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Wild Talents and Psionic Power

Because psychic power is rampant across Athas, nearly all of its peoples possess to one degree or another, Psionic power. Most who possess this power never hone it and are often considered Wild Talents, innate abilities one can call on in a pinch. Called Wilders by most, these individuals who can utilize their inborn talents have often found themselves having an edge in a situation that would normally be out of their favor. Those who are trained in their power are called Followers of the Way, where they are trained in monastery like conditions alongside monks to seek mastery over their minds and bodies.
Each Player should roll a d20. From that corresponding number, grant that wild talent. These talents are regarded as Cantrips and can be used either as an action or reaction once per round if in combat.
1. Guidance: As an action, you touch a willing creature, granting them a bonus 1d4 to their next ability check of their choice. Lasts up to 1 minute.
2. Resistance: As an action, you touch a willing creature, granting them a bonus 1d4 to the next saving throw of their choice.
3. Spare the Dying: As an action, you touch a living creature that has 0 or fewer hit points. That creature becomes stable.
4. Blade Ward: As an action, you grant yourself resistance against non-magical piercing, slashing and bludgeoning damage.
5. Friends: As an action, you grant yourself advantage on all Charisma checks directed at one non-hostile creature. Lasts for 1 minute.
6. Mind's Hand: As an action, you create a spectral hand that can reach out up to 30 feet, manipulating objects around it up to 10 pounds. Lasts for 1 minute.
7. Minor Illusion: See PHB pg 260 for full details.
8. Prestidigitation: See PHB pg 267 for full details.
9. True Strike: As an action you choose a target within 30 feet that you can see. On your next turn you have advantage against that target.
10. Chilling Touch: As an action, make a ranged Intelligence or Wisdom attack roll against the target within 120 feet. On a hit, the target takes 1d8 psychic damage and can't regain hitpoints until the start of your next turn.
11. Equilibrium: You ignore speed penalties on difficult terrain, and have advantage on Athletics and Acrobatics checks based on balancing.
12. Far Hearing: Choose a point within 50 feet of you that you can see or otherwise sense. For 1 minute you can hear everything in that area as if standing right there.
13. Know Direction: For 1 hour you know which direction is north and have advantage on all perception and nature checks relevant to navigation.
14. Mental Tools: For one minute per level, you create a mental projection of a simple tool you are proficient with. Only you can use this tool, which is considered insubstantial otherwise.
15. Object Projection: As an action you can teleport an object you are holding in one hand to any space within 50 feet of yourself or a willing creature within range.
16. Mind Spark: As an action you cause a single object or creature within 25 feet to catch on fire. The target takes 1d4 fire damage per round, and must take a full round action to extinguish itself.
17. Thought Projection: As a bonus action, you convey either an image or message of 10 words or fewer to each creature of your choice within a 15 foot radius of you.
18.  Sensing Eye: As a bonus action you choose a space you can see that is within 25 feet of you. Until the end of your next turn you can determine line of sight from that space.
19. Second Chance: Roll a d20 and add the result to any ranged attack or ranged spell.
20. Still Water: As a full round action, you can determine the relative direction, location, and depth of any source of clean water within 1 mile of you.
Wild Talents and Psionic Power
Since I'm unable to homebrew the psion class at the moment, I figured it would be fine to give my players a chance to possess some minor psychic powers. This is just a quick version
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Racial Variations for Existing Races

