tag:blogger.com,1999:blog-82549383782148988142024-03-14T13:49:15.700-05:00Middle Finger of VecnaFree Resources for 5e from Mage Hand PressThe Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.comBlogger740125tag:blogger.com,1999:blog-8254938378214898814.post-32275728416468488072021-11-09T06:00:00.006-06:002021-11-09T06:05:35.815-06:00Announcing: Book of Extinction<div style="text-align: left;">We're working with a good friend of ours, Lucas Zellers (<a href="https://twitter.com/SparkOtter">@SparkOtter</a>), to craft a new book that gives life to extinct animals through Dungeons and Dragons: the <b>Book of Extinction</b>. It's about history, conservation, and some of the coolest animals that have ever lived, but you've never heard of. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">Every animal gets two sets of stats and lore: its historical story with real-world appropriate stats, and its lore as a D&D monster, with magical powers and cool stats. We're also going to be adding new races, subclasses, magic items, and an adventure. This is shaping up to be an extremely cool project launching in 2022, and I hope you'll join us as we craft this book largely in the public eye.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Preview Out Now</span></div><div style="text-align: left;"><br /></div><div style="text-align: left;">We're developing this project, three monsters at a time, <a href="https://www.patreon.com/user?u=3009550"><b>on our Patreon</b></a>. Right now, however, you can get the <a href="https://store.magehandpress.com/products/book-of-extinction-preview"><b>first three monsters on the Mage Hand Press store</b></a> for Pay What You Want (including free). We're giving all the proceeds of this preview to conservation organizations working to preserve endangered species.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Making a Monster: Extinction Podcast!</span></div><div style="text-align: left;"><br /></div><div style="text-align: left;">But we're also doing something totally new: we're making a companion podcast as we create this book. We'll be interviewing experts and getting their insights into the history, biology, and stories of the animals-turned-monsters we feature in the book. Each entry in the book only gets about a thousand words of text, and their stories and far too interesting to fit entirely into that space. So this podcast is going to expand on what we highlight in the book, reveal some interesting glimpses into our game design, and hopefully just be super fun to listen to!</div><div style="text-align: left;"><br /></div><div style="text-align: left;"> The introduction episode of <a href="https://scintilla.studio/monster/"><b>Making a Monster: Extinction</b></a> is out now (and embedded below).<span></span></div><div style="text-align: left;"><br /></div><span><a name='more'></a></span><div style="text-align: left;"><iframe frameborder="0" height="180" id="bCastiFrmq80mqq0n" seamless="true" src="https://player.bcast.fm/making-a-monster/q80mqq0n" style="height: 180px; width: 100%;" width="100%"></iframe></div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com12tag:blogger.com,1999:blog-8254938378214898814.post-53939665204968474922021-09-28T09:00:00.001-05:002021-09-28T09:00:00.216-05:00Mousefolk<div style="text-align: left;"><b>Race<br /></b><i>Comments from the Finger: We're around the last 48 hours or so of <a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets?ref=2mzwyh" target="_blank"><b>Valda's Spire of Secrets</b>! </a>This is the coolest thing we've ever made, it's reached over half a million on Kickstarter, and you should <a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets?ref=2mzwyh">go pledge to it right now</a>!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;"><b>Mousefolk</b></span></div><div><br /></div><div>"You laughed when I said I would repay you," said the Mouse. "Now you see that even a Mouse can help a Lion."</div><div style="text-align: right;">—Aesop, The Lion and the Mouse</div><div style="text-align: right;"><br /></div><div>Never to be looked down upon, the slight, unassuming mousefolk are kindhearted to a fault and possess courage greater than most giants.</div><div><br /></div><div><span style="font-size: large;"><span><a name='more'></a></span>Tiny But Brave</span></div><div>Though the tiny, big-eared mousefolk are often overlooked by larger creatures, history is brimming with stories of gallant mouse-knights staring down dragons, crossing blades with warlords, and charging into grand battles. It happens that few histories are written about the valor of mousefolk—and many more should be—yet they make appearances in legend all the same, their bravery cementing their place in history.</div><div><span style="white-space: pre;"> </span>Even excluding the long and proud history of mouse-knights, few mousefolk are apt to fear either big folk or monsters. Mousefolk are good to their neighbors and rarely pick fights; after all, most folks can be reasoned with. Those who can't be reasoned with, however, should rightly fear mousefolk striking at their knees. Mousefolk do not suffer bullies lightly.</div><div><br /></div><div><span style="font-size: large;">Storytellers and Legend-Keepers</span></div><div>The mousefolk language, Rodentia, has no written form, thus mousefolk preserve their history in story and in song passed from elders to children through the generations. Their oral tradition is rich, filled with stories of grand heroics, shrewd tricks, and swooning romance. Indeed, many mousefolk live to see themselves preserved in the legends of their people, their deeds remembered in a grand epic for the ages.</div><div><br /></div><div><span style="font-size: large;">Hooded or Disgraced</span></div><div>Though ratlings have long abandoned the old ways, a mouseling is never to be seen without a hood. Following ancient tradition, mouselings wear their hoods, which they have sewn themselves, at all times, except in the direst circumstances. A hood is a symbol of wealth and social standing, and is sometimes replaced with hats or other headwear, when appropriate.</div><div><span style="white-space: pre;"> </span>Where this tradition originated, none can say, but mouselings hold to it strongly. If one is seen without a hood, it is surely a sign of disgrace and exile, the most personal punishment a village of mouselings can inflict.</div><div><br /></div><div><span style="font-size: large;">Mousefolk Names</span></div><div>Most mousefolk names are derived from Rodentia, the mousefolk language, and are fairly squeaky when pronounced, as a result. </div><div><span style="white-space: pre;"> </span><b>Male Names.</b> Arven, Blodge, Dunfur, Frisk, Jinoree, Phrenik, Reep, Skapp</div><div><span style="white-space: pre;"> </span><b>Female Names.</b> Beeka, Constance, Juniper, Tess, Romsca, Serena, Wincey</div><div><br /></div><div><span style="font-size: large;">Mousefolk Traits</span></div><div>Slight and swift, you possess the following traits:</div><div><span style="white-space: pre;"> </span><b><i>Ability Score Increase.</i></b> Your Dexterity score increases by 2.</div><div><span style="white-space: pre;"> </span><b><i>Age.</i></b> Mousefolk mature in their teens and live around 80 years.</div><div><span style="white-space: pre;"> </span><b><i>Alignment.</i></b> Most mousefolk are neutral good. They tend to be kind-hearted and have deeply-rooted values.</div><div><span style="white-space: pre;"> </span><b><i>Size.</i></b> Mouselings stand around 3 feet tall, but appear slightly taller with their large ears, and normally weigh no more than 40 pounds. Ratlings, by contrast, stand almost 4 feet tall, but have much smaller ears. Your size is Small.</div><div><span style="white-space: pre;"> </span><b><i>Speed.</i></b> Your base walking speed is 25 feet.</div><div><span style="white-space: pre;"> </span><b><i>Darkvision.</i></b> Mousefolk have superior vision in dim light and darkness. You can see in dim light within 60 feet of you as if it was bright light, and darkness as if it was dim light. You can't discern color in darkness, only shades of gray. </div><div><span style="white-space: pre;"> </span><b><i>Lightfooted.</i></b> You have proficiency in the Stealth skill.</div><div><span style="white-space: pre;"> </span><b><i>Scurry.</i></b> You can move through the space of any hostile creature as if it were difficult terrain.</div><div><span style="white-space: pre;"> </span><b><i>Squeeze.</i></b> You suffer no penalty for squeezing into a space that is only large enough for a creature that is one size smaller than you.</div><div><span style="white-space: pre;"> </span><b><i>Languages.</i></b> You can speak, read, and write Common. You can also speak Rodentia, a quiet and squeaky language that has no established written form. Mouselings value the oral tradition highly and only take notes in Common, or using an improvised shorthand that approximates the sounds of Rodentia in Common script.</div><div><span style="white-space: pre;"> </span><b><i>Subrace.</i></b> Mousefolk are commonly divided into two subraces: mouselings and ratlings. Choose one of these subraces. </div><div><br /></div><div><b>Mouseling</b></div><div>Mouselings are smaller than their ratling cousins, but are all the more daring. They sport a wide variety of coats, from grey to brown to very rare whites, but all possess large ears and round, black eyes. Though these features often make them look adorable to big folk, most mouselings want nothing more than to be taken seriously. They fancy themselves knights, merchants, minstrels, explorers, and a wide variety of other occupations; only humans rival mouselings for ambition.</div><div><span style="white-space: pre;"> </span><b><i>Ability Score Increase.</i></b> Your Charisma score increases by 1.</div><div><span style="white-space: pre;"> </span><b><i>Brave.</i></b> You have advantage on saving throws you make against being frightened.</div><div><span style="white-space: pre;"> </span><b><i>Nimble Escape.</i></b> When a creature you can see makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. You can't use this trait when wearing medium or heavy armor.</div><div><br /></div><div><b>Ratling</b></div><div>Often, ratlings stand a full foot taller than their mouseling relatives, with longer tails and more pointed ears. They are tougher, more resistant to poison, and far more stubborn than other mousefolk, but are unquestionably resourceful. When needed, a ratling can escape just about any enclosure that isn't constructed entirely from metal and stone, a fact which many jailers hold in contempt.</div><div><span style="white-space: pre;"> </span><b><i>Ability Score Increase.</i></b> Your Strength score increases by 1.</div><div><span style="white-space: pre;"> </span><b><i>Gnaw.</i></b> You can use your action to chew through and break a small nonmagical object that isn't being worn or carried, like a rope, a wooden rod or handle, or a length of fabric. If you chew on a wooden wall or floor for 1 minute, you can gnaw a hole large enough for a Tiny creature. You can't chew through materials that are harder than your teeth, such as metal, stone, or crystals.</div><div><span style="white-space: pre;"> </span><b><i>Rat Resilience.</i></b> You have advantage on saving throws against poison, and you have resistance against poison damage.</div></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div>
<iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1-ZdGcx6hVCUzayMBm-ZW_nhKHTXiZQ_e/preview" width="560"></iframe>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com8tag:blogger.com,1999:blog-8254938378214898814.post-89873094402668732692021-09-14T12:42:00.005-05:002021-09-14T12:43:31.948-05:00Hoard Golem<div style="text-align: left;"><b>Monster</b></div><div style="text-align: left;"><i>Comments from the Finger: The terrible lich Valda takes great pride in how many adventurers he has slain, so much so that he has constructed an assistant made entirely out of magic items. If you like what you see, go support <a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets?ref=2mzwyh"><b>Valda's Spire of Secrets on Kickstarter</b></a> today!</i></div><div style="text-align: left;"><i><br /></i></div><div style="text-align: left;"><i>Also, I'm experimenting with a new square format of PDFs. Let me know what you think!</i></div><div style="text-align: left;"><br /><div><span style="font-size: large;">Hoard Golem</span></div><div><br /></div><div>Sequestered in his Spire of Secrets, the mad lich Valda has devised the ultimate minion: the Hoard Golem, made entirely from discarded magic items. Nothing is more singularly valuable or deadly to adventures.</div><div><span style="white-space: pre;"> </span><b><i>Magical Blades and Baubles.</i></b> Seasoned adventuring companies have sought out the Spire of Secrets for centuries, which is rumored to be a stockpile of priceless treasures. Unbeknownst to most of them, the tower is a sinister death trap constructed by the lich Valda from which no one ever returns. Those who would perish inside the tower’s walls are even petrified in solid marble, so that its victims can’t be resurrected. Valda is perhaps single-handedly responsible for more slain adventurers than any other individual, a fact which delights him greatly.</div><div><span style="white-space: pre;"> </span>However, as marble adventurers began to crowd the Spire’s multi-planar floors, the lich realized that the heroes brought more magic items than they could even carry. Their bags of holding, dancing swords, and spare suits of magical armor just piled up near the entrance. That wouldn’t do! Ever resourceful, the lich realized that he could thwart intruding heroes and clean up their mess in one fell swoop. Thus, the first ever Hoard Golem, which Valda dubbed “Dross,” was constructed.</div><div><span style="white-space: pre;"> </span><b><i>Necromantic Construction.</i></b> Even beyond its exotic and magical materials, the design of Dross is unique among golems. The hulking mountain of magic items is as much an enormous phylactery as it is a mechanical magical servant. As such, it can absorb spells wholesale, store them like a battery, and unleash them back at unwary spellcasters. </div><span></span><div><br /></div><span><a name='more'></a></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><div><div><span style="font-size: large;">Hoard Golem</span></div></div></div><div style="text-align: left;"><div><div><i>Medium construct, neutral</i></div></div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div><div><b>Armor Class</b> 22 (natural armor)</div></div></div><div style="text-align: left;"><div><div><b>Hit Points</b> 225 (18d10 + 108)</div></div></div><div style="text-align: left;"><div><div><b>Speed</b> 30 ft.</div></div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div>STR 26 (+8) DEX 7 (–2) CON 24 (+6)</div></div><div style="text-align: left;"><div>INT 4 (–3) WIS 13 (+1) CHA 1 (–5)</div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div><div><b>Saving Throws</b> Str +14, Dex +4, Con +12, Int +3, Wis +7, Cha +1 </div></div></div><div style="text-align: left;"><div><div><b>Damage Immunities</b> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine</div></div></div><div style="text-align: left;"><div><div><b>Condition Immunities</b> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</div></div></div><div style="text-align: left;"><div><div><b>Senses </b>darkvision 120 ft., passive Perception 10</div></div></div><div style="text-align: left;"><div><div><b>Languages </b>understands the languages of its creator but can’t speak</div></div></div><div style="text-align: left;"><div><div><b>Challenge </b>20 (25,000 XP)</div></div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div><div><b><i>Legendary Resistance (3/Day).</i></b> If the golem fails a saving throw, it can choose to succeed instead.</div></div></div><div style="text-align: left;"><div><div><b><i>Immutable Form.</i></b> The golem is immune to any spell or effect that would alter its form.</div></div></div><div style="text-align: left;"><div><div><i><b>Magic Resistance.</b></i> The golem has advantage on saving throws against spells and other magical effects.</div></div></div><div style="text-align: left;"><div><div><b><i>Magic Weapons.</i></b> The golem’s weapon attacks are magical.</div></div></div><div style="text-align: left;"><div><div><b><i>Spell Storing.</i></b> Whenever the golem succeeds on saving throw against a spell, it can use its reaction to completely absorb the spell, ending the spell immediately. This spell is then stored and can be cast by the golem using its Stored Spell legendary action. The golem can store up to three spells at one time and has usually already absorbed a finger of death spell.</div></div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div>Actions</div></div><div style="text-align: left;"><div><div><b><i>Multiattack.</i></b> The golem makes two melee attacks. </div></div></div><div style="text-align: left;"><div><div><b><i>+3 Slam.</i></b> Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 11) bludgeoning damage.</div></div></div><div style="text-align: left;"><div><div><b><i>Wand Barrage.</i></b> Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (4d10) damage. Roll a d4 to determine the damage type: 1. acid, 2. cold, 3. fire, 4. lightning.</div></div></div><div style="text-align: left;"><div><div><b><i>Attract Magic Items (Recharge 5-6).</i></b> The golem magically attracts each magic item within 120 feet of it. Each creature carrying magic items must make a DC 22 Strength saving throw or lose one magic item they are carrying, chosen by the GM. Magic items which aren’t being worn or carried are pulled to the golem immediately. For 1 hour, the golem gains a +1 bonus to its armor class, attack rolls, and damage rolls for each magic item it attracts using this ability.</div></div></div><div style="text-align: left;"><div><br /></div></div><div style="text-align: left;"><div>Legendary Actions</div></div><div style="text-align: left;"><div><div>The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The golem regains spent legendary actions at the start of its turn.</div></div></div><div style="text-align: left;"><div><div><span style="white-space: pre;"> </span><b><i>Annihilation Breath (Costs 3 Actions).</i></b> The golem exhales spheres of annihilation from its gullet in a 30-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. Nonmagical items that aren’t being worn or carried in the area are disintegrated. </div></div></div><div style="text-align: left;"><div><div><span style="white-space: pre;"> </span><b><i>Stored Spell.</i></b> The golem casts one spell it has absorbed (spell save DC 22, +14 to hit with spell attacks.) It counts as a 20th level spellcaster.</div></div></div><div style="text-align: left;"><div><div><span style="white-space: pre;"> </span><b><i>Slam (Costs 2 Actions).</i></b> The golem makes a +3 slam attack.</div></div></div></blockquote><div style="text-align: left;"><div><br /></div><div><br /></div></div>
<iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/14BwpXQmjnMtWIJteeKmG0Bj0iGG0JY2k/preview" width="560"></iframe>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com1tag:blogger.com,1999:blog-8254938378214898814.post-6136163604313851322021-09-02T12:48:00.003-05:002021-09-02T12:49:51.714-05:00Pledge Today! Spire of Secrets<p>In the flurry of the last couple days, I neglected to update our blog! </p><p>Valda's Spire of Secrets is live! <b><a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets" target="_blank">Go pledge!</a></b></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets" style="margin-left: 1em; margin-right: 1em;" target="_blank"><img border="0" data-original-height="2591" data-original-width="1214" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNqDLik6s2PXq3Vck4UsxvB0NVgGfQAFDo05LOTtTCdP-O2Dcw4_tx0YCijWml21cd9-wnHNxeYvNbNRfp1-9wzlHWLkCHlSKo2j1yHCUHxodpr-kuuFpt4eousckrWFjRnoXD1IGm7CY/s16000/Banner+Vertical.jpg" width="560" /></a></div><p><br /></p>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com2tag:blogger.com,1999:blog-8254938378214898814.post-88172153985696139702021-08-24T18:42:00.007-05:002021-08-25T10:43:07.143-05:00Spire of Secrets | One Week Away!<div style="text-align: left;">The recent lack of posts are because I'm hard at work getting ready for the Valda's Spire of Secrets Kickstarter, which launches in about a week on the 31st! In this post, I'm going to tell you everything there is to know about the book itself, with a separate post letting you know about everything <i>else</i> in the Kickstarter later in the week. <br /><br /></div><div style="text-align: left;"><span style="font-size: large;"><a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets" target="_blank"><b>Click here and press the "Notify Me on Launch" button!</b></a></span></div><div style="text-align: left;"><br /></div><div style="text-align: left;">Valda's Spire of Secrets is a definitive expansion for DnD 5e. Coming in at 384 pages long, it contains 10 of our base classes, over 150 subclasses, and a ton of other stuff you'd expect from us at this point, including 130+ spells, dozens of feats, a mountain of exotic weapons and magic items, and a lot more.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">If you're a regular around here, this is a chance to get the very best Mage Hand Press stuff in print in one place, so you can point at it and say "this is canon" at your table. If all of this is new to you, I'll break down the classes we're including in more detail.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span><a name='more'></a></span><img border="0" data-original-height="1650" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvI1ev-5RqDyXW6PdYwcSKdCTYu5ARZlWO-vhRpydeyWlZwpM1QLGbkDRQBzItaxhtqxs4Oxy7lTRlGZexGtQMDgR-ppWgU7fpfr_Xn_yclP2MJ5zFSCegEQxOLeg5mtrc3JijfeNSOXQ/w640-h517/Banner+-+Alchemist+Marshal+-+Left+title.jpg" width="560" /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b>Alchemist.</b> Using half-science, half-magic concoctions, alchemists brew up explosives and transmutative potions on the fly. Play an alchemist if you want to experiment with a wide array of scientific discoveries and lethal bombs!</div><div style="text-align: left;"><div><br /></div><div><b>Captain.</b> Brave commanders and savvy tacticians, captains control a second character in the form of a cohort and enhance their allies in combat with dice-fueled maneuvers. Play a captain if you want to lead your allies to victory!</div><div><br /></div><div><img border="0" data-original-height="1650" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirJdFnvFcNIyqXuO4JG4LTA04Nz8qDQLcIMKMTCUR7Mcch_4eJJobtQk2rSxXN2OKiaFxXXNviFA9zZK4teQzGcjIAwF1pLUpTQ_08RwfBCzlvoovC3GQKI5ageQlkwJcsGu8CI5prlNU/w640-h517/Banner+-+Craftsman+Gunslinger+-+Left+title.jpg" width="560" /></div><div><br /></div><div><div><b>Craftsman.</b> Master artisans and inventors, craftsmen can forge masterwork equipment and devise entirely new weapons on the fly. Play a craftsman if you want to experiment with a comprehensive array of weapon properties to invent entirely new weapons and armor.</div><div><br /></div><div><b>Gunslinger.</b> Narrowed eyes, smoking barrels. Gunslingers live on the edge, brandishing a special resource called risk dice to keep them alive by the skin of their teeth. Play a gunslinger if you enjoy scoring powerful critical hits and having an entire arsenal of guns at your disposal.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><img border="0" data-original-height="1649" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzqAWmXXlARDHf6-t_6yfsJ30m1wNDuUUwWaG-82lnEGZUojsK-UMixqk0dPV7UfsC6J3kTy_eRrure-MjdiqGLYIamBZiFcOBVvaQcHQ3haG_9oVLkCrST7wPUHICxleYdjFORtACb0U/w640-h517/Banner+-+Investigator+Martyr+-+Left+title.jpg" width="560" /></div><div><br /></div><div><div><div><b>Investigator.</b> Inspired by characters like Van Helsing and John Constantine, investigators are supernatural researchers and monster hunters who use precise strikes and tomes brimming with rituals to banish occult threats. Play an investigator if you want access to boundless utility options and the ability to go toe-to-toe with a vampire or werewolf.</div><div><br /></div><div><b>Martyr.</b> Chosen by the gods to complete a task, martyrs are set upon a harsh, predestined path, requiring constant sacrifice. Martyrs use their hit points to fuel their divine abilities, but supernaturally resist death's embrace. Play a martyr if you want to experience the push and pull of sacrificing hit points for massive damage, only to heal moments later.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><img border="0" data-original-height="1650" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9nSpxipsc0cYWoTyOeDf-q2cb3Qt9ii6fabKr4nI9RZxcXjorPNoWs93zWu7kC3QCEphsWK30Ce6YpuR1Nf_2AsUXkP3JddSr8f064W7ovpGaNy1xuVoEY6B80WVPhyphenhyphenNFWb5fItLwo70/w640-h517/Banner+-+Necromancer+Warden+-+Left+title.jpg" width="560" /></div><div><br /></div><div><div><b>Necromancer.</b> Practitioners of necromancy are an eccentric breed who seek out forbidden spells and unquestionably evil rituals to master the grim magic of death. With a small army of undead thralls, necromancers overrun their foes while slinging spells with critical accuracy. Play a necromancer to balance ethics against ambition and manage multiple monsters at the table.</div></div><div><div><br /></div><div><b>Warden.</b> Wardens are iron-willed protectors that refuse to give an inch. To that end, they use their Mark ability to single out enemies for combat, and use their Grasp ability to prevent escape. Play a warden if you want to be a tough-to-kill warrior with a focus on crowd control.</div></div><div><br /></div><div><div><div><img border="0" data-original-height="1650" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdmmalZSV02iAL0DrfBN-NBalmu3Ps8aUk9rQ_eUw32DIUJFpORe_mg-bIMJyJzswWbS4hnYbCoMdTqYv6bcz5mccQ1ObmrCibqLCE7RyXLutJxChBRxgqaPzQ9CWYpXB8u-2U9ZoUJGU/w640-h517/Banner+-+Warmage+Witch+-+Left+title.jpg" width="560" /></div><div><br /></div><div></div></div><div></div></div><div><div><b>Warmage.</b> The undisputed masters of cantrips, warmages turn the most humble spells into deadly weapons via an array of tricks. Play a warmage if you want to be a high-damage spellcaster with deep customization and few spells to learn.</div><div><br /></div><div><b>Witch.</b> Afflicted by a sinister curse, witches can spin dark magic into hexes, which they use to disable foes. They are also accompanied by their familiars, loyal magical companions which they use to deal the killing blow. Play a witch if you want to cripple your enemies and cackle while doing so.</div></div><div><br /></div><div>And I can already hear some of you saying: where's the <b>Binder</b>? That class is coming in its very own standalone softcover if we reach a high enough stretch goal! Tell your friends and get your DM on board so we can make that softcover happen.</div><div><br /></div><div><span style="font-size: large;">What Else is in the Book?</span></div><div><br /></div><div>This book is so long, we'll have to do a rapid-fire roundup of the rest of the content.</div><div><br /></div><div><div><b><i>Subclasses.</i></b> Spire has 6 subclasses for each and every base class in core. This is a selection of our best and most popular subclasses from all time, many which have been rebalanced and tidied up for mass consumption. Yes, you too can play a Spider Man rogue or a warlock whose patron is literally the GM! </div></div><div><br /></div><div><div><b><i>Races.</i></b> Spire of Secrets comes with four new races, the sly and adorable <b>mousefolk</b>, the wise tree-people <b>mandrakes</b>, the creepy and cute <b>geppettins </b>(which you might recall being called matryoshka once upon a time), and the ethereal <b>spirithost</b>. Plus, we've included even more <b>Near Human</b> variants to complement the set presented in Dark Matter. </div><div><br /></div><div><b><i>Customization.</i></b> This chapter has 50+ new <b>Feats</b>, plus a new character option called <b>Aux Levels</b>, which are one-level classes that let you get really creative with your character builds. If you've been following closely, you've seen this very concept metastasize here on the blog. The Customization chapter also has a set of free <b>Starter Feats</b> which the GM can allow at 1st level, opening up the game to types of characters never playable before. These are for crazy roleplay and mechanics options which couldn't exist in the game otherwise, like legally-distinct dvati and characters which are blind. </div><div><br /></div><div><b><i>Equipment.</i></b> The Equipment chapter is loaded down with arsenals of exotic weapons, guns throughout the ages, switch weapons (think Bloodborne), and suits of exotic armor. It’s enough to keep a craftsman busy for ages! Then the chapter caps off with a HUGE selection of magic items, including random loot tables. Tons of these magic items are brand new, including new class-specific magic items! If we hit a stretch goal, we'll even get our friend <a href="https://www.patreon.com/LootTavern">Loot Tavern</a> to contribute a baker's dozen new items to the lineup.</div><div><br /></div><div><b><i>Spells.</i></b> Just a few (read: <b>130+</b>) new spells! In addition, we're tidied up our Chronomancy and Renaissance spells list to the cream of the crop and included them with tags. This book finally gives you competent chronomancy options and makes gun-mages a joy to play. It even has all the spell lists to use them properly. </div></div><div><br /></div><div><div>There’s even more content in the book's lengthy appendices, but that’s a subject for another day.</div><div><br /><span style="font-size: large;"><b><a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets">If you haven't already, click here and get reminded of the Kickstarter!</a></b></span></div></div><div><br /></div><div>We look forward to seeing everyone turn out for this Kickstarter, which we hope will be our biggest yet!</div><div></div></div></div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com11tag:blogger.com,1999:blog-8254938378214898814.post-11743274869146138612021-07-24T00:33:00.006-05:002021-07-27T20:12:04.763-05:00Way of the Flagellant<div style="text-align: left;"><div><b>Monastic Tradition</b></div><div><i>Comments from the Finger: If this looks familiar, it's because it's a redux of Way of the Wheel! And this will probably be the last redux post for a while, as our new book,<br /></i><br /><b><span style="font-size: medium;"><a href="https://www.kickstarter.com/projects/magehandpress/spire-of-secrets">Valda's Spire of Secrets</a></span></b></div><div><br /></div><div><i>is finally done! We're launching a <b>Kickstarter </b>for it starting on <b>August 31st</b>. Save the date, tell your friends. This is the Mage Hand Press Player's Handbook you've all been waiting for. We'll talk about it more in the coming weeks, but here's the elevator pitch: 380 pages, 10 base classes, 150+ subclasses. Get hyped.</i></div><div><br /></div><div><span style="font-size: large;">Way of the Flagellant</span></div><div><br /></div><div>The Way of the Flagellant teaches an extreme, sometimes heretical, view of asceticism: peace comes through suffering, purity through pain. Its practitioners shun all indulgences and embrace pain to harness their ki and isolate themselves further from the material world. As such, these monks often carry their eponymous flails and whips, both to use on themselves and their foes. Their pain is a mortal penitence and an act of focusing, letting them block out all else and manipulate their ki with expert intent.</div><div><br /></div><div><b><span><a name='more'></a></span>Ascetic Implements</b></div><div>When you choose this tradition at 3rd level, you learn the techniques of the Way of the Flagellant, including their signature weapons. You gain proficiency with flails and whips, which count as monk weapons for you.</div><div><span style="white-space: pre;"> </span>Additionally, you can choose to deal slashing instead of bludgeoning damage with your unarmed strikes.</div><div><br /></div><div><b>Penitent Lash</b></div><div>At 3rd level, when you start your turn, you can sharpen your focus by spending 1 ki point and striking yourself with a ritualistic flail. You take 2d4 slashing damage and gain advantage on the first attack you make with a monk weapon or unarmed strike on your turn. If you instead choose to take 4d4 slashing damage, you can gain advantage on all of your attack rolls on your turn, instead of only your first. This ability has no effect if you reduce or avoid taking the slashing damage. </div><div><br /></div><div><b>Art of Punishment</b></div><div>By 6th level, your expertise in the purifying discipline of pain has granted you new ways to share agony. You gain the following abilities: </div><div><span style="white-space: pre;"> </span><b><i>Branding Palm.</i></b> When you hit a creature with an unarmed strike, you can spend 1 ki point as a bonus action to brand the creature. The next attack that hits a branded creature within the next minute deals an additional 2d8 fire damage. At 11th level, this damage increases to 3d8, and at 17th level, this damage increases to 4d8.</div><div><span style="white-space: pre;"> </span><b><i>Electroshock Strike.</i></b> Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast the <i>shocking grasp</i> cantrip as a bonus action. Wisdom is your spellcasting ability for this spell.</div><div><span style="white-space: pre;"> </span><b><i>Scissorhand Technique.</i></b> If you deal slashing damage to a creature with a monk weapon or unarmed strike, you can also spend 1 ki point to give the target a bleeding wound. Constructs, oozes, and undead can’t get bleeding wounds. A creature loses 1d6 hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.</div><div><br /></div><div><b>Purity Through Pain</b></div><div>Beginning at 11th level, you enter a rapturous frenzy when wounded. Whenever you take damage in excess of your character level, you can use your reaction to regain 1d4 ki points. You can use this ability a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a long rest.</div><div><br /></div><div><b>Exsanguinate</b></div><div>Beginning at 17th level, when you use your Penitent Lash feature, you can choose to increase the slashing damage taken to 6d4. When you do so, you gain all the benefits of that feature, and your unarmed strikes deal an additional 1d4 slashing damage on a hit until the end of your turn.</div><div><br /></div><div><br /></div></div>
<iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1hDq6jQxT7wNWSaAwp97nU9OcqXByzCkY/preview" width="560"></iframe><div><br /></div><div>Changelog: </div><div>7/27/21: Electroshock Strike should take a bonus action</div><div>Exsanguinate: Wording changed for clarity </div><div><br /></div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com15tag:blogger.com,1999:blog-8254938378214898814.post-81882071673364241192021-07-07T21:26:00.000-05:002021-07-07T21:26:07.590-05:00Bone Knight Redux 2.0<div style="text-align: left;"><b>Martial Archetype</b></div><div style="text-align: left;"><i>Comments from the Finger: It's not deja vu! Thanks to some comprehensive feedback, we've decided to swiftly revisit the Bone Knight with yet another redux. Fingers crossed this one is flawless!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Bone Knight</span></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div>A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. Naturally, this power is hideous and disfiguring, but allows them to grow bone protrusions for weapons and armor, changing their skeleton’s size and shape at will. Mastering this ability is a feat of endurance and creativity, but results in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh.</div><div><span style="white-space: pre;"> </span>Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.</div><div><br /></div><div><b><span><a name='more'></a></span>Adamant Ivory</b></div><div>Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class 17. You can use a shield and still gain this benefit. At higher levels, your Armor Class increases as shown in the Adamant Ivory table.</div><div><span style="white-space: pre;"> </span>Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to shield yourself from the damage. Expend a Hit Die, roll it, and decrease the damage taken by the number rolled.</div><div><br /></div><div><div><b>Adamant Ivory</b></div><div>Fighter Level<span style="white-space: pre;"> </span>Armor Class</div><div>3rd<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span>17</div><div>5th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span>18</div><div>10th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span>19</div><div>18th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span>20</div></div><div><br /></div><div><div><b>Bone Blades</b></div><div>At 3rd level, you have total control over your skeletal structure, allowing you to sprout blades of jagged bone from each of your palms or wrists as you would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can’t be disarmed of these weapons. You can retract these weapons as you would sheathe a weapon.</div><div><span style="white-space: pre;"> </span>Starting at 7th level, your blades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn when you hit a creature with a bone weapon, you can expend a Hit Die to extend the bone into the target. Add the Hit Die and your Constitution modifier to the weapon’s damage roll.</div><div><br /></div><div><b>Hardy Constitution</b></div><div>By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.</div><div><br /></div><div><b>Restructure </b></div><div>Starting at 10th level, you can shift your skeletal structure as an action to transform your appearance. When you do so, you determine the specifics of the changes, including adjusting your height and weight, the shape of your face, the presence or absence of your teeth, your posture, and so on. You can even change your size from Medium to Small or vice versa. The extent of these changes only extends to your bone structure: you can’t change your skin color, hair length, or clothing using this ability.</div><div><br /></div><div><b>Improved Ivory</b></div><div>By 15th level, your bones are as hard as steel and as plastic as copper. When you expend a Hit Die to use your Adamant Ivory feature to reduce damage or use your Bone Blades feature to deal additional damage, you can expend two Hit Dice at once. You subtract the total from the bludgeoning, piercing, or slashing damage you take, or add the total and your Constitution modifier to the weapon’s damage roll, respectively. </div><div><br /></div><div><b>Master Osteoth </b></div><div>Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 Hit Dice. Additionally, on your turn, you can expend 3 Hit Dice to regain a use of your Second Wind feature, or expend 8 Hit Dice to regain a use of your Action Surge feature (no action required).</div></div><div><br /></div><div><br /></div></div>
<iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1byBBEf9UajeWQ4XFB1MueD6E1J8wl3im/preview" width="560"></iframe>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com8tag:blogger.com,1999:blog-8254938378214898814.post-34736049205528373102021-06-23T12:30:00.002-05:002021-06-26T01:47:14.582-05:00Gastromancer<div style="text-align: left;"><b>Arcane Tradition<br /></b></div><div style="text-align: left;"><i>Comments from the Finger: Before anyone asks, this is why I don't write subclasses on an empty stomach. Also, I'm actively trying to figure out how to make Flavor Blast a little more appealing as an option. Let me know if you have any ideas!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">School of Gastromancy</span></div><div><br /></div><div>Gastromancy, the oft-satirized subschool of food-related magic, is rarely taught to wizardly apprentices, for even masters of transmutation can be terrible at cuisine. However, gastromancy is a truly nourishing magic which spans all cultures, and is more akin to an art than an arcane tradition. Stereotypical gastromancers are thought of as monstrously fat and held aloft by magic, like great balloons in robes, but this is mostly a myth; wizards of this school are usually healthier than their contemporaries, owing to a healthy and balanced magical diet.</div><div><br /></div><div><b><span><a name='more'></a></span>Sous Chef </b></div><div>Beginning when you select this school at 2nd level, you gain proficiency with cook's utensils and have advantage on any ability check you make to cook or prepare ingredients. Additionally, you can cast the spell <i>create food and water</i> once without using a spell slot, and regain the ability to do so when you finish a long rest. When you cast the spell using this feature, the resulting food is a mouthwatering meal of your choosing.</div><div><br /></div><div><b>Monster Dish</b></div><div>Also at 2nd level, when you finish a short or long rest, you can prepare a meal using monsters that you and your allies have slain. A creature can only be used as an ingredient if it has died within the last 24 hours or has been preserved by the gentle repose spell, and you can’t use this ability with the corpses of celestials, humanoids, or undead creatures. You can make enough food for a number of creatures equal to your Intelligence modifier; this food spoils if not eaten in 24 hours. When a creature partakes of this meal at the end of a short or long rest, it rolls a number of d6s equal to the ingredient creature’s challenge rating (1d6 for creatures of CR 1/2 and lower) and gains temporary hit points equal to the total rolled. Additionally, if the ingredient creature had immunity to a damage type other than bludgeoning, piercing, or slashing damage, you can choose for the meal to bestow resistance to one such damage type to any creature that partakes of it for 8 hours.</div><div><span style="white-space: pre;"> </span>You can only prepare one meal using this ability, and regain the ability to do so when you finish a long rest. </div><div><br /></div><div><b>Flavor Blast </b></div><div>Beginning at 6th level, you can make other creatures smell delicious! Once per turn, when a creature fails a saving throw against a spell of 1st level or higher that you cast, you can cause the target to smell and taste like delectable food for up to 1 minute, or until you use this ability again. This odor carries out to 15 feet and can resemble any food of your choosing, from freshly baked bread to grilling meat. While the target smells this way, attacks made to bite the creature or attack it with teeth have advantage and the target has disadvantage on Constitution checks it makes to maintain concentration.</div><div><span style="white-space: pre;"> </span>Additionally, creatures of Intelligence 3 or lower can't distinguish the target from the smell, and react accordingly. Most creatures can distinguish the target from the odor after dealing damage to it. </div><div><br /></div><div><b>Bottomless Feast</b></div><div>At 10th level, you can cast the spell <i>heroes' feast</i> once, creating enough food for one creature, without using a spell slot or material components. At 11th level, you can create enough food for 5 creatures. </div><div><span style="white-space: pre;"> </span>Once you use this ability, you can't use it again until you finish a long rest. </div><div><br /></div><div><b>Ravenous Magic Mouth </b></div><div>Beginning at 14th level, you can use your action to summon a Large-sized disembodied mouth of magical force filled with sharp teeth in an unoccupied space you can see within 60 feet. On each of your turns, you can command the mouth to float up to 30 feet (no action required) and you can use your bonus action to command it to bite a creature within 5 feet of it. The mouth uses your spell attack bonus for its melee attack roll and on a hit deals 4d10 force damage and grapples its target (escape DC equals your spell save DC) on a hit. The mouth can grapple only one target at a time, and can only attack the creature it is grappling. </div><div><span style="white-space: pre;"> </span>If the mouth is grappling a target of Medium size or smaller at the beginning of your turn, you can use your bonus action to command it to swallow its target, depositing the creature in an extradimensional space filled with acid. While swallowed, the creature is blinded and restrained, and it takes 4d6 acid damage at the beginning of each of its turns. The creature can use its action to make a Strength saving throw against your spell save DC to escape. On a success, it magically reappears and falls prone in an unoccupied space within 5 feet of the mouth. The creature automatically escapes when the mouth vanishes. </div><div><span style="white-space: pre;"> </span>The mouth disappears after 1 minute, or if you dismiss it early on your turn (no action required). Once you summon the mouth, you can't use it again until you finish a long rest. </div><div><br /></div></div>
<iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/17FbmS7MorqEPalDAuQklHCe2bqdD-AqO/preview" width="560"></iframe><div><br /></div><div>Changelog: 6/26/21: Flavor Blast: Disadv. on concentration added</div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com20tag:blogger.com,1999:blog-8254938378214898814.post-35269481797530161022021-06-10T00:47:00.005-05:002021-06-18T05:57:07.486-05:00Force Missile Mage Redux<div style="text-align: left;"><b>Arcane Tradition</b></div><div style="text-align: left;"><i>Comments from the Finger: One of the all-time favorite wizards is back! The core mechanics didn't change too much, but things have been condensed and refined quite a bit.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">School of Magic Missile</span></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>Magic missile</i> is a staple wizard spell, well-loved for its versatility and unerring accuracy. As a missile magician, however, your fondness for the spell borders on obsession. Your studies focus entirely on this spell, exploring every rune in the spell’s composition and analyzing every aspect of its casting, resulting in new augmentations and greater power than ever before.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><b><span><a name='more'></a></span>Force Missile</b></div><div>Beginning when you select this tradition at 2nd level, you learn the spell <i>magic missil</i>e, if you do not know it already. Whenever you cast this spell, it is improved in the following ways:</div><div><ul style="text-align: left;"><li>You fire 1 additional dart, as if the spell was cast using a higher level spell slot. The additional number of missiles increases by 1 at 6th level (2 additional missiles), 10th level (3 additional missiles), and 14th level (4 additional missiles).</li><li>Your missiles bypass any effect, such as the <i>shield </i>spell, that specifically blocks or reflects the <i>magic missile</i> spell.</li><li>You can cast this spell at its lowest level without using a spell slot. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest. Beginning at 14th, you can use this ability an unlimited number of times.</li></ul></div><div><b>Shield of Missiles</b></div><div>Starting at 6th level, you can cast <i>magic missile </i>in a tight orbit around you, creating a deadly aegis from your foes, which lasts for up to 10 minutes. You gain a bonus to your Armor Class equal to the number of missiles orbiting you, which begins as the number of missiles fired, up to a maximum bonus of +6. When a hostile creature ends its turn within 5 feet of you, a single missile strikes it, dealing damage as normal and decreasing the number of missiles orbiting you. Additionally, when you cast <i>magic missile</i>, you can add missiles orbiting you to the spell, decreasing the missiles orbiting you.</div><div><span class="Apple-tab-span" style="font-family: Arial; font-size: 11pt; white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div><div><b>Counter-Missile</b></div><div>By 10th level, you’ve learned how to use <i>magic missile</i> to overcome your most powerful fellow wizards. When you see a creature within 60 feet of you casting a spell, you can use your reaction to cast <i>magic missile</i>, with all missiles targeting that creature. The creature must make a single Constitution saving throw as a result of the total damage dealt to maintain concentration while casting the spell, even if the spell wouldn’t normally require concentration. The spell fails and has no effect if the creature loses concentration.</div><div><br /></div><div><b>Inescapable Missile</b></div><div>Beginning at 14th level, your missiles seek out targets that would otherwise somehow escape them. This grants you the following benefits:</div><div><ul style="text-align: left;"><li>The range of the spell increases to 500 feet.</li><li>You can target creatures you can’t see within range, as long as you can hear the creatures and there is a path within range from you to the target.</li><li>You can’t be counterspelled when you cast <i>magic missile</i>.</li><li>Your missiles penetrate constructs of magical force, such as <i>wall of force</i>, <i>tiny hut</i>, and <i>resilient sphere</i>.</li></ul></div></div><div style="text-align: left;"><br /></div><iframe height="480" src="https://drive.google.com/file/d/1W3jOw9hjhtAEg9Sp36MGZ9m7exP-KL4X/preview" width="560"></iframe><div><br /></div><div>Changelog: 6/18/21: Counter-Missile: One saving throw for concentration</div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com12tag:blogger.com,1999:blog-8254938378214898814.post-9279891025482779082021-05-20T13:45:00.001-05:002021-05-20T13:45:15.111-05:00Temporal Trickster Redux<div style="text-align: left;"><b>Roguish Archetype</b></div><div style="text-align: left;"><i>Comments from the Finger: The reduxes just keep coming! This one rides on the back of all of the newly polished up chronomancy spells -- let me know what you think!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Temporal Trickster</span></div><div><br /></div><div>Of the rogues who dabble in magic, only a few possess the aptitude to master chronomancy, the magic of time. These skillful dilettantes practice a variety of professions, for the ability to manipulate time is useful in all manner of roguish pursuits. With a flick of the fingers, a temporal trickster can freeze time, rearrange seconds, or leap into the future. </div><div><br /></div><div><b><span><a name='more'></a></span>Moment to Act</b></div><div>Starting at 3rd level, you learn the <i>moment to think</i> cantrip. Intelligence is your spellcasting ability for this cantrip. When you cast this cantrip, you can move 10 feet without provoking opportunity attacks. Additionally, you can use your action while time is stopped to take the Hide action.</div><div><br /></div><div><b>Chrono-master</b></div><div>Also at 3rd level, your time-bending tricks allow you to cast chronomancy spells to beguile your foes. The energy you use to accomplish this is represented by a pool of chronomancy points, equal to twice your proficiency bonus, which you spend to cast spells. You regain all expended chronomancy points when you finish a long rest.</div><div><span style="white-space: pre;"> </span>The spells you have available and their cost in chronomancy points are given on the Time Magic table below. Additionally, when you reach 9th level and 13th level in this class, you gain the ability to cast more spells, as shown on the table.</div><div><span style="white-space: pre;"> </span><b><i>Saving Throws.</i></b> Intelligence is your spellcasting modifier for your chronomancy spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for chronomancy spells you cast.</div><div><br /></div><div style="text-align: center;"><b>Spell save DC</b> = 8 + your proficiency bonus + your Intelligence modifier</div>
<br /><table>
<tbody><tr><td><b>Rogue Level </b></td><td><b>Chronomancy Points </b></td><td><b>Spells</b></td></tr>
<tr><td>3rd</td><td>2</td><td><i>action, instant replay</i></td></tr>
<tr><td>9th</td><td>3</td><td><i>delay, recall</i></td></tr>
<tr><td>13th</td><td>5</td><td><i>haste, slow</i></td></tr>
</tbody></table>
