Vallore world illustration - Pirate theme
Pirate

Vallore

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A medieval world filled with magic, fantasy beasts and pirates!


Author's Note: Welcome to Vallore: a shattered world trying to rebuild. Magic is both feared and worshipped. Empires rise from the ashes of fallen gods. The seas hide truths better left buried. Here, pirates plot against kingdoms, inquisitors hunt witches, and ancient relics whisper to those who dare to listen. You’ll explore continents, influence power struggles, and uncover divine truths lost to history. Whether you're a cursed royal, a rebel mage, or a pirate with a past, Vallore has a story for you. This is a campaign for players who love deep lore, political drama, factional intrigue, and personal stakes. Expect morally grey decisions, unexpected alliances, and a world that changes based on your actions. Ideal for intermediate to veteran players who enjoy immersive RP, evolving storylines, custom factions, and a living world. Combat is meaningful, choices matter, and no one—NPC or god—is untouchable. ✅ What’s Included So Far: 🌍 Kingdoms: 5 📌 Points of Interest (POIs): 120+ 🧑‍🤝‍🧑 NPCs: 150+ 🧬 Playable Races: 57 🛡️ Classes: All base D&D 5e 🏴 Factions: 21 👹 Monsters: 9 (and growing) 💎 Items: All base 5e + a few custom ✨ Spells: Base D&D 5e --- 🛠️ Currently In Progress: 🧙‍♂️ Starting Characters 🧑‍🤝‍🧑 More NPCs (and fixing their relationships) 👁️‍🗨️ More Monsters (including deities) 🔮 Custom Classes & Spells 🎒 Items, Loot, & Bounties 🗺️ Maps 🏝️ More POIs (tons of random islands coming soon!) --- ⚠️ Known Issues: 📌 Franz doesn’t yet restrict player access in sensitive zones — working on adding POI-specific notes for clarity.
Played36 times
Cloned1 times
Created
19 days ago
Last Updated
1 days ago
VisibilityPublic
Dark Disciple
CR 5Medium Humanoid
Dark Disciple
HP Range70 - 70 (Avg: 70)
AC16
XP1800

Description

Dark Disciples are elite humanoid warriors, trained in the dark arts and dedicated to eliminating rogue magic users. They are relentless in their pursuit, using fear and powerful magic to break their enemies, often sacrificing themselves for the greater cause. Tactics: - Use Chilling Presence to frighten and disrupt enemies before attacking. - Hide in shadows, positioning themselves for surprise strikes. - Prioritise spellcasters or weakened foes. - Use Sword of Purity for strong melee damage with radiant effects. - If nearing defeat, use Self-Sacrifice to deal damage in a final explosion, taking out any close enemies. Self-Sacrifice on death to explode and cause 2d10 force damage to all within 10 ft. - Arcane Blast for ranged force damage to wear down enemies. - Cast Dark Ritual (Hold Person or Counterspell) to control or disrupt spellcasters once per day. - Use Frightening Step to reposition and spread fear. - Use Arcane Smite for a powerful, magical-enhanced melee attack.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesCommon, Infernal
Defenses
Armor Class16
HP Range70 - 70 (Avg: 70)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Arcane Blast

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) force damage.

Arcane Smite

The Dark Disciple channels magical energy into their sword. Their next melee attack deals an extra 2d6 force damage and pushes the target 10 feet away.

Chilling Presence

As a bonus action, the Dark Disciple can exude an aura of fear. All creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

Dark Ritual

The Dark Disciple can cast Hold Person or Counterspell (3rd level) once per day, using Charisma as the spellcasting modifier. The spellcasting DC is 14.

Frightening Step

The Dark Disciple moves up to 15 feet without provoking opportunity attacks. After moving, all enemies within 10 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

Multiattack

The Dark Disciple makes two attacks: one with their Sword of Purity and one with Arcane Blast.

Self-Sacrifice

Upon reaching 0 HP, the Dark Disciple activates a self-destructive ritual, expelling a burst of magical energy. All creatures within 10 feet must make a DC 14 Dexterity saving throw or take 2d10 force damage (half on a success).

Sword of Purity

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage + 5 (1d10) radiant damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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