Grim Hollow

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Grim Hollow is a 3rd party Dark Fantasy setting for Dungeons & Dragons 5th Edition published by Ghostfire Gaming. Currently, only a Campaign Setting exists, with a Player's Guide being crowdfunded for on Kickstarter.

The World of Etharis

Lands of Etharis

Etharis, as the campaign setting's world is called, is a grimdark slant on the standard D&D 5e world. It takes place on a world where a brutal humanity rose up and almost annihilated the empires of dwarves, elves and dragonborn, then nearly annihilated itself in pointless internecine wars, allowing the oppressed remnants of those races to rise up and forcibly carve a place for themselves out of the ruins. Civilization exists in a Points of Light format; islands of light and hope surrounded by vast tracts of hostile, monster-infected wilderness. Some regions suffer supernatural or paranatural auras that shroud them in darkness, and plagues ravage the land - especially the dreaded Weeping Pox. The gods of Etharis annihilated each other in a brutal civil war, leaving behind only their lieutenants - the Arch Seraphs and Arch Daemons - to heed the prayers of mortal followers, and work to exploit the world as it exists for their own advantage. In many portions of the world, arcane magic is feared, and there is even a crusade, the Arcanist Inquisition, dedicated to destroying all who are even accused of dabbling with magic.

But despite all this... Etharis is not a relentlessly bleak world, and there is some hope for it to get better. To quote the book itself:

Etharis as a campaign setting is not meant to be relentlessly bleak and depressing, or to wallow in cruelty for its own sake. Small victories become heroic when they take heroic effort to achieve. No one in Etharis is safe by default, so any safety the characters win or give to others is a true blessing. No one in Etharis is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value.

There's even a chapter in the Campaign Guide that breaks down Dark Fantasy into its four major components: Grimdark, Horror, Dark Fairy Tales, and Sword & Sorcery, with advice to the DM on how to pick and mix these themes to make Etharis more their own.

Realms of Etharis

As you can see from the map, Etharis is a pretty big place. Luckily, we're here to give you an breakdown of the various places of note on the map.

The Bucharis Empire is the former ruling power of Etharis. An alliance of four provinces united by a divinely chosen emperor, Bucharis has begun falling into ruination ever since the last emperor, the insane Leopold I, spread his insanity into the four gods whose powers once united and supported the empire, causing them to ultimately butcher each other in the name of proving which of them was the supreme god before Leopold was assassinated. Their madness and subsequent deaths have left powerful cultural and mystical scars on the lands they once championed. The provinces of the Bucharis Empire are:'

  • Abendland: Literal and metaphorical center of the Bucharis Empire, once devoted to Aurelia, Goddess of Healing, Hearth and Home. It was the Hearthkeepers, Aurelia's priesthood, who helped locate the god-touched individual - Indorius - who became the first Emperor of Bucharis, and they were the ones who decreed the Edict of Eternal Blood, which allowed only direct descendants of Emperor Indorius to rule. This included coaxing the marriage of cousins and siblings to preserve the purity of said blood, despite the misgivings of the rest of Bucharis, that ultimately led to the insanity of Emperor Leopold I. Even now, the Hearthkeepers stifle their people and try to keep them ignorant of the waning divine powers of their priests and the fading fecundity of the land itself, with hope of turning Abendland into an open theocracy.
  • Nordenland: Always home to planar gates and crossings, especially to the Feywild, Nordenland is the traditional home of the mages of Bucharis, which made it a natural homeland for Ulmyr, God of Magic and Chaos. The fall of the empire has broken Nordenland into two halves; those of the East, who have thrown off all allegiance to the empire and returned to the old ways, and those of the West, who still consider themselves part of Bucharis and eagerly adopt new technologies from their former allies. Civil war is brewing, especially as the forests become filled with monsters and evils.
  • Rauland: Kingdom of the dwarves and gnomes, Rauland was dedicated to Galt, God of Order and Construction. During the dark days of the godly civil war, Galt became a brutal tyrant, demanding toil for the sake of toil and treating all lives as tools for the sake of production. Ironically, with their patron dead, the Raulanders have found their crafts are declining in potency, stripped of the divine blessing they enjoyed in the empire's heyday.
  • Unterland: A warrior society who were devoted to Maligant, the God of War and Strategy; with their patron gone, the cult of Tormach, Archdaemon of Wrath and Slaughter, is spreading like wildfire to take his place.