Aarakocra
The hideous and strange race of bird people have always been looked with the same light as the Kreen, utterly alien and possessing strange mindsets. While it is true that Aarakocra are fiercely territorial and known to eat other humanoids, most possess the same kind of intelligence as any other race on Athas. Though their appearance, that of a vulture with black feathers and mottled skin, is often frightful to those unaccustomed to them, Aarakocra regularly seek trade with human settlements and cities.
Dwarves
Athesian dwarves vary greatly from their contemporary fantasy counterparts in that they are nearly always bald and beardless. They are much more humble comparatively and are devote to their Focus or ultimate life goal.
Dray (Dragonborn)
Believed to be created from the botched spells of a now forgotten Sorcerer-King, the Dray are a race of draconic humanoids who seek a homeland and purpose. Many look upon them with fear for their visages, while some such as Templars and even a few of the Sorcerer-Kings see them as weapons of fierce potential for their innate talents to control the elements. Though not hated or met with prejudice, most Athasians tend to keep their distance from a Dray out of fear of their power.
Elves
Elves of Athas are regarded with suspicion and distrust, considered by the general population as thieves and scavengers. Taller than elves found in normal fantasy settings, Athesian elves are much faster on foot. In their eyes they do not believe it is right to ride the back of beast when one is able to walk on their own, seeing it as shameful and unfair to the animals. In nearly every city-state is an Elven district, a seedy slum where elves come to trade freely.
Genasi
Nobody knows the origins of these strange humanoids, often mistaken as extremely mutated Wastelanders, Genasi are among the rarest race on Athas. Born from parents who were infused with powerful elemental energies, these living elements seek harmony with nature and balance with a chaotic world. Because they are mistaken as wasteland mutants, they often face prejudice and seldom find mates.
Goliaths
Like the Muls, the Goliaths or Half-Giants, were bred as strong laborers and fierce warriors, but had established themselves as an independent race many centuries ago. Martial prowess and physical strength are what matters most to a majority of Goliaths, regarding things such as old age and degrading strength intolerable. It is said that Goliaths tend to change their stance and views on the world on a daily basis, and are unapologetic for their actions.
Half-Elves
Considered the children of two worlds, most half-elves are killed at birth to spare the child a harsh life ahead. In elven communities they are seen as half blooded burdens, and in human communities they are regarded in the same light as elves, a thief or murderer. Very few half elves live outside cities, most being slaves.
Halflings
Xenophobic, quick to anger, and reclusive, the halflings of Athas are a strange reflection of their normal fantasy counterparts. Most halflings of this world are cannibalistic, willing to hunt and kill any who trespass within their tribal grounds uninvited. Dismissed as savages who dwell in the few jungles and mountains of the Tyr Region, many regard these feisty and dangerous humanoids with well placed fear.
Humans
Humans vary little from their counterparts in other settings.
Tieflings
Often referred to as Ifrits, Tieflings are a frightful humanoid in any setting, due to their fierce eyes, horns, red skin and tails. Their origins are widely unknown, and many Tieflings take great strides to make others think they are forces to be feared and reckoned with. Many have a penchant for magic, and of those a majority see defiling magic as a means to an end. While not wholly evil, a majority prefer lives of decadence and secrecy.
Racial Variations to Dark Sun Races
This is just a quick synopsis of the common races found in the Dark Sun setting with explanations of their variations compared to other fantasy settings.
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New Races and Variations
Among the races unique to the Dark Sun setting include the Muls or Half Dwarves, Thri-Kreen or Mantis Warriors, Tor-Kreen or Mantis Shaman, and the Wasteland Mutants, humanoids twisted by defiled magics and the oppressive radiation of the sun itself. The following are all stats for each of the new races exclusive to the world of Athas.

Mul
These broad-shouldered humanoids stand as tall as normal humans and are entirely bald and possessing flat dwarvish faces. This hybrid race of humans and dwarves were bred to be the perfect laborer and fighter for arena combat. Often looked upon as being ignorant or mindless, Mul possess the wisdom of dwarves with the adaptability and cunning of humans, making them a force to be reckoned with.
Strength +2, +2 to Constitution or Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Toughness: You start play with 2 hit dice at first level instead of 1, so a 1st level Mul Barbarian has 2d12 hit dice instead of 1d12.
Dwarven Resilience: You gain advantage on saving throws against Poison and have resistance against poison damage.
Languages: Common and Dwarven

Thri-Kreen
Considered the apex predators of the deserts of Athas, the Thri-Kreen are intelligent bipedal 4 armed insects that roam across the deserts. Thri-Kreen are known to possess the ability to naturally blend into their environment, and hold legendary status as being incredible athletes and jumpers, able to leap great bounds on their mighty legs with ease. They possess a mentality that sees all things as a hunt, and that each challenge is but an obstacle between them and survival. In their eyes, all life is fair game as a food source, and are not above hunting humanoids for sustenance. Unique to this race is the ability to enter a torpid state where they are not asleep and allow their bodies to rest without compromising their awareness. Additionally they are able to create a resinous substance that is used to make weapons and other tools. However, they are unable to speak the languages of other races, relying on inborn psionic power to communicate telepathically with other species.
Dexterity +2, Strength +2,
Size: Medium
Speed: 35 feet
Vision: Darkvision
Torpor: Rather than sleep, Thri-Kreen enter a torpid state. In this state, you remain aware and conscious of your surroundings, and only require a 4 hour rest to gain the benefits of an extended rest.
Claws: Thri-Kreen can use their claws in lieu of weapons, dealing 1d8+strength damage.
Multiple Arms: Once per turn, you can draw or sheathe a weapon, retrieve or stow an item on your person as a free action.
Natural Jumper: A Thri-Kreen is always considered to have a running start when jumping.
Resinous Sap: Once per day, a Thri-Kreen can produce a resin from their mouth that can be used to form basic equipment such as tools, simple weapons, or to repair damaged armor or weapons.
Languaes: Thri-Kreen plus one of your choosing (Note, the additional language is not spoken, rather used telepathically to communicate with those who know the chosen language.)