<div><br /></div><div><b>Impressions of the Future</b></div><div>Beginning at 9th level, you can perceive the fluctuating waves of time to anticipate how your actions might ripple forward. As a bonus action, you can glimpse a possible future. Describe to the GM what actions you will take on your turn. The GM will then tell you the likely immediate consequences that will happen before the beginning of your next turn. This glimpse of the future reveals anything you might see or hear in that time, but might be flawed; the prediction can’t take into account the actions of allies or unexpected failed rolls.</div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div><div><b>Time Dilation</b></div><div>Beginning at 13th level, you can siphon excess temporal energy to enhance your reflexes. Whenever you cast a spell with the chronomancy tag (including <i>haste </i>and <i>slow</i>), you gain a +2 bonus to your Armor Class and Dexterity saving throws until the start of your next turn.</div><div><br /></div><div><b>Stop the Clock</b></div><div>By 17th level, you have mastered the ultimate chronomantic ability, the power to stop time in its tracks. You can cast the spell <i>time stop</i> once without using a spell slot.</div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a long rest.</div><div><br /></div><div><span style="font-size: large;">New Spells</span></div><div>The following chronomancy spells are listed in alphabetical order.</div><div><br /></div><div><div><b>Action</b></div><div><i>1st-level transmutation (chronomancy)</i></div><div><b>Casting Time:</b> 1 action</div><div><b>Range:</b> 30 feet</div><div><b>Components:</b> V, S, M (a shaving of licorice root)</div><div><b>Duration:</b> 1 round</div><div>Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.</div></div><div><br /></div><div><div><b>Delay</b></div><div><i>2nd-level transmutation (chronomancy)</i></div><div><b>Casting Time:</b> 1 action</div><div><b>Range:</b> 60 feet</div><div><b>Components:</b> V, S, M (an octagonal sign)</div><div><b>Duration:</b> Instantaneous</div><div>You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.</div></div><div><br /></div><div><div><b>Instant Replay</b></div><div><i>1st-level transmutation (chronomancy)</i></div><div><b>Casting Time:</b> 1 bonus action</div><div><b>Range:</b> Self</div><div><b>Components:</b> V, S</div><div><b>Duration:</b> 1 minute</div><div>The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target. </div></div><div><br /></div><div><div><b>Moment to Think</b></div><div><i>Transmutation cantrip (chronomancy)</i></div><div><b>Casting Time:</b> 1 bonus action</div><div><b>Range:</b> Self</div><div><b>Components:</b> V</div><div><b>Duration:</b> Instantaneous</div><div>When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.</div><div><span style="white-space: pre;"> </span>Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.</div></div><div><br /></div><div><div><b>Recall</b></div><div><i>2nd-level conjuration (chronomancy)</i></div><div><b>Casting Time:</b> 1 bonus action</div><div><b>Range:</b> Self</div><div><b>Components:</b> V, S</div><div><b>Duration:</b> 1 round</div><div>Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.</div></div><div><br /></div></div>
<iframe height="480" src="https://drive.google.com/file/d/1RK8fqx6KvD7mVDxEMsNUQ6kCRmI9XqJ9/preview" width="560"></iframe>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com3tag:blogger.com,1999:blog-8254938378214898814.post-68759890128516046532021-05-12T07:10:00.001-05:002021-05-12T07:10:11.926-05:00Reincarnated Hero Redux<b>Sorcerous Origin</b><div><i>Comments from the Finger: Boom! More reduxes in preparation of the Next Big Book! We wanted this to be the best possible version of a sorcerer gish, and I think we're on the right track. </i></div><div><span style="white-space: pre;"> </span><i>Note that if you don't have access to the warmage's many Blade cantrips, you should just use Booming Blade and Green-Flame Blade at 1st level. (After Image at 3rd is in the Investigator, if you're wondering.)</i></div><div><br /></div><div><div><span style="font-size: large;">Reincarnated Hero</span></div><div><br /></div><div>Sorcerers gain their powers in mysterious ways that they seldom have control over. You are the reincarnation of a legendary hero, known to have slain many terrible foes. Being called back to life, whether by the gods, a very powerful mage, or a persistent curse on your soul, has left the indelible mark of sorcery upon you and awakened your ancient instincts for battle.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Heroic Magic</b></div><div>The power of your previous life grants you the ability to learn spells that other sorcerers might never manifest. You learn two cantrips of your choice from the following, which don’t count against your total number of spells known: <i>arc blade, burning blade, caustic blade, force weapon, and frigid blade</i>. </div><div><span style="white-space: pre;"> </span>You also learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.</div><div><span style="white-space: pre;"> </span>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.</div><div><span style="white-space: pre;"> </span>New spells are marked with an asterisk.</div><div><br /></div><div><b>Heroic Spells</b></div><div>Sorcerer Level<span style="white-space: pre;"> </span>Spells</div><div>1st<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><i>heroism, shield</i></div><div>3rd<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><i>blur, magic weapon</i></div><div>5th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><i>after image*, haste</i></div><div>7th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><i>death ward, stoneskin</i></div><div>9th<span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><span style="white-space: pre;"> </span><i>arcane hand, legend lore</i></div><div><br /></div><div><b>Armored Sorcery</b></div><div>At 1st level, you gain proficiency with light armor, medium armor, shields, and four martial weapons of your choice.</div><div><br /></div><div><b>Mystical Maneuvers</b></div><div>Beginning at 6th level, your instincts from your previous life kick in and enable you to perform a handful of special combat maneuvers. Once on each of your turns, you can spend 1 sorcery point as a bonus action to use one of the following maneuvers: </div><div><span><span style="white-space: pre;"> </span><i style="font-weight: bold;">Aegis Stance.</i></span> Make one melee weapon attack against a creature you can see. Whether or not you hit, your AC increases by 2 and your speed is reduced to 0 until the beginning of your next turn.</div><div><span style="white-space: pre;"> </span><b><i>Overhead Throw.</i></b> Make one ranged weapon attack with a melee weapon you are holding, as if it had the Thrown (30/90) weapon property. After the attack, the weapon teleports back to your hand.</div><div><span style="white-space: pre;"> </span><b><i>Parting Flourish.</i></b> Make one melee weapon attack against a creature you can see. You don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</div><div><br /></div><div><b>Sorcerous Kindling</b></div><div>Starting at 14th level, the ebb and flow of battle hones your sorcery and fuels your magic. Once per turn, when you score a critical hit with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points with a weapon attack, you regain 2 sorcery points.</div><div><br /></div><div><b>Heroic Legacy</b></div><div>Starting at 18th level, you can shrug off death in ways few of your previous lives could equal. Whenever you take more than 20 damage, you can use your reaction to reduce the damage taken to 20. When you do so, you have advantage on attack rolls, ability checks, and saving throws until the end of your next turn.</div></div><div><br /></div><div><br /></div>
<iframe height="480" src="https://drive.google.com/file/d/1b_ecL_nn1g6MONOESdDTBGbQRwwTqu5z/preview" width="560"></iframe>Unknownnoreply@blogger.com9tag:blogger.com,1999:blog-8254938378214898814.post-37943217242591657202021-04-28T22:58:00.001-05:002021-05-05T19:36:53.233-05:00Master of Shadows Redux<div style="text-align: left;"><b>Roguish Archetype</b></div><div style="text-align: left;"><i>Comments from the Finger: The triumphant return of one first rogue subclasses we ever wrote (and still one of the most unique we've ever touched upon). This has always been an extremely interesting subclass, mechanically, since it involves granting you a minion which can let you proc Sneak Attack for free -- hopefully we got the balance perfect this time!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Shadow Master</span></div><div><br /></div><div>Rogues that wish to gain membership in the furtive Order of Shadow Masters must perform twelve trials, train relentlessly, and undergo the Umbral Rite, a ritual of profound darkness that severs their shadow from their heels. In return, they grow pale and gaunt with empty holes for eyes, but can manipulate the shadows as one does a marionette. They can summon inky blackness and see through impenetrable night, while their shadows skulk about the walls and floors, doing their every bidding.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Abyssal Eyes</b></div><div>When you choose this archetype at 3rd level, your eyes change to an inky black, granting you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.</div><div><br /></div><div><b>Release Shadow</b></div><div>Starting at 3rd level, you can use a bonus action to magically detach your shadow from your body, allowing it to move independently. Your shadow is a flat, perfectly black silhouette of you that crawls along the walls and floor. It has AC 10, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, albeit perfectly flat, and can occupy the same space as other creatures, and vice versa.</div><div><span style="white-space: pre;"> </span>In combat, your shadow acts on your turns and follows your commands. You can command your shadow on each of your turns to move up to 30 feet along the ground or floor (no action required). Your shadow counts as an ally for the purposes of Sneak Attack. </div><div><span><span style="white-space: pre;"> </span>Y</span>our shadow vanishes if it drops to 0 hit points, if it is within the area of light created by a spell of 1st level or higher, or if it is ever more than 60 feet from you. Once it vanishes, your shadow reappears at your heels at the end of your next turn.</div><div><span style="white-space: pre;"> </span>If your shadow enters a heavily obscured area or one of magical darkness, it is effectively invisible. Your shadow can appear to be the shadow of other creatures and act convincingly using your Charisma (Performance) or Charisma (Deception) skill.</div><div><br /></div><div><b>Gloaming Black</b></div><div>At 9th level, you can cast the spell <i>darkness </i>without using a spell slot or spell components. When you use this feature, you can see through the darkness created by this spell. Additionally, when your shadow enters this area of darkness, you can choose for it to grow to fill the entire area.</div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div><div><b>Shadow Puppet</b></div><div>Starting at 13th level, your shadow can reach out to the shadows of other creatures, interacting with them as if they were physical. If your shadow is within 5 feet of the shadow of another creature, you can use your bonus action to command it to use one of the following abilities: </div><div><ul style="text-align: left;"><li>Your shadow makes an attack against the shadow of another creature. Your shadow uses Dexterity for its attack rolls and has proficiency with its shadowy weapons. On a hit against the creature's AC, the target takes 2d6 damage. This damage counts as magical and its type matches the weapon you are carrying if it deals bludgeoning, piercing, or slashing damage, or deals bludgeoning damage otherwise. </li><li>Your shadow grapples the shadow of another creature. Your shadow can use your Dexterity (Acrobatics) check for its grapple check and the target makes its grapple check as normal. If your shadow succeeds, the creature is grappled until the end of its next turn. </li><li>Your shadow hooks onto the heels of another creature, becoming its second shadow until the end of its next turn. If you see the creature make an attack while your shadow is on its heels, you can use your reaction to cause the shadow to leap in the way, becoming the target of the attack.</li></ul></div><div><b>Shadowdance</b></div><div>By 17th level, your body has absorbed much of the shadowstuff that prevails in the darkest planes of existence, allowing you to mingle with your shadow as if you were a creature of its kind. You can use your bonus action to swap places with your shadow, both of you teleporting in a dim haze. Once you use this ability, you can use it once more before the end of your turn without using a bonus action. If you teleport into an area of dim light or darkness, you have advantage on the first melee attack you make before the end of the turn while you are in that area.</div><div><br /></div><div><br /></div></div>
<iframe height="480" src="https://drive.google.com/file/d/1lZJarNDohmWsM1Su0_df173VUzcJP3pi/preview" width="560"></iframe><div><br /></div><div>Changelog</div><div>5/5/21: Gloaming Black: Wording update</div><div>Shadow Puppet: Creature statistics clarified, shadow damage is magical</div><div>Shadowdance: Only one free additional use per turn</div>Unknownnoreply@blogger.com9tag:blogger.com,1999:blog-8254938378214898814.post-20605508348966155252021-04-21T20:22:00.002-05:002021-05-05T19:45:54.561-05:00Martyr<div style="text-align: left;"><b>Base Class</b></div><div style="text-align: left;"><i>Comments from the Finger: This class takes the cliché blood caster concept and divines it up a bit, so you too can live the dream of dying a glorious death!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: x-large;">Martyr</span></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div>Squalid masses crowd draw close around a young dwarf in spotless clothing. He touches them each in turn, healing injuries, curing illnesses, and restoring hope.</div><div><span style="white-space: pre;"> </span>A ragged tiefling speaks in a crowded square. As if in response, dark clouds gather over her head and the earth trembles at her words.</div><div><span style="white-space: pre;"> </span>A mad king spits and swears from his throne at imperial guards who have fled or been slain. A lone dragonborn stands before him, solemnly preparing herself for divinely-demanded regicide.</div><div><span style="white-space: pre;"> </span>Martyrs are implements of the gods, hand-picked to spill their blood in service of a divine cause. Such an end is inevitable, for once a martyr is chosen, their fate is fixed in the heavens.</div><div><br /></div><div><span style="font-size: large;"><span><a name='more'></a></span>Fated to Die</span></div><div>Martyrs are chosen by the gods, predestined to speed forth to a final destination: they are ordained to die for a great cause. Martyrs are prophets and oracles, great priests and liberators. No matter how much good they might accomplish in their lives, the end must always be the same: a glorious death, to be remembered in legend. </div><div><span style="white-space: pre;"> </span>No matter the circumstance, a martyr cannot avoid their destiny. While some martyrs gladly accept their holy approbation, others struggle against it. However, from the moment the gods choose their martyr, they shall intervene in the martyr’s fate, pulling them inexorably towards their cause. The gods will settle for a lesser martyr if they must, if the one chosen is unwilling to follow their path, but they always prefer to uplift their martyr to the heights of sainthood before the inevitable death.</div><div><br /></div><div><span style="font-size: large;">Blood of the Martyr</span></div><div>As martyrs are ordained by the gods to die, their suffering is holy sacrament. Martyrs brought close to death grow more powerful, not less, and those that spill their own blood evoke waves of divine energy. In the view of the gods, such hardship only heightens martyrdom and hastens the martyr to their destiny.</div><div><span style="white-space: pre;"> </span>Paradoxically, martyrs are protected from death’s precipice even as they are edged closer towards it. Every torment and persecution suffered by them is weighed with equal moments of respite offered by the gods. For the gods do not mean to kill their charge early; a martyr should meet their fate only at the preordained time and place.</div><div><br /></div><div><div><span style="font-size: large;">Creating a Martyr</span></div><div>As you create a martyr, think about the moment you chosen by the gods and your burden was placed upon you. Were you visited by an angelic host or a god disguised as a mortal? Did you quietly hear a divine voice in your ear, as stigmata formed on your body? Was your soul violently dragged to the Upper (or Lower) Planes for an audience with the gods?</div><div><span style="white-space: pre;"> </span>Consider the life you led before you were ordained for martyrdom. Were you a wicked soul, purified and redeemed to undergo this task? Were you already a warrior, adventurer, or cleric in service of the gods? Also, consider how you reacted. Did you accept the task and your inevitable destiny, or did you run from it? Are you still running?</div><div><br /></div><div><b>Quick Build</b></div><div>To build a martyr quickly, follow these suggestions: Constitution should be your highest ability score. Your next highest ability score should be Strength if you choose a Burden, such as the Burden of Revolution, which focuses on melee combat, or Wisdom if you choose one focused on spellcasting. Pick any background.</div></div><div><br /></div><div><span style="font-size: large;">The Martyr</span></div><div>
<table style="text-align: center;">
<tbody><tr><td style="text-align: center;">Level</td><td><div style="text-align: center;">Proficiency</div><div style="text-align: center;">Bonus</div></td><td style="text-align: left;">Features</td><td><div style="text-align: center;">Max</div><div style="text-align: center;">Spell</div><div style="text-align: center;">Level</div></td><td><div style="text-align: center;">Spell</div><div style="text-align: center;">Uses</div></td></tr>