The Ostoyan Empire was Bucharis' major rival, founded by people who fled from Unterland during the chaos of Bucharis' early years due to refusing to accept Emperor Indorius as their new leader. They founded their own nation, Ostoya, but when the finally stabilized Bucharis came and demanded the Ostoyans swear subservience to their long-lost and little-loved kinsfolk, it led to war. That war only grew more desperate with the Darkfall; a mighty earthquake that opened chasms leading to an ancient city buried beneath the ground, one infested by the undead. So desperate were the Ostoyans to remove this "homegrown" threat that they sent an entire army down into the deep to fight a holding action, then collapsed the chasms leading to the surface, burying their own men alive in the process. But this only made things worse; a survivor found a strange shrine and prayed for vengeance, before returning to the surface as a vampire and spreading his plague through Ostoya's nobility. With the new necrocracy in place, the Ostoyans expelled the Bucharis invaders. Now, Ostoya resides under a permanent shadow; the sky is forever choked with thick clouds (often pregnant with snow or heavy rain) and mist, blotting the light from the sun. Ironically, Ostoya has schismed once again, and is now divided into two provinces; Soma, the vampire-ruled necrocracy, and the magocracy of Raevo, which refuses to bow to the undead. Even more ironically, their civil war is remarkably civil: both sides share a hatred of Bucharis that outweighs their antipathy towards each other, and the two provinces will fight to aid each other in remaining independent of Bucharis. Definite shades of Sylvania.

The Charneault Kingdom is a magical forest realm, the last stronghold of the elves and also home to a spiritual and honorable human culture who had found peace with their elven neighbors - thanks to the enforcing might of the nature spirits that reside here. But the Pact of the Sacred Land has been soured by the Dark Elves; an anti-human cult which attempted to use black magic to subvert the relationship the elves had long enjoyed with the nature spirits from that of equals to that of master and servant - whilst a human knight, the valiant Ser Guilherm le Preux, managed to prevent the rite from fully taking place, Charneault has been tainted by the Dark Elves' actions. The magical mists that have always inundated Charneault now sometimes take on a dark coloration, throwing the spirits in turmoil, whilst Dark Elf sorcerers leading monsters and bewitched dark knights have begun to launch attacks against the human population of the land from their new base in the dead city of Tol Kerdywel, the prison of an elven princess turned foul lich. In return, the humans of Charneault are falling into disarry; the farmers dare not enter their fields when the Mist approaches, leading to shortages, and the king's order to swell the ranks of the various knightly orders for which Charneault is famed has led to increased rivalry between those orders and their followers. And all the while, anti-elf sentiment is swelling in the minds of humanity...

The Valikan Clans of Grarjord are the Viking-like inhabitants of the elemental-haunted frozen northlands of Etharis, a region said to have once been ruled by godlike elementals that warred with each other. Of these, the most fearsome was Gormadraug, the Great Prismatic Wyrm; a dragon-shaped elemental who was the master of "coldfire" - a white-blue flame that freezes instead of burns, consumes water, and can only be extinguished with fire and heat. Although reputedly slain by a band of seven heroes well over a thousand years ago, Gormadraug still shapes Grarjord's future. Over fifty years ago, a druidic cult arose, the Prismatic Circle, who decreed that the Valikan must feed Gormadraug's spirit with bloodshed to keep him docile. This has led to a schims in Valikan society, dividing Grarjord into two provinces; Thrull, a druidic theocracy where the Prismatic Circle rules and raiding, slavery and human sacrifice are the order of the day, and Kandar, which rejects the Prismatic Circle's rules and seeks strength through alliances and trade with the more fertile lands to the south. Making things worse is the rival Cult of the Wyrm, druids who seek to use the blood sacrifice of humans and elementals to awaken Gormadraug, and the mysterious appearance of outbreaks of coldfire, which sweep in deadly anti-blazes across the northland and leave behind only frozen wastes.

