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Society of Sensation

Posted: Sat May 09, 2020 5:22 pm
by Flession
The Society of Sensation (Sensates)

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According to the Society of Sensation, also known as Sensates, the multiverse doesn’t exist beyond what can be sensed; they strive to expand their palate of experience to encompass as much as they can. They include artists of every shade, epicurean bards, planewalkers, wanderers, and anyone with a taste for the finer things in life. In Sigil the Sensates are based in the Civic Festhall, while on the planes their headquarters is the Gilded Hall in Arborea.

Philosophy: To experience everything is to learn the meaning of the multiverse.

Plane of Influence: Arborea

Headquarters: The Civic Festhall

Allies: The Signers, the Guvners and the Indeps.

Enemies: The Doomguard

Rising in the Ranks:
  • To Join: Visit the Festhall and record five experiences in sensory stones.
  • To become factor, the sensate has to make a lasting and significant contribution to the faction.
Lore:
  • Sense Escalation Tank: Spending a minute in one of these items feels like a day of real life. It is a way to experience deep thought and inner exploration.
Background:
Skill Proficiencies: Investigation, perception
Tool Proficiencies: One artisan's tool set, one musical instrument
Equipment: An artisan's tool set and musical instrument you are proficient in, a spyglass, traveler's clothes with bearing a faction insignia, and a belt pouch containing 15 gp.
Feature: Recorder of Sensations. As a member of the Sensates, you have access to the Civic Festhall, including free use of the Sensoriums, where recorded experiences can be played back. Most people must pay a fee for this, but you get in for free. You also have access to the exclusive faction Sensoriums (where you are also tasked with recording any new sensations you experience). You also can use the faction quarters, lecture halls, and classrooms here. Furthermore, you know of a portal to the faction's Gilded Hall on Arborea, and have a key to open it.
Inspiration: Attuned Senses. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it when surprised to negate the surprise for yourself - your senses picked up the ambush just before it happened.
Suggested Characteristics: Sensates tend to be a little hedonistic, delving deeply into pleasurable sensations and caring little about the world outside of them. Those who delve deeply into the philosophy might be a little reckless as well, living close to the edge of death and destruction in order to sample experiences never sampled before.

Renown

Posted: Sat May 09, 2020 5:29 pm
by Flession
Renown
Renown Rank Special Abilities Min. Character Level
1 Sensate (Namer) Sensate Restriction, Honed Senses, Sensory Touch N/A
10 Factotum Ward of the Senses, Sensational Experience 5th
25 Factor Sense Link 10th
Sensate Restriction. Sensates’ beliefs center on trying new experiences; if you reject a potential new experience that is not clearly harmful, then you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Honed Senses. You gain darkvision (60 ft.) or, if you already have darkvision, double its range. In addition, you gain proficiency in Insight, Investigation, or Perception (your choice).
Sensory Touch. You can spend Inspiration to use a sensory touch on a creature you touch during a minute of quiet reflection; the touch transfers one of your Hit Dice worth of hit points to the target as you open to their pain, experiencing a brief vision of how they received their wounds. At 4th level you can transfer up to 2 HD, at 8th level up to 3 HD, at 12th level up to 4 HD, at 16th level up 5 HD, and at 20th level up to 6 HD.
Ward of the Senses. You are immune to being blinded or deafened.
Sensational Experience: You may choose one of the following abilities, each of which focuses on the senses. Each ability may be used once per day, though you may change which one you have during a short rest.
Sensory Caress: You may touch one person with a ongoing effect that a save can end and choose to take it upon yourself as a bonus action. You cannot make a save of the effect to the end of the round.
Dramatic Recount: You may cast Enthrall as per the spell. Use Charisma as your spellcasting ability.
Sensory Overload: You focus on the sensation of a person you can see, choosing to amplify the experience as a bonus action. While allowing for a more pleasurable experience in some cases, this also allows you to increase the pain one experiences as well. The next damaging effect the individual experiences is considered to be critical damage if the effect hits, after which, the effect ends. An unwilling participant must make a wisdom save to resist the effects, with Charisma as the spellcasting modifer
Shared Spell Experience: As a reaction, you may reflect any spell that has effected you back onto the caster. The caster must make the same save you made to avoid this effect. This does not prevent the effect from occurring on you and all effects occur normally.
Hyper Scent: You can smell things better than most. You have advantage on all on Wisdom (Perception) or Wisdom (Survival) checks that rely on smell. This effects lasts until the character takes a short or long rest. Any spells or effects that rely on the creature's sense of smell, such as the Stench ability of a Troglodyte, cause the player to have disadvantage on any save made to resist the effects
Sense Link. You can establish a sense link with a willing or restrained/incapacitated creature you touch during a minute of quiet reflection. If they are unwilling they get a Wisdom saving throw (DC 10 + your proficiency bonus + Charisma modifier). Once the link is established, you gain the benefit of a clairvoyance/clairaudience spell centered on the target for up to 8 hours as long as you maintain concentration.