Loreguide Scions and Primals

Set in the setting of Eorzea, a team is recruited by Cid and Scions of the Seventh Dawn from the Waking Sands to protect pieces of a project going from the Waking Sands, in Vesper Bay, to Uldah. The team travels on chocobo’s through the woods protecting a small cart loaded with three boxes. They are one day into their three day trek.

Character: 

-Race must be from the FFXIV Races and Classes Homebrew source book 

-Classes can be from the FFXIV source book or published content 

-Ask DM for any UA 

-All Critical Role content allowed 

-Tasha's rules for Customizing Your Origin is allowed (tell the DM if you do this) 

-Start at level 5 

-Roll for hp after level 1, can reroll 1's 

Stats: 

-Type !threshold  In Dicetray

-Choose between the two groups of rolls

Starting:

-Normal class and background items

-Free 1 common and 1 uncommon magic item

-1 free Materia from the list

-Start with 500 extra free gil (aka gold) to start

-You can sell starting equipment for 50% of its original cost and buy other items and equipment (tell Carbon if you do so)

Materia Available at the Start:

Prayer (Technical) Prayer Materia allows you to restore the party's HP with a modified version of Healing Word. All Party members within 30 feet regain hit points equal to 1d4 + the user’s spellcasting modifier. This materia can be used a number of times equal to half your level per short rest, this materia costs an action to activate and takes two slots. 

Magical Camouflage (Magic) Allows spells cast by the user to avoid 3 targets per encounter. You can use this materia a number of times equal to your proficiency modifier per long rest, this takes one slot.

Guardian Protection (Stat) Add +2 to your AC, takes one slot, and cannot be stacked with the same stat materia. Takes one slot. 

Speed up (Stat) add the mobile feat for free, takes one slot

Delay Break (Technical) Choose one target within 60 feet, take your bonus action, action and movement to dash to the target and deal 1d10 dmg. This target has it’s initiative lowered one space on the chart, this materia can be used a number of times equal to half your level per long rest. Delay Break costs an action to activate and takes one slot. 

Setting: Eorzea

Composed of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history. Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway.

Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal. In this harsh though vibrant region, the people of Eorzea have carved out their histories—a cycle of prosperous Astral and disastrous Umbral eras. The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man. Each of the Umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral era would last into eternity.

But in the seventh verse of the Divine Chronicles, Mezaya Thousand Eyes prophesied a less fortunate fate. The "senary sun," or Sixth Astral Era, would indeed end, and the "septenary moon," or Seventh Umbral Era, would cast its shadow upon the land.

Geography

The vast realm of Eorzea, comprising the continent of Aldenard and its outlying islands, has seen the rise of a civilization with peoples as diverse as its environs. Throughout its history, the landscape has played home to a number of city-states—the tenuous relations among them fluctuating between friendly and hostile.

The pantheon of the Twelve is followed devoutly by most, and doctrine holds that the past wars of the realm were the wars of the heavens, with the gods and goddesses laying their favor with nations to champion them. In this way, war spread throughout the realm, discouraging unity and peace.

As a result, years passed without the lay of the land and its borders ever being mapped in their entirety. It was not until some 70 years ago, when an intrepid soul set out to wander the land, at great peril to himself, that the first map of Eorzea was completed.

Climate

For the most part Eorzea's climate ranges from temperate in the north to sub-tropical in the south, with the southernmost part of Aldenard being a harsh desert However, the aetherial disturbances at the start of the Seventh Umbral Era brought about a number of sudden changes to the climate in the few years since the Battle of Carteneau. For example, more rainforests have appeared in La Noscea, eastern Thanalan has begun shifting to a more semi-arid savannah biome, while Coerthas has experienced a perpetual winter.