The Castinellan Provinces are a harsh, windswept peninsula, split down their center by an irregular mountain spine. These three provinces - Toletum, Faro and Therpena - have long warred with each other, and only recently been united by a theocracy dedicated to the worship of Empyreus. Traditional homeland of the dragonborn, the new priest-kings seek to tamper the warlike and vengeful nature of their people by first redirecting their attention outward in holy wars and crusades. It is also the birthplace of the Arcanist Inquisition, which seeks to control and limit the use of magic - ostensibly because Empyreus herself had told Montego Valieda, the first priest-king and Unifier of Castinellan, that magic was a curse that endangered its wielders and their associates alike.

Morencia is a powerful mercantile city-state occupies a series of small islands in a large lagoon, which is virtually impossible thanks to the magic-spawned mists that shroud the complex maze of reefs and sandbanks surrounding the city. Ruled over by the Augustine Trading Company, which has achieved this by absorbing the Banker's Guild and thus made mere puppets of the so-called Supreme Council, Morencia desires only to prosper, and is constantly targeted by the Castinellan Provinces as their first conquest.

Liesech is a city-state that lies to the north of the Charneault Kingdom, fighting an impossible battle to stave off the consumption of the city by the sea itself. Especially because of the mysterious god-thing, possibly a kraken, known as the Filth Grazer, and the dreaded Weeping Pox.

Etharis Races

Etharis is home to the following races:

Humans: The most numerous race, who rose up from barbarism during the age of the dwarven and elven dominance over the world into a vast conquering horde that first almost annihilated the elves and dwarves, then nearly wiped themselves out. They technically are still the "dominant" race of Etharis, but their short lives have led to their old hatred fading... whilst the other races have not forgotten what humanity did to them...

Elves: Formerly the masters of Etharis' forests, their empires were burned to ashes during humanity's rise, and they spent decades as wandering nomads who were given magic by the forest spirits who survived as a way to avenge their loss.

Dwarves: During humanity's expansion, the dwarves retreated to their two greatest strongholds. Grevenstein was ultimately breached and its people annihilated, but Stehlenwald dug deeper and armed its people with adamantine; although their population was halved, their superior arms and armor allowed them to push humanity back. Still, they agreed to become a vassal race of humanity in the name of survival.

Half-Orcs: Pureblooded orcs are long gone in Etharis, but they remain figures of dark legends. Only half-orcs remain, and they are largely feared and distrusted, dwelling voluntarily amidst the harsh environment of the frozen north.

Half-Elves: Nomadic outcasts rejected by both sides of their parentage.

Dragonborn: The small kingdom of the dragonborn fell when caught between warring humans and elves, but its people survived. They have abandoned their original gods, and instead embraced the new religion of the Divine Seraphs with fanatical zeal, winning a place in the Castinellan theocracy.

Gnomes: Cousins of the dwarves, they retreated into Stehlenwald with their kin, and were instrumental in turning back the tides of humanity by inventing the first primitive gunpowder weapons.

Halflings: When humanity began its bloody Era of Expansion, the halflings surrendered rather than fight, voluntarily subsuming themselves into human culture as a race of servants.

Etharis Pantheon

As stated above, Etharis' gods have all been wiped out, leaving a handful of powerful Arch Seraphs and Arch Daemons to take their place.

The Arch Seraphs consist of:

  • Miklas: Arch Seraph of Mercy, who wants to do the job of her former boss, the Goddess of Protection Aurelia, but just doesn't have the power.
  • Empyreus: Arch Seraph of Valor, who seeks to take the place of the fallen war-god Maligant and champion good-aligned warriors to return Etharis to its Golden Age.
  • Zabriel: Arch Seraph of Truth, who has abandoned the neutrality of her patron Typharia, God of Knowledge, to instead seek to weaponize knowledge and truth.
  • Morael: Arch Seraph of Sacrifice, is a former aspect of the Vetara, Goddess of Love, and acts as the patron of heroes, martyrs and diplomats.
  • Solyma: Arch Seraph of Justice and silent heir to the throne of the forgotten God of Justice, whose followers are straying from her ways due to her self-imposed vow of silence.
  • Aphaeleon: Arch Seraph of Temperance, who has abandoned the way of the God of Joy, Myria, to instead champion those who seek freedom from worldly desires.

