]]
|-
| Hunger || [[Level 1#Goodberry|Gooberry]]
|-
| Loss || [[Level 1#Identify|Identify]]
|-
| Madness || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]]
|}
 
You know the chosen Spell, and can cast it without needing Material Components, you must take a Long Rest before doing so again. You use Charisma as your Spellcasting Ability for these Spells.
 
 
=== Forested Plumbite ===
The Plumbites that hold steadfast in the forest of the Twisted Lands.
 
'''Ability Score Increases.''' Your Constitution Score increases by 2 and your Wisdom Score increases by 1.
 
'''Speed.''' You have a Walking Speed and Climbing Speed of 30ft.
 
'''Languages.''' You can speak, read, and write
 
'''Creature Type.''' You are a Humanoid.
 
'''Lead Carapace.''' You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.
 
'''Preternatural Sight.''' You gain Blindsight out to a Range of 60ft, via the use of X-rays.
 
'''Lead-Encased Nostrils.''' You do not have a sense of smell, thus most food tastes bland.
 
'''Naturalist.''' You gain Proficiency in Survival, and can choose one [[Ranger#Ranger Disciplines|Ranger Discipline]] of your choice.
 
=== Ridgeborne Plumbite ===
These Plumbites live in the Lead Ridge in the Twisted Lands, having vast underground kingdoms and labyrinths.
 
'''Ability Score Increases.''' Your Constitution Score increases by 2 and your Strength Score increases by 1.
 
'''Speed.''' You have a Walking Speed of 30ft, and a Digging Speed of 20ft.
 
'''Languages.''' You can speak, read, and write
 
'''Creature Type.''' You are a Humanoid.
 
'''Lead Carapace.''' You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.
 
'''Preternatural Sight.''' You gain Blindsight out to a Range of 60ft, via the use of X-rays.
 
'''Lead-Encased Nostrils.''' You do not have a sense of smell, thus most food tastes bland.
 
'''Survival From Hunger and Deceit.''' You gain Proficiency in Insight and Survival.
 
'''Leaden Protection.''' When you are hit by an Attack, you can use a Reaction to create a shield of lead, spawned from your own chitin and the earth around you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
 
 
=== Stellar Plumbite ===
These Plumbites went to Stellarsiege, and fight for various bannerlords under all three of the Nations.
 
'''Ability Score Increases.''' Your Constitution Score increases by 2 and your Strength Score increases by 1.
 
'''Speed.''' You have a Walking Speed of 30ft.
 
'''Languages.''' You can speak, read, and write
 
'''Creature Type.''' You are a Humanoid.
 
'''Lead Carapace.''' You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.
 
'''Preternatural Sight.''' You gain Blindsight out to a Range of 60ft, via the use of X-rays.
 
'''Lead-Encased Nostrils.''' You do not have a sense of smell, thus most food tastes bland.
 
'''Chitinous Armaments.''' You are able to form your lead carapace into weapons at a moment's notice. You can spend a Bonus Action to grow your lead into the form of a Simple or Martial Weapon of your choice in a free hand, growing it around that hand. It lasts until you choose to dismiss it as a Free Action or until you take a Long Rest. You are Proficient with this Weapon.

Latest revision as of 14:39, 28 September 2026

Plumbite

Plumbite are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.
Unique Talent Tree (Level 1). Whenever you choose a new talent, you can choose it from the Plumbite talent tree (in addition to the other trees you have access to).
Lead Carapace (Level 1). You gain the Lead Carapace (Plumbite Key) talent from the Plumbite tree.
Ancestry Bonus Talents (Level 6, 11, 16, and 21). Each time you reach a new tier, you again gain a bonus talent. You must choose it from the Plumbite tree or from any heroic path.

Lead Carapace (Plumbite Key)

Prerequisite: Plumbite Ancestry
Activation: Always Active
Your body produces a natural chitin made of lead that protects you.
When you acquire this talent, increase your Physical defense increases by 2, and your deflect by 1.
Leads to: Defensive Carapace

Chitinous Armaments

Prerequisite: Level 11+; Reactive Chitin
Activation: 1 Action
You have mastery over your natural-grown lead, shaping it however you please.
You create a simple weapon in a free hand, and you are considered having expertise with this weapon. You can only have one of these weapons at a time in this way, and it dissipates shortly after leaving your grip (after an attack made with a throw weapon, for example).
You could also use this talent to make simple and rudimentary tools and shapes, but the GM is the final arbiter of what you are able to functionally create.

Defensive Carapace

Prerequisite: Lead Carapace
Activation: Always Active
You learn how to better position and hide behind your natural armor.
You can take the Brace action needing a shield or cover, positioning yourself behind your lead chitin.
Leads to: Otherworldly Carapace, Reactive Chitin

Otherworldly Carapace

Prerequisite: Defensive Carapace|Defensive Carapace
Activation: Always Active
Your carapace begins to defend against more than just the physical.
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2, and your deflect by 1.
Leads to: X-Ray Vision

Reactive Chitin

Prerequisite: Defensive Carapace
Activation: Reaction
Your carapace grows in quick bursts to protect you from assault.
When you would be hit by an attack, you can spend 1 focus and a reaction to increase your physical defense by an amount equal to your tier until the start of your next turn.
If you have the Otherworldly Carapace talent, you also increase your Cognitive and Spiritual defenses by the same amount.
Leads to Chitinous Armaments

X-Ray Vision

Prerequisite: Level 6+; Otherworldly Carapace
Activation: Special Activation
You begin to see beyond the natural and physical world.
Increase your senses range by 1 step, as if your Awareness were 2 higher.
Additionally, you can spend 1 focus to ignore objects and characters that would block your line of sight until the end of your next turn.