HVM 12 WyrdsoftheMultiverse SEP22 V02a
HVM 12 WyrdsoftheMultiverse SEP22 V02a
HVM 12 WyrdsoftheMultiverse SEP22 V02a
Wyrd Subclasses:
Wyrd Quirk 8
Amorphous 8
Beast Within 9
Cosmic Fire 10
Iron Clad 11
Lightspeeder 12
Mother Seed 13
Contents of this ‘zine are
based on Wizards of the Planar Glitch 14
Coast’s Dungeons & Dragons Relic Keeper 15
Fifth Edition and used with
permission granted by the
Open Gaming License. No
mention of D&D, Wizards of Write a Wyrd Subclass 17
the Coast, Forgotten Realms,
Ravenloft, Eberron, the drag-
on ampersand, or any other
Wizards of the Coast product
name, respective logos ap-
pears directly other than here,
though reference to their prod-
ucts and trademarks may be
alluded to. All aforementioned HCvTM: Wyrds of the Multiverse // September 2022
trademarks remain the prop-
erty of Wizards of the Coast in
the USA and other countries. LEAD DESIGN: Haggard Clint
All other work featured in this COVER ARTIST: Haggard Clint
work remains the copyright of GRAPHIC DESIGN: Haggard Clint
Clint Skene, operating under
the name Haggard Clint, and EDITING: Matt Allen
its listed respective artists. SPECIAL THANKS: Bradley Grehan, Mitch Cutting & the
entire HaggardClint & Indestructoboy communities.
While transformed, as an action, you can spend a When you evoke your Phenomenal Transformation,
Quirk die and reshape your entire body into any sol- the beast enlarges your body and emerges in its
id shape, such as a cube, wall, set of stairs, spring, ultimate monstrous form. While transformed, you
or similar. Your size changes depending on the have the following benefits:
amount of area you fill. Your shape cannot exceed • Monstrous Hide. Your AC increases by 1, your
a 15-foot sphere area or support weight greater size is Large and you count as one size larger
than you can carry. Your shape lasts until the start when determining how much you can lift, pull
of your next turn. At the start of your next turn, you or carry.
can spend another Quirk die to maintain your form,
requiring your action. • Monstrous Beast. Your unarmed strikes use
your Quirk die and deal your choice of bludgeon-
ing, piercing, or slashing damage.
Elongated Elasticity As a bonus action, you can leap up to 10
18th-level Amorphous ability
feet towards a creature and attempt to tackle
Your Change Shape now lasts until your transfor- them. The creature makes a Dexterity saving
mation ends, and can be ended early by you, requir- throw or is knocked prone and grappled.
ing no action.
Time Tunneler
5th-level Planar Glitch ability Relic Keeper
The glitch’s distortion fluctuates reality around you, Thor, He-Man, Sailor Moon, Power Rangers, etc.
allowing you to tunnel through it. When you use Wyrds of the Relic Keeper wield fate through a
your movement on your turn, you can choose to go mythic relic by channeling the essence the an-
invisible. Your invisibilty ends when your movement cient entity that forged it. When transformed, the
ends. Wyrd siphons the entity’s power through the relic
While transformed, on your turn, you can forego and transforms into their avatar upon the planes.
any remaining movement you have to instantly tele-
port a distance equal to your remaining movement. Relic Keeper Origins Table
You can teleport into any unoccupied space you can
d4 Origin
see, provided it is a solid surface, or in a liquid that
can support you. Natural. You broke a small statue containing the
1 trapped spirit of your entity, forcing it to choose
you as it’s new vessel.
Fold Space Mechanical. An alien deity grants you a unique
10th-level Planar Glitch ability 2
artifact capable of summoning it’s cosmic power.
As an action, you can spend a Quirk die and fold Mystical. In an attempt to save a person from
3
two points in space, connecting them. You choose drowning, you discovered it was only a mask...
two unoccupied spaces within 120 feet of you Mutation. An affliction has plagued your family
and create a portal at each space. These portals 4 for decades, but only after dying and returning to
are connected, allowing anything of a Medium or life have you now learned why.
smaller size to pass through them as if they were
5 feet apart. Your portals last until the start of your Quirk Proficiencies
next turn. If you take damage before the start of 1st-level Relic Keeper ability
your next turn, you make must a Constitution saving The relic bestows on you wisdom beyond your
throw to maintain the portals. years. You are proficient in Arcana and Religion,
and Wisdom saving throws.