The malevolent Arch Daemons, on the other hand, consist of:

  • Venin: Arch Daemon of Deceit
  • Tormach: Arch Daemon of Wrath, Empyreus' bitter rival, who delights in killing and bloody violence.
  • Gorodyn: Arch Daemon of Avarice, who has stolen the throne of the God of Commerce, Jezra, to spread his doctrine of naked greed and consumption.
  • Sitri: Arch Daemon of Hedonism, who is basically Slaanesh.
  • Beleth: Arch Daemon of Fear, who revels in his ability to torment mortals.
  • Malikir: Arch Daemon of Pride

Other entities of cosmic significance in Etharis are the Primordials, which are basically Etharis' Archomentals, and the Aether Kindred, which are Elder Evils-like god-tier aberrations who slew the original gods of Etharis.

New Mechanics

Subclasses

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The Campaign Guide for Grim Hollow added no new subclasses. That was left for the Player's Guide, which debuted in September 21, featuring the following new subclasses:

Barbarian:

  • Path of the Primal Spirit:
  • Path of the Fractured:

Bard:

  • College of Adventurers:
  • College of Dirge Singers:

Cleric:

  • Purity Domain:
  • Madness Domain:

Druid

  • Circle of Blood:
  • Circle of Mutation:

Fighter

  • The Crucible Martial Archetype:
  • The Bulwark Warrior Martial Archetype:

Monk

  • The Way of the Leaden Crown:
  • The Way of Self:

Paladin The Oath of Pestilence: The Oath of Zeal:

Ranger

  • The Vermin Lord:
  • The Green Reaper:

Rogue

  • The Misfortune Bringer Martial Archetype:
  • The Highway Rider Martial Archetype:

Sorcerer

  • The Wretched Bloodline:
  • The Haunted Bloodline:

Warlock

  • The Parasite Otherworldly Patron:
  • The Nosferatu Otherworldly Patron:

Wizard

  • The School of Sangromancy:
  • The School of Plague/ The Morbis Doctore:

In addition, two Artificer subclasses were unlocked as part of the stretchgoals for the Kickstarter... unfortunately, because the Artificer was not in the SRD, Ghostfire Gaming is not legally allowed to put them in the GHPG; instead, they are going to be released as "Pay What You Want" on the DM's Guild website.

Expanded Backgrounds

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One of Grim Hollow's unique mechanics is that it takes the Backgrounds from basic 5th edition and simultaneously applies level-based features that represent increased status/proficiency in that particular field, as well as specializations to more specifically refine the basic concept. For example, instead of a generic Academic, you could be an Archivist, who keeps a personal library, or a Archaeologist.

Transformations

Grim Hollow's most iconic element, the Transformations mechanic is a kind of 4 level Prestige Class that allows a player to slowly become some kind of specific monster, gaining unique powers and flaws at each of the four levels. Transformations in the Campaign Guide consist of the Aberrant Horror, the Fiend, the Lich, the Lycanthrope, the Seraph and the Vampire. Yes, becoming an angel is treated as being as horrifying and dehumanizing as becoming a fiend.

The Player's Guide added the Primordial, the Fey and the Spectre.

Here's how it works: each Transformation requires certain mechanical and story requirements to acquire, with at the very least each Transformation needing a certain value of Ability Scores. To progress in level, the player needs to undertake an in-game story-based progression milestone - it typically recommends keeping each Transformation Level to a certain range of class levels, so it doesn't become too weak or too powerful compared to non-Transforming characters.

When they get their first level in a Transformation, they gain two special Transformation Boons and a mandatory Transformation Flaw. On levels 2-4, they gain their choice of 1 of several Transformation Boons, which could be taken from an earlier Transformation level, and a mandatory Transformation Flaw.

Examples of Universal Transformation Milestones are:

  • Undertaking an exceptional act of evil or good.
  • Completing an ancient ritual.
  • Performing a powerful artifact.
  • Being cursed by a dark agent.
  • Being exalted by a patron or god.

Can you undo a Transformation? Yes, if the DM agrees; it basically works like curing a curse, but requires a Regenerate spell rather than Remove Curse. However, a character who has reached the 4th level, or being Transformed for over a year, can only be cured with a Wish. It's up to the DM to decide if killing and resurrecting a character frees them from their transformation or not.