Tor-Kreen
Considered the shaman and leaders of the Kreen, Tor-Kreen are the heavier and wiser sub-type of the Kreen species. Unlike their Thri brethren, the Tor-Kreen possess large abdomens that make them look more like mantises and are not nearly as strong. However what they lack in physical prowess is made up for with their great wisdom and intimate knowledge of primal power. Most Tor Kreen are female, though some are male. In order to achieve status as a leader among the clutch, or tribe, a Tor Kreen must embark on a 5 year journey into the world where they must learn and gather wisdom to benefit the clutch. If they return after 5 years to their clutch of birth with something previously not possessed by that tribe, the Kreen is viewed as an elder to that group and granted the highest respect given.
Wisdom +2, +2 to either Dexterity or Intelligence.
Size: Medium
Speed: 25
Vision: Darkvision
Wind Talker: Tor Kreen have advantage on all survival and nature checks when in the open desert.
Healing Sap: Once per day, a Tor-Kreen can produce a thick sap from their mouths that can be applied to open wounds and acts as a form of healing potion, healing 2d4+wisdom modifier+proficiency bonus points. This fluid is only viable for one hour after its creation and will spoil after after that time.
Torpor: Rather than sleep, Tor-Kreen enter a torpid state. In this state, you remain aware and conscious of your surroundings, and only require a 4 hour rest to gain the benefits of an extended rest.
Languaes: Thri-Kreen plus one of your choosing (Note, the additional language is not spoken, rather used telepathically to communicate with those who know the chosen language.)
SPECIAL: All kreen are unable to perform defiling magic.

Wasteland Mutant
Living beneath the harsh light of a dying star, many people on Athas have suffered strange mutations after generations living beneath this sun, resulting in children born with strange defects. Although there is no one race specifically effected by these mutations, typical wasteland mutants are human or dwarves who have dwelt in direct contact with the harsh sun for too long, or perhaps the child of parents who they themselves were affected. Most of these mutants are not regarded as anything unusual until their mutation is made clear, causing many to keep away from these strange poor souls.
Size: Medium
Speed: 30 feet
Vision: Normal
You are proficent with the Survival skill
Dowsing Rod Tool
Languages: Common.
Mutation: Roll a 2d12 and refer to the table below for your mutation. Reroll repeats.
1. Flametouched: Something about you is very akin to fire, and you are not bothered by the heat. You have advantage on saving throws against fire damage, and once per day you can cause a melee attack to deal an additional 1d6 fire damage. You are vulnerable to cold damage.
2. Seismic: You possess a rock or sand like texture to your skin, or have rock like growths on your body. +1 Constitution, you have resistance to all non magical piercing, slashing and bludgeoning damage. Your speed is reduced by 10 feet.
3. Insectiod: Perhaps you have multifaceted eyes or antennae, maybe even mandibles. +2 Dexterity, small size, you have darkvision, +1 natural armor bonus, and resist all non-magical slashing and piercing damage. You are vulnerable to bludgeoning damage.
4. Electrokinetic: Electricity runs through your veins. +1 Intelligence, you are resistant to lighting and thunder damage, and once per day you can deal an additional 1d6 lightning damage with any attack. You are vulnerable to all damage from metal weapons.
5. Empath: You are gifted with the power to read other people's emotions. +2 Charisma, has advantage on all Insight and Persuasion checks. Once per day, you can make an ally within sight reroll a natural 1 and take the second result. Vulnerable to psychic damage.
6. Giant: You are bulky. +1 Strength, you are considered Large, gain advantage on all strength based skill checks, but have disadvantage on all dexterity and intelligence based skill checks.
7. Plant: You possess aspects similar to plants such as cacti. +1 Constitution, as an action you can expend one of your hit dice to produce a curative fruit that can either heal for the amount of expended hit dice or remove one status ailment. You are vulnerable to fire damage, and when exposed to defiling magic suffer double the effects.
8. Windtouched: You are speedier than others, seemingly able to run and move gracefully like the wind. +1 Dexterity, your base movement speed is 50 feet. Once per day as a move action you can move twice your speed. You take a -2 to all wisdom checks.
9. Arachnoid: You have aspects similar to that of spiders, such as 8 eyes, fanged mandibles, or sub-developed extra limbs ending in nippers or pads. +1 Dexterity, advantage on all climb and stealth checks, and once per day can cast the spell Web as a second level spell without fear of defiling. The spell effect is considered organic and is not arcane. You are vulnerable to fire and take -2 to all Charisma based checks.
10. Entropic: The terrible after effects of defiling magic show on you. Everything you touch seems to wither and die. +2 Intelligence, you are resistant to necrotic damage, and are healed 1d6 hit points when exposed to defiling magic or defiled ground. You cannot wear armor for more than 1d4+your level days as it rots away and turns to ash.
11. Shapeshifter: Your physical appearance is featureless until you choose what shape to take. +1 Charisma, you can perfectly imitate other humanoids that you have seen and heard, granting disadvantage on all checks to recognize you. If you stay in the same shape for more than 1 hour, it becomes permanent.
12. Saurian: You have a very defined reptilian look about you, whether it is scaled skin or slitted eyes, perhaps a forked tongue that flickers uncontrollably. +1 Intelligence, have a strong wide tail, and when you score a critical hit on an enemy you can use your tail to knock that enemy prone (no save). You are vulnerable to cold damage.
5e DnD Dark Sun Unique Races
This is the beginnings of my 5th Edition D&D Dark Sun campaign, listing off the unique races not provided in WoTC materials
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  • Mood: Artistic
  • Listening to: Moskau
  • Reading: Berserk
  • Watching: How-to videos
  • Playing: Monster Hunter Ultimate 4
  • Eating: Something cheap
  • Drinking: Mountain Dew
Just a random out of the blue update on my projects. Aside from the busy as hell two weeks I'll be having at work, I'll be making time to work on any number of the following:
  • Creating a 2.5 D modular desert terrain
    • Designing/running a 5 e D&D Dark Sun campaign
      • Develop a temporary stand in for Psionic power for aforementioned D&D campaign
        • Painting a table
          • Collecting sand for flocking miniatures
            • Painting Miniatures
              • Writing some short stories
                • Making inappropriate remarks on the phone to give the Government pause