Eorzea is comprised of six major city-states:

Limsa Lominsa

Located on the southern coast of the island Vylbrand, Limsa Lominsa is spread out across numerous surrounding islands, all connected by bridges. The marine city-state is a thalassocracy, currently under the power of the ruling party and its leader, the Admiral. Limsa Lominsa's economy is driven by shipbuilding, fishing and blacksmithing, but largely by the lucrative shipping industry. Ocean Side Climate

Gridania

Gridania is located in the east of the Aldenard continent, within dense woodlands and coursing rivers. It is well known in Eorzea for its forestry, agriculture, carpentry and leather working trades - a product of Gridania's emphasis on harmony with nature and the forest's Elementals. Forest Climate

Ul'dah

The city-state of Ul'dah is located in the deserts of southern Aldenard. It is a popular location for visitors to partake in its fighting arenas and gambling halls. The Ul'dahn culture is known for its affluence. Despite historically being claimed sovereign by the sultan, it is under the rule of the Syndicate, an elite group comprising the six wealthiest and most influential members of society.

Arid Climate

Ishgard

The Holy See of Ishgard is found in the central region of Abalathia's Spine, the highlands of Coerthas. The archbishop of the Ishgardian Orthodox Church rules as the nation's sovereign. For a thousand years, they have waged war with the great wyrm Nidhogg and his Dravanian Horde. Tundra Climate

Ala Mhigo

This city-state is located in the region of Gyr Abania, situated upon the eastern highlands of Aldenard. Though this aggressive nation frequently sought to conquer its neighbors in the west, at the same time it repelled countless invasions from the east in Ilsebard. It finally succumbed in the Year 1557 to incursions from the mighty Garlean Empire, and now is reduced to an imperial province. Mild Climate

Sharlayan

Though not truly a city-state in the strictest sense, the same-named colony of Sharlayan in the Dravanian hinterlands came to be considered among the great city-states as it grew into a major city of learning. However, when Ala Mhigo fell to Garlemald, the Sharlayans decided to return to their northern homeland in a mass exodus, leaving the city abandoned. Midwest Climate

Languages of Eorzea: 
Common

Auri - Au Ra 

Garlean- Garlean

Roegadyn - Roegadyn

Viera - Viera

Undercommon

Sylvian

Infernal
Celestial

Primordial 

 

Status effects

Status name

Symptoms

Recommended treatment

Berserk

Increased Strength, but attacks enemies impulsively and uncontrollably

Esuna, Remedy

Confusion

Attacks allies indiscriminately

Esuna, Remedy, being physically struck

Curse

Cannot use Overdrives, Gauge freezes

Dispel, Holy Water

Darkness

Lowered accuracy for physical attacks

Esuna, Eye Drops, Remedy

Doom

Falls unconscious when countdown reaches zero

None

KO

Cannot participate in battle

Life, Full-life, Phoenix Down

Petrification

Cannot participate in battle

Esuna, Soft, Remedy

Poison

Suffers damage after taking turn (!/4 of total HP per turn)

Esuna, Antidote, Remedy

Silence

Cannot cast spells

Esuna, Echo Screen, Remedy

Sleep

Cannot participate in battle

Esuna, Remedy, being physically struck

Slow

Lower Speed. Turns come slowly

Dispel, Haste

Zombie

Takes damage from restorative magic and items

Holy Water, Remedy

Special Items:

Remedy - Cures most status effects (200 gil) 

Holy Water - Cures Curse (50 Gil) 

Eye Drops - Cures Blindness (50 Gil)

Phoenix Down - Revives a creature to full health (500 gil)

Echo Screen - Cures Silence (50 Gil)

Antidote - Cures Poison (50 Gil)

Smelling Salts - Cures Sleep (50 Gil)

Soft - Cures Petrification (50 Gil)

Megapotion - Heals 8d6 +8 health to everyone in a 10 feet radius. This replaces superior potions. (450 Gil)

White Curtain - Cast NulAll, Protects against one elemental attack of any kind (200 Gil)

Lunar Curtain - Casts NulDeath, protects against one necromantic attack (100 gil)

Blue Curtain - Cast NulFrost, protects against one frost attack (100 gil)