If a Transformation ability allows a save, the DC is always 8 + the character's Proficiency bonus + an ability score modifier, the precise modifier being determined by the precise Transformation.

Aberrant Horror

Aberrant Horrors are humanoids who have begun transforming into an aberration, granting them grotesquely fluid anatomies and the ability to reshape their bodies in the most nightmarish, sanity-breaking ways.

Becoming an Aberrant Horror requires 13 Constitution and some kind of encounter with an aberration, magical anomaly, or other phenomena to trigger the complete reshaping of your body. The following are possible level milestones for the Aberrant Horror:

  • Defeating a powerful Aberration and absorbing its power.
  • Undergoing a dangerous and costly experiment.
  • Surviving a magical mishap.
  • Acquiring the strength to give birth to a more powerful version of yourself, which then consumes your old self.
  • Fulfilling an eldritch prophecy written in the stars.

An Aberrant Horror's save DC keys off of Constitution.

At 1st level, you gain the Boons Aberrant Adaptions (use bonus actions to activate biological heavy armor and weapons) and Aberrant Form (+2 Con, +1 Str, Type changes to Aberration), and you receive the Flaw Unstable Mutations. Each time you complete a Long Rest, you have to roll on a d100 to see how your fluctuating anatomy screws you over for a time.

At 2nd level, you can take the Boons Efficient Killer (powers up your bio-weapons from Aberrant Adaptions), Other-Worldly Tendrils (spend a bonus action to activate several different tentacle attack options) or Situational Evolution (spend a bonus action to gain a climb speed, swim speed + amphibious, or regeneration), and you receive the Flaw Hideous Appearance. Acquiring this flaw means that you become a shapeshifter, with a hideously warped base form and the ability to resume your original form. You revert to your true form if you Concentrate on a spell, are knocked unconscious, enter hallowed ground, or consciously choose to do so. At the DM's discretion, events of extreme emotional or physical stress may require a Constitution save to avoid reverting. Non-evil creatures that see your true form will instantly become hostile to you, unless the DM decides otherwise.

At 3rd level, you can take the Boons Wings (bonus action gives you wings for 10 minutes), Additional Tendrils (requires Other-Worldly Tendrils, you can use 2 tentacles simultaneously, upgrades to 3 at 4th stage) or Enhanced Hypertrophy (Unarmed Strikes do d8 damage, offensive adaptations increase their damage by +1 die type), and you receive the Flaw Unstable Existence. Your Hideous Appearance is revealed whenever you roll a natural 1-3 on a save against a spell or magical ability.

At 4th level, you can take the Boons Savage Predator (on a nat-20, do +6d6 damage and force enemies to save vs. fear), Master of the Deep (requires Additional Tendrils, 1/short rest you can make a debuffing attack against all enemies within 15 feet) or Extremophiliac Conditioning (spend a bonus action to gain Resistance to either all Physical damage, Fire+Lightning+Acid damage, or Cold+Thunder+Poison damage), and you receive the Flaw Entropic Abomination. When you fail a save vs. spell or magical ability, roll on the Unstable Mutations table and switch to the new result if it's lower than your current result.

Fiend

Quite self-explanatory, this Transformation causes you to become a Fiend - closer to a devil than a demon, what with the focus on Faustian bargains.

Becoming a Fiend requires Charisma 13 and somehow damning one's soul for power, such as by pacting with a Fiend or by undergoing an infernal ritual. The following are possible level milestones for the Fiend:

  • Defeating a greater rival Fiend and taking their place in the hierarchy.
  • Ensnaring a particularly powerful or influential soul with a contract.
  • Establishing a cult of worshipers who offer their strength to you.
  • Establishing a portal between the material plane and the Netherworld.
  • Killing or corrupting a Seraph.

A Fiend's Transformation Save DC keys off of Charisma.

At 1st level, you gain the Boons Gifts of Damnation (you can sign soul contracts with mortals to gain special powers) and Fiendish Form (+2 Charisma, +1 Intelligence, Type changes to Fiend), and you receive the Flaw Planar Binding. This flaw causes you to suffer Disadvantage on death saving throws, and if you die, you cannot be raised.