<tr><td style="text-align: center;">1st</td><td style="text-align: center;">+2</td><td style="text-align: left;">Mortal Burden, Ordained Death</td><td style="text-align: center;">—</td><td style="text-align: center;">—</td></tr>
<tr><td style="text-align: center;">2nd</td><td style="text-align: center;">+2</td><td style="text-align: left;">Spellcasting, Sainted Reprisal</td><td style="text-align: center;">1st</td><td style="text-align: center;">2</td></tr>
<tr><td style="text-align: center;">3rd</td><td style="text-align: center;">+2</td><td style="text-align: left;">Divine Healing, Torment</td><td style="text-align: center;">1st</td><td style="text-align: center;">3</td></tr>
<tr><td style="text-align: center;">4th</td><td style="text-align: center;">+2</td><td style="text-align: left;">Ability Score Improvement</td><td style="text-align: center;">1st</td><td style="text-align: center;">3</td></tr>
<tr><td style="text-align: center;">5th</td><td style="text-align: center;">+3</td><td style="text-align: left;">Extra Attack</td><td style="text-align: center;">2nd</td><td style="text-align: center;">6</td></tr>
<tr><td style="text-align: center;">6th</td><td style="text-align: center;">+3</td><td style="text-align: left;">Mortal Burden feature</td><td style="text-align: center;">2nd</td><td style="text-align: center;">6</td></tr>
<tr><td style="text-align: center;">7th</td><td style="text-align: center;">+3</td><td style="text-align: left;">Respite</td><td style="text-align: center;">2nd</td><td style="text-align: center;">7</td></tr>
<tr><td style="text-align: center;">8th</td><td style="text-align: center;">+3</td><td style="text-align: left;">Ability Score Improvement</td><td style="text-align: center;">2nd</td><td style="text-align: center;">7</td></tr>
<tr><td style="text-align: center;">9th</td><td style="text-align: center;">+4</td><td style="text-align: left;">—</td><td style="text-align: center;">3rd</td><td style="text-align: center;">9</td></tr>
<tr><td style="text-align: center;">10th</td><td style="text-align: center;">+4</td><td style="text-align: left;">Undying Conviction</td><td style="text-align: center;">3rd</td><td style="text-align: center;">9</td></tr>
<tr><td style="text-align: center;">11th</td><td style="text-align: center;">+4</td><td style="text-align: left;">Torment improvement</td><td style="text-align: center;">3rd</td><td style="text-align: center;">10</td></tr>
<tr><td style="text-align: center;">12th</td><td style="text-align: center;">+4</td><td style="text-align: left;">Ability Score Improvement</td><td style="text-align: center;">3rd</td><td style="text-align: center;">10</td></tr>
<tr><td style="text-align: center;">13th</td><td style="text-align: center;">+5</td><td style="text-align: left;">—</td><td style="text-align: center;">4th</td><td style="text-align: center;">11</td></tr>
<tr><td style="text-align: center;">14th</td><td style="text-align: center;">+5</td><td style="text-align: left;">Mortal Burden feature</td><td style="text-align: center;">4th</td><td style="text-align: center;">11</td></tr>
<tr><td style="text-align: center;">15th</td><td style="text-align: center;">+5</td><td style="text-align: left;">March Unto Destiny</td><td style="text-align: center;">4th</td><td style="text-align: center;">12</td></tr>
<tr><td style="text-align: center;">16th</td><td style="text-align: center;">+5</td><td style="text-align: left;">Ability Score Improvement</td><td style="text-align: center;">4th</td><td style="text-align: center;">12</td></tr>
<tr><td style="text-align: center;">17th</td><td style="text-align: center;">+6</td><td style="text-align: left;">—</td><td style="text-align: center;">5th</td><td style="text-align: center;">14</td></tr>
<tr><td style="text-align: center;">18th</td><td style="text-align: center;">+6</td><td style="text-align: left;">Mortal Burden feature</td><td style="text-align: center;">5th</td><td style="text-align: center;">14</td></tr>
<tr><td style="text-align: center;">19th</td><td style="text-align: center;">+6</td><td style="text-align: left;">Ability Score Improvement</td><td style="text-align: center;">5th</td><td style="text-align: center;">15</td></tr>
<tr><td style="text-align: center;">20th</td><td style="text-align: center;">+6</td><td></td><td style="text-align: left;">Final Martyrdom<br /></td><td style="text-align: center;">5th</td><td style="text-align: center;">15</td></tr>
</tbody></table>
</div><div><br /></div><div><div><span style="font-size: large;">Class Features</span></div><div>As a martyr, you have the following class features.</div><div><br /></div><div><b>Hit Points</b></div><div><b>Hit Dice:</b> 1d12 per martyr level</div><div><b>Hit Points at 1st Level:</b> 12 + your Constitution modifier</div><div><b>Hit Points at Higher Levels:</b> 1d12 (or 7) + your Constitution modifier per martyr level after 1st</div><div><br /></div><div><b>Proficiencies</b></div><div><b>Armor:</b> Light armor, medium armor, shields</div><div><b>Weapons:</b> Simple and martial weapons</div><div><b>Tools:</b> None</div><div><br /></div><div><b>Saving Throws:</b> Strength, Wisdom</div><div><b>Skills:</b> Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion</div><div><br /></div><div><b>Equipment</b></div><div>You start with the following equipment, in addition to the equipment granted by your background:</div><div><ul style="text-align: left;"><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) scale mail or (b) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts, or (b) any simple weapon</li><li>(a) a priest’s pack or (b) an explorer’s pack</li><li>A holy symbol</li></ul></div></div><div><div><span style="font-size: large;">Mortal Burden</span></div><div>Beginning at 1st level, you are fated to perish in the name of a great ideal, cementing your name alongside others who have done the same. Choose a Mortal Burden, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 14th, and 18th level.</div><div><br /></div><div><b>Burden Spells</b></div><div>Each burden has a list of associated spells that you gain at the martyr levels specified in the burden description. Once you gain access to a burden spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.</div><div><span style="white-space: pre;"> </span>If you gain a burden spell that doesn’t appear on the martyr spell list, the spell is nonetheless a martyr spell for you.</div><div><br /></div><div><span style="font-size: large;">Ordained Death</span></div><div>As a martyr, you have been predestined by the gods to perish for a great cause; there is no greater glory in death, and no greater joy in the afterlife. However, it is not yet your time. Starting at 1st level, when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die. Additionally, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.</div><div><br /></div><div><span style="font-size: large;">Mark of the Herald</span></div><div>At 2nd level, your divine cause manifests itself upon you, forming a special mark or stigmata for all to see. You have advantage on checks you make to convince others that you are an ordained martyr in service of a holy cause. </div><div><br /></div><div><span style="font-size: large;">Spellcasting</span></div><div>Starting at 2nd level, you can leverage the power of your suffering to cast divine magic.</div><div><br /></div><div><b>Casting Spells</b></div><div>To cast one of your martyr spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell’s level. The number of hit points is listed on the Hit Points Spellcasting table and can’t be reduced or avoided. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points. </div><div><span style="white-space: pre;"> </span>The Martyr table shows the maximum level of spell slot you can create. </div><div><span style="white-space: pre;"> </span>The Spell Uses column of the Martyr table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses. You regain all expended uses when you finish a long rest. </div></div><div><br /></div><div><b>
Hit Points Spellcasting
</b><table>
<tbody><tr><td>Spell Level</td><td>Damage</td></tr>
<tr><td>1st</td><td>5</td></tr>
<tr><td>2nd</td><td>10</td></tr>
<tr><td>3rd</td><td>20</td></tr>
<tr><td>4th</td><td>30</td></tr>
<tr><td>5th</td><td>45</td></tr>
</tbody></table>
</div><div><br /></div><div><div><b>Preparing Spells</b></div><div>You prepare the list of martyr spells that are available for you to cast, choosing from the martyr spell list. When you do so, choose a number of martyr spells equal to your Wisdom modifier + half your martyr level, rounded down (minimum of one spell). Spells you choose must be of a level no higher than what’s shown on the Max Spell Level column for your level. You can change your list of prepared spells when you finish a long rest.</div><div><br /></div><div><b>Healing Magic</b></div><div>Because your power is derived from mortal suffering, you can’t regain hit points from any spell you cast.</div><div><br /></div><div><b>Spellcasting Ability</b></div><div>Wisdom is your spellcasting modifier for martyr spells, since your power originates in the devotion used overcome your trials and tribulations. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a martyr spell you cast and when making an attack roll with one.</div><div><br /></div><div style="text-align: center;"><b>Spell save DC</b> = 8 + your proficiency bonus + your Wisdom modifier</div><div style="text-align: center;"><br /></div><div style="text-align: center;"><b>Spell attack modifier</b> = your proficiency bonus + your Wisdom modifier</div><div><br /></div><div><b>Spellcasting Focus</b></div><div>You can use a holy symbol as a spellcasting focus for your martyr spells.</div><div><br /></div><div><span style="font-size: large;">Sainted Reprisal</span></div><div>Also at 2nd level, you can reprimand those who draw your blood. When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deal that creature 1d6 necrotic or radiant damage (your choice).</div><div><span style="white-space: pre;"> </span>The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</div><div><br /></div><div><span style="font-size: large;">Divine Healing</span></div><div>Starting at 3rd level, you can utter a prayer to the gods for mercy. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.</div><div><br /></div><div><span style="font-size: large;">Torment</span></div><div>By 3rd level, you have learned to curry the gods’ favor through anguish and mortal trials. Once on each of your turns when you hit a creature with a melee weapon attack, you can lose 5 hit points, which can’t be reduced or avoided, to deal a +10 bonus necrotic or radiant damage (your choice) to the target. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points. </div><div><span style="white-space: pre;"> </span>Starting at 11th level, you can lose 10 hit points to deal an additional +20 damage to the target.</div><div><br /></div><div><span style="font-size: large;">Ability Score Improvement</span></div><div>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</div><div><br /></div><div><span style="font-size: large;">Extra Attack </span></div><div>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</div><div><br /></div><div><span style="font-size: large;">Respite</span></div><div>Beginning at 7th level, you regain all spent Hit Dice when you finish a long rest, instead of only half of them.</div><div><br /></div><div><span style="font-size: large;">Undying Conviction</span></div><div>Beginning at 10th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.</div><div><br /></div><div><span style="font-size: large;">March Unto Destiny</span></div><div>At 15th level, your inevitable end draws nearer, and nothing can hold you from it. You do not need to eat or drink, and cannot be paralyzed, petrified, or stunned.</div><div><br /></div><div><span style="font-size: large;">Final Martyrdom</span></div><div>At 20th level, you have at last reached your predestination: you will die in eternal glory. You can use your action to become immune to all damage for 10 minutes. During this duration, you can’t be blinded, charmed, deafened, exhausted, frightened, incapacitated, poisoned, restrained, or rendered unconscious. You have advantage on all ability checks, attack rolls, and saving throws. </div><div><span style="white-space: pre;"> </span>Additionally, during this duration, you can cast the <i>wish </i>spell once, without spending a spell slot or hit points. If you use the spell produce any effect other than duplicating another spell, the stress of casting it doesn’t reduce your Strength or cause you to take necrotic damage.</div><div><span style="white-space: pre;"> </span>At the end of this duration, you die. No force, short of divine intervention can prevent your death, and you can’t be returned to life by any means.</div></div><div><br /></div><div><div><span style="font-size: x-large;">Mortal Burdens</span></div><div>Martyrs are created and driven forth to right an inexorable wrong in the world. On this quest, they are a direct instrument of the gods, and no matter how hard they try, they cannot escape the burden of their duty.</div><div><br /></div><div><span style="font-size: large;">Burden of the End</span></div><div>The gods have seen a great cataclysm on the horizon and have tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes it is a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets.</div><div><span style="white-space: pre;"> </span>When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly, as well as the lives of their family and their companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.</div><div><br /></div><div><b>Burden Spells </b></div><div>You gain burden spells at the martyr levels listed.</div></div><div><br /></div><div>
<table>
<tbody><tr><td>Martyr Level </td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>guiding bolt, protection from evil and good</i></td></tr>
<tr><td>5th</td><td><i>blindness/deafness, darkness</i></td></tr>
<tr><td>9th</td><td><i>call lightning, counterspell</i></td></tr>
<tr><td>13th</td><td><i>blight, control water</i></td></tr>
<tr><td>17th</td><td><i>flame strike, insect plague</i></td></tr>
</tbody></table>
</div><div><br /></div><div><div><b>Cantrips</b></div><div>Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the <i>sacred flame</i> and <i>thaumaturgy </i>cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells. </div><div><br /></div><div><b>Herald of the End</b></div><div>Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice, and must keep the new rolls. Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div><div><b>Sacrosanct Spell</b></div><div>At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.</div><div><br /></div><div><b>Embrace the Inevitable</b></div><div>Starting at 14th level, once on each of your turns, when you cast a martyr spell of 1st level or higher which calls for a saving throw to resist its effects, you can spend additional hit points equal to half the cost of the spell to cause the creature to roll its first save against the spell with disadvantage.</div><div><br /></div><div><b>Halt Apocalypse</b></div><div>By 18th level, the gods have blessed you with precious time enough to forestall catastrophe. At the end of your turn, you can choose to take another turn immediately. Once you use this ability, you can’t use it again until you finish a long rest.</div><div><br /></div><div><span style="font-size: large;">Burden of Mercy</span></div><div>When the suffering of the world grows too heavy, and the cries of the anguished grow too loud, the gods deliver a martyr to ease the strife and bring peace to the masses. This burden, however, has no end. A martyr may spend all their days healing the sick and driving demons out of the possessed, but they will scarcely impact the world at large. Indeed, the onus upon them is not to mend every wound or comfort every widow, but to provide hope in the darkest of times that the gods have not forsaken their people, that peace will soon reign, and that light will be victorious. </div><div><br /></div><div><b>Burden Spells</b></div><div>You gain burden spells at the martyr levels listed.</div></div><div><br /></div><div>
<table>
<tbody><tr><td>Martyr Level </td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>healing word, sanctuary</i></td></tr>
<tr><td>5th</td><td><i>enhance ability, lesser restoration</i></td></tr>
<tr><td>9th</td><td><i>remove curse, revivify</i></td></tr>
<tr><td>13th</td><td><i>death ward, freedom of movement</i></td></tr>
<tr><td>17th</td><td><i>mass healing word, raise dead</i></td></tr>
</tbody></table>
