Hoppa till innehållet
many.quest mark

Vesperlight

The island chant

Ebbsong

An older, island-born tradition of chanted rhythms that bend water and wind. No reserve to spend: the power is in keeping the chain going.

Long before the star fell, the fisher-folk of the Ostrel Isles sang to the sea, and sometimes the sea answered. The Ebbsingers of the Choir of Fathoms keep the old hymns. The Wickwardens learned them too, because an Ebbsong leaves the cindrels alone.

An Ebbsong is a rhythm, not a spell. Each verse rises, crests or breaks, and a singer who keeps the rhythm going builds a Chain that the breaking verse spends all at once.

← Tillbaka till lore

Så fungerar det

Verse

A verse the singer knows. Each is a card on the sheet; Rise and Crest build Chain, Break spends it.

Every verse is tagged Rise, Crest or Break.

  • Rise and Crest verses build. Each one adds 1 Chain, up to 5.
  • A Break verse spends. It spends the Chain you have built, and gains +1d4 for every Chain spent (the Swell).
  • Breakwater. A Break that spends 3 or more Chain also triggers its finisher.
  • Chain empties on a short rest, so in practice it is gone once the fight is over.

A verse's save DC is 8 plus your proficiency bonus plus your Charisma modifier.

Rise

Opening verses. Each adds 1 Chain.

Undertow

Rise

Pull a creature toward you

Effekter

Verse

A creature within 30 feet makes a Strength save or is pulled 10 feet toward you. Adds 1 Chain.

Undertowaction

no cost · STR save (DC 8 + CHA + PB), none on a save · 30 ft · adds 1 Chain · On a failed save the creature is pulled 10 feet toward you.

Swellstep

Rise

Ride the wave of your own song

Effekter

Verse

Bonus action: move up to 10 feet without provoking opportunity attacks. Adds 1 Chain.

Swellstepbonus action

no cost · self · adds 1 Chain · Move up to 10 feet without provoking opportunity attacks.

Crest

Holding verses. Each adds 1 Chain.

Spray Shield

Crest

A veil of sea-spray

Effekter

Verse

You and one ally within 30 feet each gain 1d6 + your Charisma modifier temporary hit points. Adds 1 Chain.

Spray Shieldaction

no cost · 30 ft · adds 1 Chain · You and one ally each gain 1d6 + your Charisma modifier temporary hit points.

Riptide Chant

Crest

The water drags at their feet

Effekter

Verse

Creatures of your choice within 10 feet make a Dexterity save or their speed is halved until your next turn. Adds 1 Chain.

Riptide Chantaction

no cost · DEX save (DC 8 + CHA + PB), none on a save · self, 10 ft aura · 1 round · adds 1 Chain · On a failed save the creature's speed is halved until the start of your next turn.

Break

Spend the Chain: +1d4 each, a finisher at 3.

Gale Lash

Break

A cone of wind that throws them back

Effekter

Verse

A 15-foot cone: 2d6 bludgeoning damage and a 10-foot push, Strength save for half. +1d4 for every Chain spent. Breakwater (3+ Chain): the targets are knocked prone.

Gale Lashaction

no cost · STR save (DC 8 + CHA + PB), half on a save · self, 15 ft cone · 2d6 bludgeoning · +1d4 per extra Chain · at 3 extra: Breakwater: the targets are knocked prone. · A creature that fails is pushed 10 feet away from you.

Lullaby of the Shallows

Break

The tide's hush, all at once

Effekter

Verse

One creature within 60 feet makes a Wisdom save or falls asleep for 1 minute, waking if it takes damage. Each Chain spent adds a target. Breakwater (3+ Chain): sleepers do not wake from the first hit.

Lullaby of the Shallowsaction

no cost · WIS save (DC 8 + CHA + PB), none on a save · 60 ft · 1 minute · +1 target per extra Chain · at 3 extra: Breakwater: a sleeper does not wake from the first hit it takes. · On a failed save the creature falls asleep for 1 minute. It wakes if it takes damage or someone uses an action to shake it.