Red Curtain - Casts NulFire, protects against one fire attack (100 gil)

Static Curtain - Casts NulShock, protects against one lightning attack (100 gil)

Celestial Curtain - Casts NulRadiance, protects against one radiant attack (100 gil)

Custom Materia Loot System: 

Some Items, Weapons or Equipment may have materia slots. Materia are small gems filled with various forms of power, they form both naturally and can be crafted through arcane means. The Loot system that exists in DnD is slightly altered to fit the feel of Final Fantasy better. Some magic items will not be available due to this system. However, as these different items can have multiple slots and the various kinds of materia will be the replacement. When wanting to buy or acquire magic items you’re used to discuss with the DM ahead of time to allow for prep.

Magic materia for classes without a spellcasting modifier uses your attack modifier, strength or dex depending on class.

Elemental Materia are ranked by spell level

There are 4 Kinds of Materia:

Magic

Magic Materia are Materia spheres that house spells borne naturally in magic or crafted by high mages. They tend to be shades of blue.

EX: Fireball, Ice Storm, Lightning Bolt

Technical

These allow special features to be added to characters, this materia is yellow and is the most diverse of materia types.

Stat

As basic as it gets for these green materia, they help you be stronger, be healthier, amp your magical potency, and increase your speed. Better yourself through aspects of the world around you.

Limit 

These are special and rare materia that allow you to pull information and more from other universes, who knows what they can do fully, the most mysterious of Materia. These are Purple Materia and they cost an entire turn to activate.

Commonly Known Materia: Below there is listed some of the most commonly found or used materia within the Grand Companies. 

Haste (Magic) doubles the target on the initiative chart,use this materia a number of times equal to half your proficiency modifier with a minimum of 2 per short rest

Barrier (Magic) Half a target’s physical damage received for 1d4 rounds + your spellcasting modifier, this materia can be used a number of times equal to you’re spellcasting modifier per short rest. Takes one Slot.

Null (Magic) allows the user to cast an area of protection on (1) one party member. This field orbiting their bodies absorbs on physical or magical attack completely, however the effect is broken upon impact. This materia can be used a number of times equal to your Spellcasting modifier per short rest and costs a bonus action to activate. Takes one slot.

Chi Trap (Magic) causes a small orb of a ten feet diameter, anything within the orb of pure chi takes 1d6 dmg every turn. This materia lasts 1d6 turns, use this materia a number of times equal to half your proficiency modifier with a minimum of 2 per short rest and this costs an action to activate. Takes two slots.

Wind Materia (lvl1 - 3 each level added, change the dice rolled to the next die up. IE: d4 > d6) (Magic) Allows the user to place a 20 foot wide small wind storm on the field. This storm follows the user, enemies in the radius take 1d8 damage per round, Allies heal 1d4 + their CON modifier per round. This Materia’s effect lasts 1d10 rounds. This materia can be used a number of times equal to your proficiency modifier per long rest, this costs an action to activate. Takes one slot

Ice Materia (lvl1 - 3 each level added, change the dice rolled to the next die up. IE: d4 > d6) (Magic) Allows the user to cast a modified Ice Storm that deals half damage and instead of lasting till the end of your next turn, the spell lasts a number of rounds equal to your spellcasting modifier. This materia can be used a number of times equal to your proficiency modifier per long rest, this costs an action to activate. Takes one slot

Lightning Materia (lvl1 - 3 each level added, change the dice rolled to the next die up. IE: d4 > d6) (Magic) Allows the user to cast a modified Lightning Bolt that deals half the damage but can target 1d6 targets within 60 feet. This materia can be used a number of times equal to your proficiency modifier per long rest, this costs an action to activate. Takes one slot

Fire Materia (lvl1 - 3 each level added, change the dice rolled to the next die up. IE: d4 > d6) (Magic) allows the user to cast Flaming Sphere that is double the sphere’s diameter with a modified rule of dealing half damage. This materia can be used a number of times equal to your proficiency modifier per long rest, this costs an action to activate. Takes one slot

Blade Burst (Magic) the user jumps into the air and brings down their weapon, causing streaks of magic to cut three streaks of magic. Anything in a 15-foot cone must make a dex saving throw taking 3d8 force damage, half on a save. This uses an action and can be used a  number of times equal to half your proficiency modifier with a minimum of 2 per short rest, this costs an action to activate. Takes two slots and requires a slot on a weapon. 

