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Both the setting and subclass documents have been re-uploaded with the changes listed in the update log at the bottom of the page. Be sure to redownload them!


The Infinite Animarum is a chaotic cabal of cultists that sow chaos for pleasure and profit: capitalizing on and rejoicing in the wake of established status quos. The members of the collective are obsessed with notions of entropy, futility, and pursuing their base desires with reckless abandon. And, like any idea, the Animarum and its members are a persistent weed and impossible to completely eradicate.

This dangerous, growing collective of arguably mad cultists is as gleefully responsible for the countless disruptive pranks and hijinks that upset the balance of day-to-day life as they are responsible for the deaths, incurred costs, and anguish of the broken families and ransacked towns they invariably leave in their wake. Even now, the Animarum continues to pursue its incomprehensible agenda in new, unsuspecting cities that remain unaware of their presence, and of the horrors that are bound to follow. Shrouded in mystery, its origins, purpose, and leadership remain unknown to virtually anyone...even its fervent members.

What's included:

  • 20 pages of the origins, purpose, and tactics of a chaos-bent super cult of mysterious followers!
  • Extensive tables to flesh out the Animarum's activities in your world and cities!
  • Quest and adventure hooks
  • 3 maps donated by Cze & Peku
  • 5 massive, illustrated stat blocks of creatures capable of becoming your warlock's patron!
  • Bonus lair actions and related monsters for use as enemies or warlock familiars! 
  • New Warlock patron: The Many! Summon eldritch heads to guard and support you by channeling your multi-headed patron!


Credits

I was responsible for direction, design, and additional editing for this setting. However, this couldn't be possible without extra help. If you like this setting, consider supporting these other incredible 5e content creators:

Ty Christensen — Writing, editing

TheArenaGuy — Monster creation, editing

Cze & Peku — Maps

Fabian Saravia — Subclass illustration

Benjamin Sommeregger — Cover art

Studio Agate — Patron monster art


What comes next?

As patrons, you can help decide what setting and subclass come next! Vote in this poll during the setting's first week of its exclusive release and choose what comes next!

This will be a freely accessible post after 1 week of being patron-exclusive. Thank you for your support, heroes, and for letting me make this content for you and the rest of the community!


Subclass Update v1.1:

  • Adjusted spell list so you get see invisibility instead of magic mouth. MM on a warlock wasn't a great idea.
  • Scaled back the bonus damage for using an eldritch head to adding an extra 1 + your PB, instead of twice your CHA mod. Especially at low levels, that hit way too hard and could be fired off too often.
  • Revised the option to call back heads between short rests to calling back 2 heads once per long rest, still as a bonus action. This means that at low levels you still have room to play around with, and at later levels you can manage some of your effects better in a pinch if you've gone a long time without a refill.
  • Revised the Groupthink ability to not give the bonus if you're already proficient in the thing, since having a warlock be better than a wizard at something like Arcana is peculiar.
  • Adjusted the healing from consuming a head to become temporary hit points instead, increasing the value from 1d8 + CHA to 2d6 + CHA instead. This also prevents mass-regen in a fight and helps manage the update to the capstone...
  • ...which was updated in its design and strength. Still the same general effect, although it was pointed out that the heads are made to be consumed, but this effect originally punished you for having using them, which was dissonant. So now, these eldritch heads roar back into existence, regenning them for you instead of consuming them. This means that the more you use the heads through the day, the more valuable this effect will become.
  • To that point, because of the inherent value of getting this resource back all at once, its damage was reduced, and instead of stunning creatures, it just briefly incapacitates them. It also no longer requires attack rolls, but is just a straight saving throw from creatures you choose around you up to the number of heads you regain in this way.

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