Subclass “Henshin
Hero”
This is the moment the Wyrd reveals their true
nature. It powers them up, making them stronger, Think of
A guide for creating a Wyrd Subclass is supplied faster, smarter, or generally better than they once Tony Stark.. .
here. One of the most important things to remem- were. This is also what their Quirk is all about, and “If you're
ber when writing your Wyrd Subclass is that they where their Primary and Secondary Purpose really nothing
are a Controller. comes into play. These two purposes are hidden without
Possible Quirks. As quirks require an immense amount under the guise of an Defensive Buff and Offensive the suit
Wyrds: of control, each quirk is built around the idea of than you
Buff. The Offensive buff should be single targeting shou
controlling the battlefield. Unlike enchantment or with its attacks as the 9th-level Crowd Controller
ldn't
* Werewolves have it.”
other forms of magical control, the Wyrd focuses ability deals with group control/mobility. Remem-
* Vampires
on contolling their enemies movements and actions ber, these buffs are temporary, so they shouldn’t be
* Anything
to do with a by physically intervening using the benefits their “what makes them a Wyrd”. It goes
creature's Phenomenal Transformation provides. • Armor Bonus. Your armor grants some sort Armor then
emotions Primary/Secondary Purpose. The Wyrd class of passive bonus, potentially a unique boon to Weapons
(NOT RAGE) is all about doing one thing very well. It does not do do with your sight or a saving throw, or simply because
that's the
* Natural, a lot of damage, rather, it should aid in navigation making you harder to hit, resistant to a damage, order these
like seasons and mobility by putting up obstacles and effecting or similar. things
& elements the movements/actions of their allies/enemies. • Attacks/Weapons. You can can boost your usually
are also Not Magical. The Wyrd is not a spellcaster and appear on a
an option. should be limited to cantrips only, if at all. Spell-like attacks, make an attack that offers range, or
* Creature abilities are ok, but a Wyrds abilities are always generally do something that controls a specific Character
Shee t and is
types are a targets movements or actions, such as knock- therefore
potential innate, specific and not granted by magical beings. ing them prone, lowering their speed, forcing a what the
gold mine. save, grappling them, etc. player is
Wyrd Subclass Origins Table used to.
This should be
d4 Origin Mobility Ability passive requiring no
Mechanical. A mechanical origin is any con- 5th-level Wyrd subclass ability actions or invoke.
1 structed or manufactured control the Wyrd holds
over their quirk. This ability is specifically about how the Wyrd can
Mutation. A mutation origin is similar to a natu- better move around the environment. Think about
2 ral origin, except the Wyrd evolves or is augment- the action when writing this ability more than just
ed in some way by the experience. saying “You get a fly speed...” Use jumping, leaping,
Mystical. A mystical origin is any event of a mag- rushing, scrambling, and other envocative words to
3 denote a sense of cinema and make their movement
ical nature, accidental or otherwise.
Natural. A natural origin is any event which seem more than it might be mechanically.
4 involves the Wyrd training or seeking out their
quirk. Crowd Control Ability This shouldn't be a
10th-level Wyrd subclass ability “se t it and forget it”
abilit y that lasts
Quirk Proficiencies This should be something that benefits them as long as
It is 1st-level Wyrd subclass ability their invoke
whether invoked or not, but should make sense for does.
tempting
with this You can grant up to three proficiencies, none of them to do so while in either state. It should require
class to which can be Arcana, Medicine, Nature, Survival an Action, for them to expend a hit die, and should
come up or Religion. You generally want to grant two skill hinder, harm, heal or otherwise benefit at least 2 or
with a proficiencies and a saving throw proficiency. Try more creatures.
special to stay away from tool or language proficiencies as
origin for
the player's they tend to tie heavily into the Wyrd’s origins which Upgraded AoE Ability
backstory. should be left a little ambiguous, but feel free to 14th-level Wyrd subclass ability
DON'T! obey this direction at your discretion.
One big buff to their AoE “Crowd Controller” ability.
Exploratory or This is their big blow off
Capstone Major abil ity! It's the Humanit's
Utility Ability Torch going supernova , the
1st-level Wyrd subclass ability
Theme Ability Black Bolt speaking, it'srds
Flash running backwa .
19th-level Wyrd subclass ability through time, etc . etc
This ability should be passive and provide some sort
of exploratory or utility to the player, but it should One big action requiring them to expend a Quirk
ultimately set up the entire theme of the class. It die. It should be something spectacular that only
will come back into effect later at 14th-level, so leave their quirk could offer/do.
room for a big blow off.
Also note! The reason we use a hit die is
Please Note! These last two abilities need to use a lot of to signal to the player that this ability
Wyrd's
the HCvTM to apply any stakes to their
hit die2022:
September use. Abilities requires a greater amount of will to
-
that just sort of turn on once in combat are weak.
Wyrds of the Multiverse
017 -
perform . Write the abilities accordingly!
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