Manawall (Magic) Half a targets magical damage received for 1d4 rounds + your spellcasting modifier, this materia can be used a number of times equal to you’re spellcasting modifier per short rest, this costs an action to activate. Takes one slot

Shared Power (Magic) Allows the user to share a Techincal or Magical materia a party member you choose after a long rest. This effect lasts until a long rest is taken, This materia requires two slots.

Gravity (Magic) allows the user to cast a 10-foot-sphere centered on a a point you can see within a range of 60 feet. This sphere lasts one round, each creature in the sphere must make a con saving throw. On a fail the targets take 2d8 force dmg, and its speed is halved until it’s next turn. On a success they take half dmg with no reduction of speed. This materia costs an action to activate and takes two slots. 

Challenging Fate (Magic) allows the user to use the luck of those in the Farplane, choose yourself or one willing creature within 60 feet. When the chosen creature makes an attack roll, an ability check or a saving throw before the spells ends (lasts one hour) They can also reroll an attack made on them. This can be used a number of times equal to your spellcasting modifier per long rest. This materia costs an action to activate and takes two slots. 

Counterstance (Technical): This materia can be used as a reaction, this materia is to counter enemy magical and physical attacks. The Character dashes to the target to unleash a heavy counter attack, double your weapons damage. You also take half damage from the countered attack. This materia can be used a number of times equal to half your level per short rest. This materia takes two slots. 

Aim Plus (Technical):  This materia adds the Sharpshooter feat, costs one slot on any equipment.

Forceful Wind (Technical):  This Materia allows the user target each creature in a 10-foot radius to make a dex saving throw. On failure the creatures take 1d10 slashing damage and are pushed 10 feet away from the user of Forceful Wind. This can be used a number of times equal to half your level per short rest. This materia costs an action to activate and takes one slots. 

Prayer (Technical) Prayer Materia allows you to restore the party's HP with a modified version of Healing Word. All Party members within 30 feet regain hit points equal to 1d4 + the user’s spellcasting modifier. This materia can be used a number of times equal to half your level per short rest, this materia costs an action to activate and takes two slots. 

Triple Slash (Technical) Allows the user to make 3 quick attacks between enemies. This attack never hits the same enemy twice in row unless it's the only enemy available. When you roll damage, use one damage die smaller than your weapon's original dice with a minimum of die 4’s, this materia costs an action to activate and takes one slot. This requires a slot on a weapon.

Luck of the Draw (Technical) adds the feature bountiful luck for as long as this materia is slotted, this materia costs one slot. 

Power Break (Technical) allows you to choose a target, deal 1d10 dmg and the creature will have its melee attack dmg halved for 5 rounds. This materia can be used a number of times equal to your level per long rest, this costs an action to activate and takes one slot. This requires a slot on a weapon.

Magic Break (Technical) allows you to choose a target dealing 1d10 dmg and the creature will have all magical damage dealt deal half damage for 5 rounds. This material can be used a number of times equal to your level per long rest, this costs an action to activate and takes one slot. This requires a slot on a weapon.

Delay Break (Technical) Choose one target within 60 feet, take your bonus action, action and movement to dash to the target and deal 1d10 dmg. This target has it’s initiative lowered one space on the chart, this materia can be used a number of times equal to half your level per long rest. Delay Break costs an action to activate and takes one slot. This requires a slot on a weapon.