Fire Drake by Nerdy-Viking
Fire Drake
So this was one of the first dino miniatures I decided to paint, and ultimately decided to turn this guy into a Fire Drake from the Dark Sun D&D campaign. I think as first paint jobs go this is really good. I owe all this technique to DMScotty and other youtubers who paint minis and other D&D stuff.
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  • Mood: Artistic
  • Listening to: Moskau
  • Reading: Berserk
  • Watching: How-to videos
  • Playing: Monster Hunter Ultimate 4
  • Eating: Something cheap
  • Drinking: Mountain Dew
Just a random out of the blue update on my projects. Aside from the busy as hell two weeks I'll be having at work, I'll be making time to work on any number of the following:
  • Creating a 2.5 D modular desert terrain
    • Designing/running a 5 e D&D Dark Sun campaign
      • Develop a temporary stand in for Psionic power for aforementioned D&D campaign
        • Painting a table
          • Collecting sand for flocking miniatures
            • Painting Miniatures
              • Writing some short stories
                • Making inappropriate remarks on the phone to give the Government pause


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Nerdy-Viking
Brandon Granger
Artist | Hobbyist | Traditional Art
United States
I'm a free-time writer and cartoonist, trying to get my work out there and hopefully get published.
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:iconmypoetsheart:
mypoetsheart Featured By Owner Jun 2, 2015
Just stopped by to say hi xx
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:iconnerdy-viking:
Nerdy-Viking Featured By Owner Jun 2, 2015  Hobbyist Traditional Artist
Hi lol
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:iconmypoetsheart:
mypoetsheart Featured By Owner Jun 3, 2015
Well someone has to keep an eye on you! lol Hug xx
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:iconnerdy-viking:
Nerdy-Viking Featured By Owner Jun 3, 2015  Hobbyist Traditional Artist
Aw thanks
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:iconanonymousperfection:
anonymousperfection Featured By Owner May 21, 2015  Student Digital Artist
Thanks for the fave
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:iconnerdy-viking:
Nerdy-Viking Featured By Owner May 21, 2015  Hobbyist Traditional Artist
No problem
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:iconmypoetsheart:
mypoetsheart Featured By Owner Apr 20, 2015
Thank you for the fav xx
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:iconnerdy-viking:
Nerdy-Viking Featured By Owner Apr 20, 2015  Hobbyist Traditional Artist
no problem your story reminded me an event from my youth
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:iconmypoetsheart:
mypoetsheart Featured By Owner Apr 21, 2015
Now you've made me curious! Going to share? xx
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:iconnerdy-viking:
Nerdy-Viking Featured By Owner Apr 21, 2015  Hobbyist Traditional Artist
I'll send it to you via note
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