</div><div><br /></div><div><div><b>Cantrips</b></div><div>Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the <i>spare the dying</i> and <i>thaumaturgy </i>cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells. </div><div><br /></div><div><b>Balm</b></div><div>Also at 1st level, you can use a bonus action to restore 1 hit point to a creature within 60 feet or remove the blinded, deafened, or poisoned condition from a willing creature you touch. Once you use this feature, you must finish a short or long rest before you can use it again.</div><div><br /></div><div><b>Sacrosanct Spell</b></div><div>At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.</div><div><br /></div><div><b>Shared Respite </b></div><div>Beginning at 14th level, when you use your Respite ability to expend Hit Dice and regain hit points, one willing creature you choose within 60 feet can also regain hit points equal to the highest number rolled on a hit die + your Constitution modifier. </div><div><br /></div><div><b>Anointed Healer</b></div><div>By 18th level, your status as a divine healer is enshrined in sainthood. Whenever you restore hit points to a creature, you can add your martyr level to the number of regained hit points. You can add this additional healing to a creature once, and regain the ability to do so for each creature when you finish a long rest.</div><div><br /></div><div><span style="font-size: large;">Burden of Revolution</span></div><div>Kings and leaders are bound by an unspoken covenant to the gods to govern their people justly and peacefully. When a monarch turns their back on the gods, embraces tyranny, or uses cruel measures against their own people, a martyr is called to end their reign. Rarely, does a Martyr of Revolution come with peaceful measures, for when a king must fall, only the sword can provide the necessary leverage.</div><div><span style="white-space: pre;"> </span>Such martyrs are not only called to battle kings; any person of influence that oppresses others and abuses their power might wrong the gods enough to earn the ire of a martyr. In dark times, a martyr might be tasked with clearing a continent of despots and oppressors, calling for a full-scale military campaign of liberation.</div><div><br /></div><div><b>Burden Spells</b></div><div>You gain burden spells at the martyr levels listed. New spells are marked with an asterisk.</div></div><div><br /></div><div>
<table>
<tbody><tr><td>Martyr Level </td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>command, heroism</i></td></tr>
<tr><td>5th</td><td><i>hold person, magic weapon</i></td></tr>
<tr><td>9th</td><td><i>haste, pillar of salt*</i></td></tr>
<tr><td>13th</td><td><i>stoneskin, wall of fire</i></td></tr>
<tr><td>17th</td><td><i>hold monster, telepathic bond</i></td></tr>
</tbody></table>
</div><div><br /></div><div><div><b>Bonus Proficiencies</b></div><div>Starting at 1st level, you gain proficiency in heavy armor. </div><div><br /></div><div><b>Bulwark of Rebellion</b></div><div>Also at 1st level, you can use a bonus action to gain temporary hit points equal to 1d10 + your martyr level, which last for 1 hour. Once you use this feature, you must finish a short or long rest before you can use it again.</div><div><br /></div><div><b>Blooded Reprieve</b></div><div>Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.</div><div><br /></div><div><b>Unyielding Banner</b></div><div>At 14th level, your banner is a symbol of resistance. You and friendly creatures within 10 feet of you can add your Wisdom modifier to initiative rolls, and are immune to being charmed or frightened.</div><div><br /></div><div><b>Kingslayer</b></div><div>By 18th level, you are the bane of despots, usurper of tyrants. When you reduce a hostile creature to 0 hit points, choose one of the following effects:</div><div><ul style="text-align: left;"><li>All of the creature’s spells and effects immediately end, including all spells with permanent effects. Spells contingent on the target’s death do not trigger.</li><li>Each creature within 120 feet of the target which is aligned with it and has a lower challenge rating than it must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.</li><li>You can use your bonus action to move up to 15 feet and make another melee weapon attack.</li></ul></div><div><br /></div><div><span style="font-size: large;">Burden of Truth</span></div><div>Tasked with unveiling the world’s deceptions and delivering to the people a profound truth, martyr’s tasked with the Burden of Truth face an endless battle with the disillusionment and lies. Such a martyr must earn the peoples’ hearts and minds, turning their favors away from evil influences and toward divine ones. It is an uphill battle, but one that rarely requires grievous violence, except in the most dire of circumstances.</div><div><span style="white-space: pre;"> </span>Martyrs of Truth are often deemed prophets, for their gods entrust them with knowledge of the future, insights into the past, and sagacious perspective on the present. Such information is proof of their messages’ divine origin, and is a necessary balm, for the truths such martyrs are called to preach are often a bitter pill for listeners to swallow.</div><div><br /></div><div><b>Burden Spells</b></div><div>You gain burden spells at the martyr levels listed.</div></div><div><br /></div><div>
<table>
<tbody><tr><td>Martyr Level </td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>charm person, identify</i></td></tr>
<tr><td>5th</td><td><i>augury, detect thoughts</i></td></tr>
<tr><td>9th</td><td><i>sending, speak with dead</i></td></tr>
<tr><td>13th</td><td><i>divination, freedom of movement</i></td></tr>
<tr><td>17th</td><td><i>legend lore, scrying</i></td></tr>
</tbody></table><div><br /></div><div><div><b>Moral Erudition</b></div><div>Starting at 1st level, you can add your Wisdom modifier instead of your Charisma modifier to Charisma (Persuasion) checks. Additionally, others can naturally sense when you are telling the truth. </div><div><br /></div><div><b>Maxim of Truth</b></div><div>Also at 1st level, your force of personality compels others to truthfulness. You can use your bonus action to cast the spell <i>zone of truth</i> (DC equals 8 + your proficiency bonus + your Wisdom modifier), centered on yourself with a 5-foot radius area. This effect lasts for 1 minute. Once you cast this spell in this way, you can’t use it again until you finish a short or long rest. </div><div><br /></div><div><b>Sacrosanct Spell</b></div><div>At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.</div><div><br /></div><div><b>Foretold Escape</b></div><div>Starting at 14th level, when an attacker that you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the attack.</div><div><br /></div><div><b>Eyes of Prophecy</b></div><div>By 18th level, you are entrusted with glimpses of the future, allowing you to replace the roll of one attack roll, ability check, or saving throw you make with a 20. Once you use this feature, you can’t use it again until you finish a long rest.</div></div><div><br /></div><div><div><br /></div><div><span style="font-size: x-large;">Martyr Spells </span></div><div>Martyrs can choose from the following spells when they prepare spells after a long rest. Spells marked with an asterisk are new to this class.</div><div><br /></div><div><b>1st Level</b></div><div>bless</div><div>burnt offering*</div><div>command</div><div>cure wounds</div><div>detect evil and good</div><div>detect magic</div><div>detect poison and disease</div><div>guiding bolt</div><div>heroism</div><div>indemnify*</div><div>inflict wounds</div><div>protection from evil and good</div><div>purify food and drink</div><div>shield of faith</div><div><br /></div><div><b>2nd Level</b></div><div>aid</div><div>halo of flame*</div><div>lesser restoration</div><div>locate object</div><div>magic weapon</div><div>protection from poison</div><div>zone of truth</div><div><br /></div><div><b>3rd Level</b></div><div>create food and water</div><div>daylight</div><div>dispel magic</div><div>magic circle</div><div>pillar of salt*</div><div>remove curse</div><div>revivify</div><div>snakestaff*</div><div><br /></div><div><b>4th Level</b></div><div>banishment</div><div>death ward</div><div>locate creature</div><div>stoneskin</div><div><br /></div><div><b>5th Level</b></div><div>dispel evil and good</div><div>flame strike</div><div>geas</div><div>hallow</div><div>insect plague</div><div>raise dead</div><div><br /></div><div><br /></div></div></div>
</div>
<iframe height="480" src="https://drive.google.com/file/d/1xU6NLNLxPkoQ6odSbtk1j_mVNznRjaX3/preview" width="560"></iframe><div><br /></div><div>Changelog</div><div>5/5/21: Sacrosanct Spell: Still costs spell uses</div>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com19tag:blogger.com,1999:blog-8254938378214898814.post-64704965439500971152021-04-07T18:19:00.002-05:002021-04-12T09:22:31.871-05:00Oath of Storms Redux<div style="text-align: left;"><b>Sacred Oath</b></div><div style="text-align: left;"><i>Comments from the Pinky: Thunderbolts and lightning, very very frightening me!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Oath of Storms</span></div><div><br /></div><div>The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the sea’s dispassionate neutrality, and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands, as the gales dictate. Storm knights, as they are often called, have a long memory for vengeance, however, and deep penchants for superstition. Always listen to the wisdom of a storm knight, lest the winds turn foul and the ocean tempestuous.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Tenets of the Storm</b></div><div>Storm knights swear their oaths on sailing superstitions and unspoken laws of the sea, often containing the following principles:</div><div><span> </span><i><b>Safe Harbor.</b></i> Protect sailors and wise captains that respect the laws of the ocean. No gale should break their masts while you are aboard.</div><div><span> </span><b><i>Howling Gales.</i></b> The winds should steer your journey, wherever they might take you. Furthermore, it is proper that the winds should often guide you into storms.</div><div><span> </span><i><b>Thunderous Castigation.</b></i> The fury of the storm demands equal reprisal for all slights, major and minor. Doing otherwise is bad luck.</div><div><br /></div><div><b>Oath Spells</b></div><div>You gain oath spells at the paladin levels listed.</div><div><br /></div><div><b>Oath of Storms Spells</b></div><div><table><tbody>
<tr><td>Paladin Level</td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>fog cloud, thunderwave</i></td></tr>
<tr><td>5th</td><td><i>gust of wind, hold person</i></td></tr>
<tr><td>9th</td><td><i>call lightning, wind wall</i></td></tr>
<tr><td>13th</td><td><i>control water, ice storm</i></td></tr>
<tr><td>17th</td><td><i>commune with nature, hold monster</i></td></tr>
</tbody></table></div><div><br /></div><div><b>Channel Divinity</b></div><div>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</div><div><span> </span><b><i>Thunderous Revenge.</i></b> You can use your Channel Divinity to strike back with the fury of a storm. Immediately after a creature you can see within 30 feet of you deals damage to you with an attack, you can use your reaction to force the attacker to make a Dexterity saving throw. On a failed save, the attacker takes lightning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.</div><div><span> </span><b><i>Walk on Waves.</i></b> As a bonus action, you can use your Channel Divinity to befriend the sea, allowing you to walk on the water. For the next hour, you gain the benefits of the <i>water walk</i> spell, and your movement speed doubles while you are walking on water. </div><div><br /></div><div><b>Vortex Aura</b></div><div>Starting at 7th level, you can use your bonus action to summon a strong wind to whirl around you in a 10-foot radius until you dismiss it on your turn (no action required). While your vortex is active, its area counts as difficult terrain for creatures other than you. The wind extinguishes unprotected flames, such as candles and torches, and disperses gases and vapors within its area.</div><div><span> </span>At 18th level, the radius of this aura extends to 30 feet and you can choose creatures within the aura to be unaffected by it.</div><div><br /></div><div><b>Storm Soul</b></div><div>Starting at 15th level, you have resistance to lightning damage. Additionally, when a creature within 5 feet of you attacks you while you are not incapacitated, it takes lightning damage equal to your Charisma modifier.</div><div><br /></div><div><b>Thunder God</b></div><div>At 20th level, as an action, you can mantle the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing a raging storm within. You gain the following benefits:</div><div><ul style="text-align: left;"><li>You are immune to lightning and thunder damage.</li><li>You gain a flying speed of 60 feet.</li><li>You can cast the spell <i>call lightning</i> as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns.</li></ul></div><div>Once you use this feature, you can't use it again until you complete a long rest.</div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1n2S9Cb4cqR1pH-oVOOXF62K7mkN1CfQa/preview" width="560"></iframe><div><br /></div><div>Changelog: 4/12/21: Thunderous Revenge: Requires a Dex save<br /><div><br /></div></div>Unknownnoreply@blogger.com6tag:blogger.com,1999:blog-8254938378214898814.post-79832501821685176852021-03-31T12:30:00.001-05:002021-03-31T12:30:04.945-05:00College of Graffiti Redux<div style="text-align: left;"><b>Bardic College</b></div><div style="text-align: left;"><i>Comment from the Finger: We didn't make too many dramatic, sweeping changes to this, but since we did change up the cantrips it uses and modified how it deals damage at 6th level, we figured we owed it a redux post. TL;DR, it's 40% less Jet Set Radio now.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">College of Graffiti</span></div><div><br /></div><div>To many, the College of Graffiti is a nuisance, a band of hooligans that vandalize the city with no regard for the law. But bards who learn to tag know that graffiti is the single greatest art form. Graffiti artists use the entire city as their canvases, placing murals of inspiration where everyone can see them and personal tags where few will notice. Theirs is a bold, creative endeavor that, while illegal, breathes vibrancy into the city and emboldens those within it.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Bonus Proficiencies</b></div><div>Starting when you choose this college at 3rd level, you gain proficiency with painter's supplies and in your choice of the Stealth or Sleight of Hand skill.</div><div><br /></div><div><b>Street Art</b></div><div>Also at 3rd level, you learn the tag cantrip, which counts as a bard cantrip for you, but doesn’t count against your number of cantrips known.</div><div><span> </span>When you cast the <i>tag </i>cantrip, you can expend one use of your Bardic Inspiration to spray out a mural. For the next minute, you and all friendly creatures within 30 feet of the mural that can see it gain a +1 bonus to ability checks, attack rolls, and saving throws, up to a maximum of +3. You can use this ability again and expend more uses of Bardic Inspiration to expand this mural further, increasing the bonus by 1 each time.</div><div><br /></div><div><b>Signature Mark</b></div><div>Starting at 6th level, you can paint a target on a creature’s back. As a bonus action, you can attempt to magically spray a signature mark directly onto a creature you can see within 5 feet of you. Make a melee spell attack roll against that creature. On a hit, the creature is marked. Once on each of your turns, when you hit a creature you have marked with a melee weapon attack, you can add 1d8 to the roll. Additionally, when a friendly creature makes an attack against a creature you have marked, you can use your reaction to grant advantage on the attack roll. </div><div><span> </span>A creature can remove its armor or outermost clothing or wash itself with soap as an action to remove its tag.</div><div><br /></div><div><b>Kaleidoscopic Spray</b></div><div>Beginning at 14th level, as an action, you can let loose a flurry of magical paint, coating every surface. Each creature you choose in a 15-foot cone must make a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn. Each creature in the area is marked by you, whether or not succeeds its saving throw.</div><div><span> </span>Once you use this ability, you can't use it again until you finish a short or long rest.</div><div><br /></div><div><span style="font-size: large;">New Cantrip</span><br />Bards in the College of Graffiti can choose this cantrip.</div><div><br /></div><div><b>Tag </b></div><div><i>Illusion cantrip</i></div><div><b>Casting Time:</b> 1 action </div><div><b>Range:</b> Touch</div><div><b>Components:</b> S, M (a bit of paint)</div><div><b>Duration:</b> Instantaneous </div><div>You press your hand against a flat plane on an object and imprint an elaborate and vibrant image onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell. Nonmagical cleaning supplies cannot remove the image, which fades after seven days.</div><div><br /></div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1-0NnX5s6UzWTu6YNMzfZPyaSUSyePeJX/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com5tag:blogger.com,1999:blog-8254938378214898814.post-11550293067920784152021-03-24T20:28:00.001-05:002021-03-24T20:28:21.403-05:00Bone Knight Redux<div style="text-align: left;"><b>Martial Archetype</b></div><div style="text-align: left;"><i>Comments from the Finger: More reduxes! Even redux-er-y!</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Bone Knight</span></div><div style="text-align: left;"><br />A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. Naturally, this power is hideous and disfiguring, but allows them to grow bone protrusions for weapons and armor, changing their skeleton’s size and shape at will. Mastering this ability is a feat of endurance and creativity, but results in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh.<br /><span style="white-space: pre;"> </span>Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.</div><div style="text-align: left;"><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Unarmored Defense<br /></b>Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</div><div style="text-align: left;"><br /><b>Skeletal Shift<br /></b>At 3rd level, you have total control over your skeletal structure, granting you the following abilities: <br /><span style="white-space: pre;"> </span><b><i>Bone Blades.</i></b> You can sprout blades of jagged bone from each of your wrists as a normal creature would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can retract these weapons as another creature would sheathe a weapon.<br /><span style="white-space: pre;"> </span><b><i>Bone Spurs.</i></b> As a reaction when you take damage from a creature within 5 feet of you, you can expend a Hit Die to eject a hail of spiny bone protrusions in all directions. Each creature within 5 feet of you must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or take piercing damage equal to one roll of the Hit Die + your Constitution modifier, or half as much on a successful save.<br /><span style="white-space: pre;"> </span><b><i>Restructure.</i></b> You can cast the spell <i>alter self</i> (to use only the Change Appearance option) without using a spell slot or spell components, and requiring no concentration.</div><div style="text-align: left;"><br /><b>Hardy Constitution<br /></b>By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.</div><div style="text-align: left;"><br /><b>Adamant Ivory<br /></b>By 10th level, your bones have become as hard and durable as metal. While you are not wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.</div><div style="text-align: left;"><br /><b>Spine Crush<br /></b>Beginning at 15th level, you can deform the bones of others, in addition to your own. Once per turn, when you hit a creature with your bone blades, you can expend a Hit Die to deal additional necrotic damage equal to two rolls of the Hit Die, plus your Constitution modifier. You can’t use this ability on elementals, oozes, and other creatures which lack a skeletal structure.</div><div style="text-align: left;"><br /><b>Master Osteoth <br /></b>Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 hit dice. <br /><span style="white-space: pre;"> </span>Additionally, you reduce bludgeoning, piercing, and slashing damage you take from nonmagical weapons by 5, instead of 3.</div><div><br /></div>