At 2nd level, you can take the Boons Brand of the Chainer's Gaze (inflict a curse that penalizes saves), Brand of the Tyrant's Hellfire (inflict a curse that adds bonus Fire damage to your attacks) or Brand of the Deceiver's Guile (inflict a curse that penalizes attack rolls), and you receive the Flaw Hideous Appearance. Acquiring this flaw means that you become a shapeshifter, with a hideously warped base form and the ability to resume your original form. You revert to your true form if you Concentrate on a spell, are knocked unconscious, enter hallowed ground, or consciously choose to do so. At the DM's discretion, events of extreme emotional or physical stress may require a Constitution save to avoid reverting. Non-evil creatures that see your true form will instantly become hostile to you, unless the DM decides otherwise. All of the Boons at this level can be used Charisma modifier times per day, and the curses they create last for 1 minute, or until the target is knocked unconscious, enters hallowed ground, or is targeted by Remove Curse.

At 3rd level, you can take the Boons Alluring Deceit (free Proficiency/Expertise in Deception and Persuasion, immunity to magic that detects lies and compels truthful speech), Infernal Resistance (burn a reaction to halve damage from non-silvered weapon attacks) or Nether Blade (spend a bonus action to summon an infernal burning blade to fight with), and you receive the Flaw True Name. This flaw causes you to manifest a talisman inscribed with your true name, which other creatures can use to control you.

At 4th level, you can take the Boons Commanding Obedience (your spells can force your opponents to fall prone), Brimstone Pyrolysis (your fire attacks can turn slain enemies into miniature bombs) or Infernal Summoning (you can summon a squad of up to 4 imps 1/day), and you receive the Flaw Pull of the Netherworld. This causes you to take 1d6 Force damager per two character levels whenever you roll a natural 1 on a save against a magical spell or ability.

Lich

Self explanatory, the Lich transformation allows powerful spellcasters to assume a form that will allow them to continue to study magic for all eternity.

As such, this is the hardest Transformation to qualify for: Intelligence 16, ability to cast 7th level spells, and you must track down and successfully perform the Ritual of Dread. The following are possible level milestones for the Lich:

  • Discover ancient and dark arcane knowledge.
  • Consume the soul of an exceptionally powerful spellcaster.
  • Build a monument to your power to serve as a giant arcane focus.
  • Create an army of undead.
  • Kill a god.

At 1st level, you gain the Boons Harvester of Souls (creatures you kill become phylactery charges you can burn to recover spell slots) and Undead Form (+4 Int, +2 Wis, type changes to Undead, lowered benefit from external healing effects, immunity to aging, air, food, drink and sleep), and you receive the Flaw Phylactery. This causes you to create a talisman to bind your soul into; if it gets destroyed, you die, instantly. If you die, you will revive 1 week later so long as there is a soul charge in your phylacterty - otherwise, at the end of the week, you become a Demilich NPC.

At 2nd level, you can take the Boons Puppet Master (undead mooks you create are permanent and cannot be stolen from you), Lichdom of the Arcane (killing a creature with a spell that does fire, necrotic, or poison damage triggers a bonus effect) or Rift to the Dreadscapes (As an action, create a zone of super-killy necrotic energy), and you receive the Flaw Hideous Appearance. Acquiring this flaw means that you become a shapeshifter, with a hideously warped base form and the ability to resume your original form. You revert to your true form if you Concentrate on a spell, are knocked unconscious, enter hallowed ground, or consciously choose to do so. At the DM's discretion, events of extreme emotional or physical stress may require a Constitution save to avoid reverting. Non-evil creatures that see your true form will instantly become hostile to you, unless the DM decides otherwise.

At 3rd level, you can take the Boons Relentless Undead (undead you control can make a full move + attack before dying), Arcane Supremacy (you can suffer Exhaustion to Concentrate on two spells simultaneously) or Staff of the Dreadscapes (as an action, summon an enchanted quarterstaff), and you receive the Flaw Necromantic Dystrophy. If you go more than 24 hours without converting 4 CR worth of souls into spell slots, you suffer severe penalties.

At 4th level, you can take the Boons Lord of Undeath (humanoids you kill auto-rise as zombies under your command), Arcane Omniscience (you know all Wizard spells and can cast Int modifier bonus Wizard spells per day) or Deathly Being (gain lich immunities and resistances), and you receive the Flaw Weight of Ages. This is the more severe form of Necromantic Dystrophy, forcing you to burn up 8 CR worth of souls per day.