Armor Break (Technical) choose one target within 30 feet, take your bonus action, action, and movement to dash to the target and deal 2d8 damage. This target’s AC is lowered by 1d6 + your proficiency modifier for 5 rounds, this materia can be used a number of times equal to half your level per long rest. Armor Break costs an action to activate and takes one slot. This requires a slot on a weapon.

 

Crusader Will (Technical) adds the great weapon master feat, takes one slot.

Elemental Sniper (Technical) adds the spell sniper feat, takes one slot.

Spiral Cut (Technical) Allows the user to unleash a devastating singular blow with a weapon. Choose one enemy to use Spiral Cut against, your weapon’s damage is maxed and doubled for this attack, add an additional 1d6 dmg. You can use this materia a number of times equal to your proficiency modifier per long rest, this costs an action to activate and takes one slot. This requires a slot on a weapon.

Deadly Dodge (Technical) This Materia allows for the user to dash 10 feet in any direction, upon moving any creatures within 5 feet of the dash end location take 2d6 damage. This materia can be used a number of times equal to half your level per short rest. This takes a Bonus action to activate and takes one slot. This requires a slot on a weapon.

First Strike (Technical) This Materia allows the user to perform one action before the start of an initiative chart. This materia takes one slot.

Speed up (Stat) add the mobile feat takes one slot

HP UP (Stat) Add two additional hit die worth of health to your health pool while this materia is slotted, takes one slot, and cannot be stacked with the same stat materia.

Guardian Protection (Stat) Add +2 to your AC, takes one slot, and cannot be stacked with the same stat materia.

Hrothgar Strength (Stat) add +2 to your STR score, takes one slot, and cannot be stacked with the same stat materia.

Isgardian Knowledge (Stat) add +2 to your INT score, takes one slot, and cannot be stacked with the same stat materia.

Crystal’s Blessing (Stat) add +2 to your WIS score, takes one slot, and cannot be stacked with the same stat materia.

Thief’s Route (Stat) add +2 to your DEX score, takes one slot, and cannot be stacked with the same stat materia.

Hearty Weathering (Stat) add +2 to your CON score, takes one slot, cannot be stacked with the same stat materia.

Actor’s Mask (Stat) add +2 to your CHA score, takes one slot, and cannot be stacked with the same stat materia.

Liar’s Tale (Stat) Gain proficiency in deception, if this skill is already chosen double the bonus to rolls. Takes one slot

Omnislash (Limit) allows the user to summon a great warrior from another realm. This spiky haired man, with a sword that outweighs any on the field, he dashes from a portal to intercept a singular chosen enemy. Launching the enemy into the air, this great warrior lays forth a series of slashes. Roll 4d10 for damage at early levels. This takes a Limit slot

Starshower (Limit) allows the user to use a full turn to unleash an intense amount of attacks against a singular enemy. Use the full turn to turn movement, bonus action, reaction, free action and action to attack an enemy. You automatically hit the enemy but have to roll damage for each attack. If the user has extra attacks or actions they are free to use those as normal. This Materia can only be used once per long rest. This takes a Limit slot

Temptation (Limit) Allows the user to cast a barrage of a singular spell. This allows 1d6 multicast with a minimum of 2 times the attack spell is multiplied. Choose a singular attack spell or magic materia. This takes a Limit slot

Arcane Ward (Limit) Allows the user to cast a large 10 foot radius circle on the ground underneath any party member. Any attack spells or magic materia used in this ward is cast twice. This takes a Limit slot

Grand Summon (Limit) This materia is very rare, only gifted to adventurers through the Heads of the Cities. Summon an Primal Spirit, each primal has different effects on the battlefield. Refer to this known list below. When casting this materia roll 1d20, if you roll above your casting DC the summoning randomizes. This takes a Limit slot

Lucky Shots (Limit) Use this materia to unleash a storm of range attacks, the number of attacks are equal to your proficiency modifier. Reroll all 1’s rolled and add an addition 1d6 of elemental damage of your choosing. This takes a Limit slot

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