<iframe height="480" src="https://drive.google.com/file/d/1ct4GF1hQgMxow7tlkqCDrXfP_seCM58F/preview" width="560"></iframe>The Fingerhttp://www.blogger.com/profile/00730373861458291851noreply@blogger.com7tag:blogger.com,1999:blog-8254938378214898814.post-55115187631228269132021-03-17T11:30:00.006-05:002021-03-19T12:13:10.126-05:00Vermin Lord Redux<div style="text-align: left;"><b>Druid Circle</b></div><div style="text-align: left;"><i>Comments from the Pinky: Another old classic creepy-crawling its way onto the redux train.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Circle of Vermin</span></div><div><br /></div><div>Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders, and other pests. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, to walk among your innumerable children.</div><div><br /></div><div><b><span><a name='more'></a></span>Lord of the Low</b></div><div>Starting when you choose this circle at 2nd level, you can expend a use of your Wild Shape feature as an action to magically summon a swarm of rats in your space. The swarm vanishes after a number of hours equal to half your druid level (rounded down), if it drops to 0 hit points, or if you use this ability to summon a new swarm.</div><div><span style="white-space: pre;"> </span>The summoned swarm is friendly to you and your companions. Roll initiative for the summoned swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. </div><div><span style="white-space: pre;"> </span>While the swarm is in your space, you have a +2 bonus to AC and, when you take damage, you can choose for the swarm to take damage instead of you.</div><div><span style="white-space: pre;"> </span>Starting at 6th level, you can summon a swarm of bats, swarm of insects, or swarm of ravens, and starting at 14th level, you can summon a swarm of poisonous snakes.</div><div><br /></div><div><b>Infested</b></div><div>At 2nd level, insects and rodents inhabit every nook and cranny of your clothes and gear. Whenever a creature within 5 feet of you hits you with an attack, these vermin retaliate, dealing 1d6 piercing damage to the attacker. Additionally, on each subsequent attack the creature makes before the end of its turn, it must roll a d4 and subtract the number rolled from the attack roll.</div><div><br /></div><div><b>Tremorsense</b></div><div>By 6th level, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain tremorsense, the ability to detect and pinpoint vibrations, with a range of 10 feet. To use this sense, you and the source of the vibrations must be in contact with the same ground or substance. This sense can’t be used to detect flying or incorporeal creatures.</div><div><br /></div><div><b>Plague Carrier</b></div><div>Beginning at 10th level, your constant close proximity to disease-carrying creatures has not only inoculated you to their diseases, but allowed you to act as a vector of plague. You are immune to diseases and being poisoned. Whenever you would normally make a Constitution saving throw to resist contracting a disease or being poisoned, you can instead become a carrier of that disease or poison. You can only be a carrier of one disease or poison at a time, and you can only carry it for up to seven days. </div><div><span style="white-space: pre;"> </span>As a reaction when you take damage from a creature you can see within 5 feet of you, you can transfer a disease or poison you are carrying to that creature, which must make a Constitution saving throw against your spell save DC. On a failure, the creature contracts the disease or poison, and you are no longer a carrier of it.</div><div><br /></div><div><b>Swarm Master</b></div><div>Starting at 14th level, whenever you use your Lord of the Low feature to summon a swarm, you can summon two swarms instead of one.</div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1LRWT326fKzRGlMuu56Ba_-Xl1lUSnGb_/preview" width="560"></iframe><div><br /></div><div>Changelog: </div><div>3/19/21: Lord of the Low: Extended duration, explicitly makes it impossible to stack multiple swarms until 14th level</div><div><div><br /></div></div>Unknownnoreply@blogger.com14tag:blogger.com,1999:blog-8254938378214898814.post-57189704196327133382021-03-10T18:07:00.000-06:002021-03-10T18:07:22.545-06:00Path of the Fin Redux<div style="text-align: left;"><b>Primal Path</b></div><div style="text-align: left;"><i>Comments from the Pinky: Remember, fish are friends, not food.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Path of the Fin </span></div><div><br /></div><div>Tribal communities exist all across the realms, in all manner of locales and climes. While their customs often change, one steadfast certainty, seen time and time again, is the reverence for particular animals local to that tribe. These are often wildly varied; northern tribes may revere the Wolf or the Bear, those of the deserts follow the Hawk or the Jackal, and those of the jungle may aspire to the Ape or the Tiger. It is in this tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of the great Shark, arose.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Aquatic </b></div><div>Starting when you choose this path at 3rd level, you are permanently adapted to life underwater. You can breathe water as well as air and have a swim speed equal to your base movement speed. Additionally, if you are swimming, your rage can’t end early. </div><div><br /></div><div><b>Feeding Frenzy </b></div><div>As opposed to their land-locked brothers, fin barbarians undergo drastic physical transformations when they enter a rage. Starting at 3rd level, while raging, you sprout rows of razor-sharp shark teeth and gain a melee bite attack. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</div><div><span style="white-space: pre;"> </span>When you hit a creature within 5 feet of you with a melee attack, you can use a bonus action to make a bite attack against that creature. This attack has advantage if the creature has half its hit points or fewer. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) and regain all expended uses when you finish a long rest. </div><div><br /></div><div><b>Blood Sense </b></div><div>A fully-grown shark can smell a single drop of blood in the water almost a mile away. At 6th level, you gain an amazing sense of smell. You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks dealing with smell, you can automatically track a single living creature whose scent you are familiar with as long as the trail is less than a week old. By spending a minute concentrating, you can detect the scents of all living creatures in a 100-foot radius, or up to a mile in the water. </div><div><br /></div><div><b>Mako </b></div><div>Starting at 10th level, your bite attack damage increases to 1d10. Additionally, once per turn when you hit a creature with your bite attack, it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone or grappled by you (your choice). The target has disadvantage on this save if you are swimming.</div><div><br /></div><div><b>Tsunami </b></div><div>By 14th level, as a bonus action, you can conjure a magical wave of salt water that rises at your feet and glides beneath you. The wave is up to 15 feet wide and 15 feet tall, and moves with you as you swim. If a creature is caught up in the wave, it is forced to swim and hold its breath until it leaves the wave’s area or the wave moves away from it. The wave extinguishes unprotected flames in its area. The wave lasts for 1 minute, after which it spreads across the ground in all directions and quickly evaporates. </div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1FOKcAaOY5qB0XncJmFveJyUibymzG-KG/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-8254938378214898814.post-28554035712036544532021-03-03T20:20:00.002-06:002021-03-06T09:20:38.588-06:00Madness Domain Redux<b>Divine Domain</b><div><i>Comments from the Pinky: "You're entirely bonkers. But I'll tell you a secret. All the best people are."</i></div><div><br /></div><div><div><span style="font-size: large;">Madness Domain</span></div><div><br /></div><div>Your divine powers originate with the Madgod, a being of paranoia, mayhem, and psychosis. Every deranged thought or uncontrolled flight of fancy empowers the Madgod, who cares little for the logic of other godly domains. That is of course, because the Madgod is a squirrel living outside the kingdom that once told you the secret of divine power is actually to collect enough fresh boysenberries, but never to eat them, and that it helps to have a good horse at your side. And lo, the rules of reality slipped away and you realized the wisdom of the Madgod's words. It all makes sense if you think diagonally and squint your ears the right way!</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Madness Domain Spells</b></div><div>
<table><tbody><tr><td>Cleric Level </td><td>Spells</td></tr>
<tr><td>1st</td><td><i>hideous laughter, silent image</i></td></tr>
<tr><td>3rd</td><td><i>blindness/deafness, detect thoughts</i></td></tr>
<tr><td>5th</td><td><i>clairvoyance, hypnotic pattern</i></td></tr>
<tr><td>7th</td><td><i>confusion, hallucinatory terrain</i><i></i></td></tr>
<tr><td>9th</td><td><i>dream, modify memory</i></td></tr>
</tbody></table></div><div><br /></div><div><b>Unhinged Initiate</b></div><div>Starting when you choose this domain at 1st level, you learn a random cantrip from the wizard spell list, chosen by the GM, which counts as a cleric spell for you and doesn’t count against the total number of cantrips you know. Whenever you finish a long rest, your GM can change this cantrip.</div><div><br /></div><div><b>Lunatic Insight </b></div><div>At 1st level, whenever you make an ability check that doesn’t include your proficiency bonus, your unique insight allows you to make connections which may or may not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check.</div><div><br /></div><div><b>Channel Divinity: Temporary Insanity</b></div><div>Starting at 2nd level, you can use your action to force a creature within 60 feet to make a Wisdom saving throw or fall prey to a random madness for up to 1 minute. Roll on the following table to determine the madness which afflicts the creature for up to 1 minute. A creature that is frenzied can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.</div><div><br /></div><div>
<table><tbody>
<tr><td style="min-width: 50px;">d20</td><td>Effect</td></tr>
<tr><td>1-5</td><td><b>Aphasia.</b> The creature can’t speak and is incapable of spellcasting or understanding others.</td></tr>
<tr><td>6-10</td><td><b>Delusional.</b> The creature experiences vivid hallucinations. Whenever the creature makes an attack or targets a creature with a spell or effect, roll a d20. On an odd roll, the attack misses, or the spell or effect fails.</td></tr>
<tr><td>11-15</td><td><b>Frenzied.</b> The creature becomes frenzied. A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and ability randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one</td></tr>
<tr><td>16-20</td><td><b>Vertigo.</b> The creature falls prone at the end of each of its turns if it’s not leaning against something.</td></tr>
</tbody></table>
</div><div><br /></div><div><b>Fragmented Mind</b></div><div>By 6th level, your damaged mind is difficult to influence. You have advantage on saving throws against being charmed or frightened, and on saving throws against any effect that would sense your emotions or read your thoughts. If you spend 10 minutes speaking with another creature, you can bestow this benefit on them as well for up to 8 hours, as they succumb to your twisted thought patterns.</div><div><br /></div><div><b>Potent Spellcasting</b></div><div>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</div><div><br /></div><div><b>Embrace Unreality</b></div><div>By 17th level, you can drag your distorted view of the world into reality, forcing others to play by your mad rules. As an action, you can change the rules of reality in a 120-foot radius centered on a point you choose within 60 feet for 1 minute. Choose one of the following rules:</div><div><span> </span><b><i>No Up, No Down.</i></b> Each creature and object within the area is weightless, as per the levitate spell.</div><div><span> </span><b><i>Opposite Day.</i></b> If a creature in the area would have advantage, it instead has disadvantage, and vice-versa.</div><div><span> </span><b><i>Red Light, Green Light.</i></b> No creature can move on its turn. At the start of each round of combat, each creature simultaneously chooses where to move and moves to that space. If two or more creatures move into the same space, they collide and are knocked prone.</div><div><span> </span><b><i>Through the Looking Glass.</i></b> At the beginning of each creature's turn, roll any die. On an even roll, the creature doubles in size, as per the Enlarge effect of the <i>enlarge/reduce</i> spell; on an odd roll, the creature halves in size, as per the Reduce effect of the <i>enlarge/reduce</i> spell.</div></div><div><span> Once you use this feature, you can't do so again until you finish a long rest.</span><br /></div><div><br /></div><iframe src="https://drive.google.com/file/d/1acuVHJzfB6b_YmVnaW8fuJlsvTLD5Dti/preview" width="560" height="480"></iframe><div><br /></div><div>Changelog<br />3/6/21: Added long rest clause to Embrace Unreality</div><div><br /></div>Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-8254938378214898814.post-73660971837214014282021-02-24T18:45:00.000-06:002021-02-24T18:45:13.764-06:00Oath of Eternal Night Redux<div style="text-align: left;"><b>Sacred Oath</b></div><div style="text-align: left;"><i>Comments from the Pinky: I am vengeance, I am the night. I am a level 20 paladin.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Oath of Eternal Night</span></div><div><br /></div><div>Paladins who swear the Oath of Eternal Night forgo the lofty standards of conduct and shining armor of their compatriots: instead, they don blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called ravens, bind themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a raven is not far behind. </div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Tenets of Eternal Night </b></div><div>Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:</div><div><b><span> </span><i>None are Exempt.</i></b> Even kings and magistrates that write the laws must be held accountable to them.</div><div><b> <i> </i><i>Good of the Many.</i></b> The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.</div><div><b><span> </span><i>Knight of Night.</i></b> When justice is not done in the light of day, it must be restored in darkness.</div><div><br /></div><div><b>Oath Spells</b></div><div>You gain oath spells at the paladin levels listed.</div><div><br /></div><div><b>Oath of Eternal Night Spells</b></div><div><table><tbody>
<tr><td>Paladin Level</td><td>Spells</td></tr>
<tr><td>3rd</td><td><i>disguise self, hunter's mark</i></td></tr>
<tr><td>5th</td><td><i>invisibility, darkness</i></td></tr>
<tr><td>9th</td><td><i>fear, nondetection</i></td></tr>
<tr><td>13th</td><td><i>freedom of movement, greater invisibility</i></td></tr>
<tr><td>17th</td><td><i>mislead, seeming</i></td></tr>