Lycanthrope

Obviously, becoming a Lycanthrope turns you into a werebeast. Whilst the easiest way is to be bitten by a werebeast and survive, there's also a druidic ritual called the Lunar Sacrament that can curse a victim with this transformation, which is obviously viewed in a holy perspective by druids.

Mechanically, taking this Transformation requires 13 Strength, and its Save DC keys off of Strength. The following are possible level milestones for the Lycanthrope:

  • Establishing a pack of lycanthropes.
  • Killing an alpha lycanthrope.
  • Gaining control of your animalistic urges.
  • Unleashing the beast within and losing your humanity.

At 1st level, you gain the Boons Hybrid Transformation (you can change into a half-humanoid, half-beast shape) and Shapechanger's Form (+2 Strength, +1 Constitution, gain the Shapechanger type), and you receive the Flaw Lust for the Hunt. This flaw forces you to make a DC 10 Wisdom save at the start of each turn, or move towards the nearest NPC, prioritizing the helpless, so you can try to kill it; when exposed to a full moon's light, you automatically fail this save. The first time you see a full moon, you need to pass a DC 20 Wisdom save or be forcibly transformed into hybrid shape until dawn.

At 2nd level, you can take the Boons Iron Pelt (gain resistance to physical damage from non-silver and non-magical sources in hybrid form), Hunter's Howl (you can use a howl to mark a creature as prey, gaining bonuses to tracking and killing it) or Kindred Form (you can now assume animal form as well as hybrid form), and you receive the Flaw Silver Sensitivity. This makes you Vulnerable to damage done by silvered weapons when you're in hybrid or kindred form, and you cannot apply any Resistance to an attack made by a silvered weapon.

At 3rd level, you can take the Boons Titanic Vigor (+2 max HP per level, gain 5 temp HP each turn in hybrid form), Predatory Leap (double jumping distance, can make pounce attacks in hybrid form) or Bestial Savagery (hybrid form gains: attacks are damage-buffed and count as magic, +1 AC, immunity to charm & fear), and you receive the Flaw Fraying Memories. This flaw gives you Disadvantage on Intelligence ability and skill checks based on recalling information or knowledge.

At 4th level, you can take the Boons Savage Instincts (hybrid form attacks are suped up vs. hurt targets), Kindred Affinity (requires Kindred Form, lets you speak and cast spells in kindred form) or Unstoppable Rage (you can keep fighting at 0 HP), and you receive the Flaw Predatory Nature. This flaw makes it harder to resist your urge to kill the weak and helpless, as well as making it harder to return to your original form.

Seraph

Seraphs are the Angels of Etharis, and consist of mortals uplifted for their devotion to a virtue or ideal; as such, they are commonly selected from noble martyrs, tireless crusaders, and other exemplary individuals.

Becoming a Seraph requires Wisdom 13 and either exaltation by an Arch-Seraph or exposure to powerful divine energies. The following are possible level milestones for the Seraph:

  • Defeating a powerful force of darkness.
  • Create a hallowed landmark for pilgrims.
  • Establish a parish of worshipers who uphold your virtue.
  • Establish a portal between the Material Plane and the Empyrium.
  • Redeem a soul that was considered beyond redemption.

At 1st level, you gain the Boons Celestial Form (+2 Wisdom, +1 Constitution, type changes to Celestial) and Angelic Wings (you've a Fly speed equal to your Normal speed, but can't wear clothes or armor that aren't tailored to fit), and you receive the Flaw Planar Binding. This is identical to the Fiend flaw of the same name, but is based on your connection to a divine plane rather than an unholy one.

At 2nd level, you can take the Boons Divine Retribution (grant a Radiance-charged bonus attack to yourself or an ally), Divine Clemency (when you or an ally is hurt, you can cast a healing spell as a reaction) or Divine Expedition (burn a reaction to move yourself or a nearby ally), and you receive the Flaw Divine Appearance. This is the same as Hideous Appearance, but obviously revolves around you looking like an obvious angel, which has its problems in a world crawling with monsters and the wicked.

At 3rd level, you can take the Boons Radiant Strike (your melee attacks do bonus Radiant damage, especially against fiends, fey and undead), Cleanse Affliction (your healing spells also remove negative conditions) or Bow of Celestial Judgement (you can summon a magic bow that shoots holy lasers), and you receive the Flaw Beacon to Darkness. This flaw means that if you or allies within close proximity commit evil acts, you pick up "corruption points" that temporarily impede your ability to fight the naturally evil.

At 4th level, you can take the Boons Aura of Holy Purge (grant a free critical hit 1/day), Aura of Merciful Blessing (you or an ally can survive a killing attack with 1 HP 1/day) or Aura of Empyreal Valor (grant yourself or an ally increased speed and dexterity 1/day), all of which have a radius of 20 feet and are only active whilst you're conscious, and you receive the Flaw Pull of the Empyrean. This is just a name-tweaked version of the Fiend's "Pull of the Netherrealm".

Vampire

Simple, obvious, self-explanatory. You were bitten by another vampire, you drank a vampire's blood, you handled the wrong (or right!) cursed magical artifact, or you performed a dark rite to willingly infect yourself with the Sangine Curse.

This Transformation requires Dexterity 13, and its save DC keys off of Dexterity. The following are possible level milestones for the Vampire:

  • Establish a coven of vampire spawn.
  • Drink the blood of a legendary monster.
  • Learn the great secrets of vampirism from a Vampire Lord.
  • Learn to embrace your Hideous Form and lose the ability to conceal it.
  • Discover the lost crypts of an ancient vampire and consume its essence.

At 1st level, you gain the Boons Blood Fury (doing damage to living creatures lets you rack up points you can use to power special attacks) and Undead Form (+2 Dex, +1 Cha, type changes to Undead, lowered benefit from external healing effects, immunity to aging, air, food, drink and sleep), and you receive the Flaw The Sanguine Curse. This gives you Darkvision 60 feet if you don't already have it, but prevents you from entering a residence unless invited, causes you to suffer Disadvantage on attack rolls and ability checks when in sunlight, and requires you to feed on blood at least once per 7 days.

At 2nd level, you can take the Boons Dread Knight Combat Training (you can enter a special stance to boost offense, defense or accuracy), Sanguine Magic (you can convert non-typed spell damage into necrotic damage, gain Fury Points with spell attacks, and gain some spellcasting-related options for Blood Fury) or Shapechanger (you can turn into a bat and a cloud of mist), and you receive the Flaw Hideous Appearance. Acquiring this flaw means that you become a shapeshifter, with a hideously warped base form and the ability to resume your original form. You revert to your true form if you Concentrate on a spell, are knocked unconscious, enter hallowed ground, or consciously choose to do so. At the DM's discretion, events of extreme emotional or physical stress may require a Constitution save to avoid reverting. Non-evil creatures that see your true form will instantly become hostile to you, unless the DM decides otherwise.

At 3rd level, you can take the Boons Cruel Riposte (you gain a bonus melee attack against assailants), Creatures of the Night (you can summon swarms of bats, rats and wolves to aid you) or Captivating Glance (free proficiency in Deception + Persuasion, immunity to having your thoughts read), and you receive the Flaw Greater Sanguine Curse. This increases your Darkvision to 120 feet, causes you to take 1d10 acid damage per turn from running water, makes you suffer 1d10 radiant damage per turn when exposed to sunlight, and requires you to feed every 3 days.

At 4th level, you can take the Boons Grim Executioner (requires Dread Knight Combat Training; a critical hit will insta-kill a foe with 50 or fewer HP), Beguiler's Entrancement (requires Captivating Glance, lets you Charm a creature 1/day) or Regenerate (lets you regenerate damage unless exposed to sunlight, radiant damage or running water), and you receive the Flaw Stake to the Heart. With this flaw, a natural 20 to hit you with a wooden or silvered weapon, if you have 50 or fewer HP left, causes you to be paralyzed for 1 hour or until the weapon is removed, whichever is greater.

Primordial

This upcoming Transformation turns you into an elemental.

Fey

As its name suggests, this Transformation turns you into a fey.

Spectre

An unlocked stretch goal for the Player's Guide, this Transformation turns you into a ghost.