</tbody></table><br /></div><div><b>Channel Divinity</b></div><div>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</div><div><span style="white-space: pre;"> </span><b><i>Cover of Darkness</i></b>. As a bonus action, you can create a 15-foot radius sphere of magical darkness centered on a point you can see within 30 feet of you. This sphere spreads around corners and lasts for one minute. You can see through darkness you create in this way.</div><div><span style="white-space: pre;"> </span><i><b>Shrouded Armor</b>.</i> As an action, you can use your Channel Divinity to draw shadowstuff from the Plane of Shadow, imbuing it upon one suit of armor you are wearing. Your armor is cloaked in a tenebrous swirl, and reflects no light. You can add your Charisma modifier to Dexterity (Stealth) checks you make while wearing the armor, and the armor does not impose disadvantage on your Stealth checks.</div><div><span> </span>This effect ends after 8 hours, or if you end the effect on your turn (no action required). The effect ends early if you remove your armor or fall unconscious.</div><div> </div><div><b>Slip into the Shadows</b></div><div>At 7th level, you and friendly creatures within 10 feet of you can take the Hide action as a bonus action.</div><div><span style="white-space: pre;"> </span>At 18th level, the range of this aura increases to 30 feet.</div><div><br /></div><div><b>Cloak of Night</b></div><div>At 15th level, as a reaction when you take damage, you can shed small flakes of darkness which briefly whirl around you before disappearing. The next attack roll made against you before the beginning of your next turn has disadvantage.</div><div><br /></div><div><b>Shadow Form</b></div><div>At 20th level, you can assume the form of a tenebrous stalker, drawing incredible power from the darkness around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits while you are within dim light or darkness:</div><div><ul style="text-align: left;"><li>You have advantage on Strength, Dexterity, and Constitution checks.</li><li>As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.</li><li>Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.</li></ul></div><div>Once you use this feature, you can't use it again until you finish a long rest.</div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1Hps980xGe1nNy7FGyNNbC6ep-mUblX_a/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-8254938378214898814.post-6987219105187991452021-02-17T18:30:00.002-06:002021-02-24T18:48:39.059-06:00Path of Heavy Metal<b>Primal Path</b><div><i>Comments from the Pinky: Another redux rocking a new name, this rework of the Path of Thunder is back in black and ready to rumble.</i></div><div><br /></div><div><div><span style="font-size: large;">Path of Heavy Metal</span></div><div><br /></div><div>The barbarians of the Path of Heavy Metal do not do things by halves. They fight the strongest foes, swing the biggest axes, and play the loudest music. For this reason, any battle they get involved in tends to be noisy, violent, and short.</div><div><span style="white-space: pre;"> </span>Armored only in face paint and studded belts, these fearless hellions are known for screaming their enemies into submission and trashing taverns, though they can also be thoughtful and erudite when not tapping into their primal fury. Away from the battlefield, the “thunderheads” form a tight fraternity, bonded together by absolute commitment to their path and the shared recognition that the life of an adventurer—with its grueling travel, explosive violence, and unfamiliar lodgings—is essentially a never-ending tour.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Bonus Proficiencies</b></div><div>When you choose this path at 3rd level, you gain proficiency with three musical instruments of your choice.</div><div><br /></div><div><b>Heavy Metal Axe </b></div><div>At 3rd level, your dabbling with craftsmen and bards has taught you how to build the sickest instruments possible. You can spend 8 hours of work converting a two-handed weapon into an instrument with which you are proficient. Only you can play an instrument weapon you have created, which retains all its combat capabilities. You can maintain a total number of instrument weapons equal to your proficiency bonus. </div><div><br /></div><div><b>Solo Shredding</b></div><div>Also at 3rd level, you play your instrument weapon even in combat, rocking out as you crack skulls. When you enter a rage, you begin ferociously playing a solo on your instrument weapon. After you deal damage to a hostile creature during your rage with your instrument weapon, you increase your Rage bonus damage by 1. You can increase your Rage damage bonus up to a maximum of twice your proficiency bonus. This increase lasts until you are incapacitated, you are no longer holding your instrument weapon, you miss an attack, or your rage ends.</div><div><br /></div><div><b>Killer Vocals</b></div><div>Beginning at 6th level, as a bonus action, you can release a thunderous, battle cry, blood-curdling screech, or growl. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you and is deafened until the end of your next turn.</div><div><br /></div><div><b>Up to Eleven</b></div><div>Starting at 10th level, you put total commitment into your music. Whenever you make a Charisma check or any check that involves playing your instrument weapon, you can treat a d20 roll of 10 or lower as an 11.</div><div><br /></div><div><b>Smash Hit</b></div><div>By 14th level, you’ve learned that the best way to end a fight (and a performance) is to smash one of your instrument weapons entirely. When you hit a creature with your instrument weapon while you are raging, you can smash the weapon on the target, dealing an additional 4d12 damage. A nonmagical instrument weapon is completely destroyed, whereas a magical instrument weapon loses its musical components and becomes a normal weapon.</div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div></div><div><br /></div><iframe height="480" src="https://drive.google.com/file/d/1CpV5tWKS9lpHR94WBApTdRX-wo6dk5W6/preview" width="560"></iframe><div><br /></div><div>Changelog: 2/24/21: Solo Shredding: Wording clarified <br /><div><br /></div></div>Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-8254938378214898814.post-42239150403446496222021-02-10T16:40:00.000-06:002021-02-10T16:40:04.184-06:00Celestial Lancer<div style="text-align: left;"><b>Martial Archetype</b></div><div style="text-align: left;"><i>Comments from the Pinky: The Dragoon Redux Redux, this time with 100% less dragons.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Celestial Lancer</span></div><div style="text-align: left;"><br /></div><div>Feared frontline warriors bearing lances and unique, streamlined armor, Celestial Lancers are famous for their Meteor Jump, a supernatural technique taught only to the rare few. The lancers trace their origins back to an order of dragon hunters who learned to leap above diving dragons and pin their wings with a swift, downward lance strike. This technique, combined with a suite of mystical powers drawn from the yawning sky, make the lancers decisive warriors in the arena of vertical combat. Though Celestial Lancers may be hampered in claustrophobic dungeons, they excel underneath the open sky, where they can leap high and come crashing down for devastating impacts.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Lance Specialty</b></div><div>Beginning when you select this archetype at 3rd level, when you wield a lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.</div><div><br /></div><div><b>Meteor Jump </b></div><div>Starting at 3rd level, you can perform a supernaturally high leap. Once on each of your turns, you can use 20 feet of your movement to perform a high jump reaching 10 feet in height. You need not move 10 feet immediately before making this jump and do not provoke opportunity attacks while jumping or falling. You can land within 10 feet of where you began. At the end of a fall, subtract 10 feet from the distance you fell when calculating your falling damage.</div><div><span style="white-space: pre;"> </span>The height you can jump and the distance you subtract when you fall increases, as shown on the Meteor Jump table below. </div><div><br /></div><div><b>Meteor Jump</b></div>
<table>
<tbody><tr><td>Fighter Level</td><td>Jump Height</td></tr>
<tr><td>3rd</td><td>10 feet</td></tr>
<tr><td>5th</td><td>20 feet</td></tr>
<tr><td>11th</td><td>30 feet</td></tr>
<tr><td>17th</td><td>40 feet</td></tr>
</tbody></table>
<div><b><br /></b></div><div><b>Plunging Attack</b></div><div>Also at 3rd level, you can direct the momentum of gravity into your strike. Once on each of your turns, when you hit a creature with a melee weapon attack while falling, you can add 1d6 to the damage roll for every 10 feet you fell, up to a maximum of 5d6.</div><div><br /></div><div><b>Apex Moment </b></div><div>Starting at 7th level, you gain the mystical ability to hang at the peak of your jump before you come plunging back down. When you use your Meteor Jump ability, you can choose to hover until the start of your next turn instead of falling immediately. When you do so, you can't use your Meteor Jump on your next turn. </div><div><br /></div><div><b>Earthshaker</b></div><div>Beginning at 10th level, at the end of a fall of 20 feet or higher, you can use a bonus action to strike the earth like a meteor. Each creature in contact with the ground within 10 feet of where you land must succeed a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</div><div>You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.</div><div><br /></div><div><b>Celestial Aura </b></div><div>By 15th level, you can draw mystic power from your connection to the open sky. When you use your Second Wind feature, you and each friendly creature you choose within 10 feet of you gain temporary hit points equal to your fighter level.</div><div><br /></div><div><b>Comet Strike</b></div><div>Starting at 18th level, you plummet wreathed in flames, like a devastating meteor. When you use your Earthshaker ability, a creature that fails its saving throw takes 4d6 fire damage, or half as much on a success. Additionally, when you roll initiative and have no uses of your Earthshaker feature left, you regain one use of that feature.</div><div><br /></div><iframe height="480" src="https://drive.google.com/file/d/1f-UvMEKtUKVra_wuI5hF7DqI_Zibz766/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com6tag:blogger.com,1999:blog-8254938378214898814.post-40060006520238936902021-02-03T18:16:00.003-06:002021-02-03T18:18:45.439-06:00Fiddler of the Mad God Redux<div style="text-align: left;"><b>Bardic College</b></div><div style="text-align: left;"><i>Comments from the Finger: "Louder and louder, wilder and wilder, mounted the shrieking and whining of that desperate viol. The player was dripping with an uncanny perspiration and twisted like a monkey, always looking frantically at the curtained window."</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">College of the Mad God</span></div><div><br /></div><div>In the middle of the night, you hear the music. Every time, it begins the same way, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis.</div><div><span> </span>Some attribute the dreadful nightmares to a curse or stress, but you know better. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds of a mad god who echoes the pandemonium of the universe, and summons you to do something. You know not what.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Bonus Proficiencies</b></div><div>When you join this college at 3rd level, you gain proficiency in one skill, which is selected for you by the GM. Whenever you finish a long rest, your GM can change this selection.</div><div><br /></div><div><b>Cacophony</b></div><div>By 3rd level, the discordant sounds of your instrument can drive others to tears and utter madness. Once on each of your turns, when a creature fails an Intelligence, Wisdom, or Charisma saving throw against one of your bard spells or features while you are holding an instrument, you can expend a use of your Bardic Inspiration to play a cacophonous noise. A deafened creature is immune to this effect. Choose one of the following effects:</div><div><ul style="text-align: left;"><li>The creature takes psychic damage equal to a roll of your Bardic Inspiration die. </li><li>The creature is deafened and cant speak until the end of its next turn. </li><li>The creature moves up to 10 feet in a direction you choose. This movement doesn't provoke opportunity attacks. </li></ul><div><br /></div></div><div><b>Frenzied Strings</b></div><div>Starting at 6th level, as an action, you can play a mind-infecting tune for a creature that can hear you within 60 feet. This creature must make a Wisdom saving throw or be frenzied for up to 1 minute. The creature can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.</div><div><span style="white-space: pre;"> </span>A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and ability randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one. </div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div><div><b>Mad Melody</b></div><div><div>Beginning at 14th level, you can use your action to begin playing the accursed melody which haunts your dreams. On each of your subsequent turns, you can use your action to continue the melody. Only creatures you choose within 60 feet of you can hear the melody; all other creatures hear it as discordant noise. Even deafened creatures can hear the haunting melody. </div><div><span> </span>When you use your action to play the melody, a creature that can hear the melody must make a Wisdom saving throw against your spell save DC. On a failed save, it takes psychic damage and suffers an additional effect based on the number of consecutive turns you have been playing the melody, as shown on the Mad Melody table. After four consecutive rounds, or if no creature hears the melody for one round, the melody begins again at the first round.</div></div><div><br /></div><div><b>Mad Melody</b></div></div><table>
<tbody><tr><td>Round</td><td>Psychic <br />Damage</td><td>Effect</td></tr>
<tr><td style="text-align: center;">1st</td><td style="text-align: center;">4d8</td><td>The target is deafened.</td></tr>
<tr><td style="text-align: center;">2nd</td><td style="text-align: center;">7d8</td><td>The target can't speak and has disadvantage on ability checks.</td></tr>
<tr><td style="text-align: center;">3rd</td><td style="text-align: center;">4d8</td><td>The target is charmed by you until the end of its next turn.</td></tr>
<tr><td style="text-align: center;">4th</td><td style="text-align: center;">9d8</td><td>—</td></tr>
</tbody></table>
<br /><div><iframe height="480" src="https://drive.google.com/file/d/110MD8Ew7OzZfAnBChNl-wHLANLofI6SD/preview" width="560"></iframe></div><div><br /></div>Unknownnoreply@blogger.com5tag:blogger.com,1999:blog-8254938378214898814.post-89017543294459975412021-01-27T19:41:00.000-06:002021-01-27T19:41:15.725-06:00Destruction Domain Redux<div style="text-align: left;"><b>Divine Domain</b></div><div style="text-align: left;"><i>Comments from the Pinky: Some clerics just want to watch the world burn.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span style="font-size: large;">Destruction Domain</span></div><div style="text-align: left;"><br />Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><span><a name='more'></a></span><div style="text-align: left;"><b>Destruction Domain Spells</b></div></div><div style="text-align: left;"></div><table><tbody><tr><td>Cleric Level </td><td>Spells</td></tr>
<tr><td>1st</td><td><i>burning hands, thunderwave</i></td></tr>
<tr><td>3rd</td><td><i>scorching ray, shatter</i></td></tr>
<tr><td>5th</td><td><i>fireball, protection from energy</i></td></tr>
<tr><td>7th</td><td><i>blight, wall of fire</i><i></i></td></tr>
<tr><td>9th</td><td><i>cloudkill, cone of cold</i></td></tr>
</tbody></table>
<div style="text-align: left;"><br /></div><div style="text-align: left;"><b>Devastation Initiate<br /></b>When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.<br /><br /></div><div style="text-align: left;"><b>Channel Divinity: Calamity<br /></b>Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.</div><div style="text-align: left;"><br /><b>Shockwave <br /></b>By 6th level, your devastating magic leaves only ruins behind. Once on each of your turns, when cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot radius sphere centered on the creature that only damages objects that aren’t being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object’s damage threshold. </div><div style="text-align: left;"><br /><b>Potent Spellcasting<br /></b>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.<br /><br /></div><div style="text-align: left;"><b>Havoc Spell<br /></b>Starting at 17th level, when you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.</div><div style="text-align: left;"><br /></div><iframe height="480" src="https://drive.google.com/file/d/1CbRkZlAkqGGFTgN59GBAF2rTFo4ve8dg/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-8254938378214898814.post-6330169643095985942021-01-20T18:21:00.002-06:002021-06-25T09:14:19.187-05:00Path of the Dad<div style="text-align: left;"><b>Primal Path</b></div><div style="text-align: left;"><i>Comments from the Pinky: We all have that one friend who's just the dad of the group.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><span style="font-size: large;">Path of the Dad</span></div><div><br /></div><div>You’re a dad, the largest and hairiest of barbarians. Regardless of your gender, or whether or not you actually have children, you have channeled enough of the enigmatic Big Dad Energy to earn paternal status, and the effects have been dire. You feel the compulsion to tell jokes which evoke only groans, call people things like “missy” and “sport”, give someone a talking to, and grill meat. You may even grow a beard or develop a beer belly. Worry not; these are merely your first steps along the path to become the ultimate dad.</div><div><br /></div><span><a name='more'></a></span><div style="text-align: left;"><b>Bonus Proficiencies </b></div><div>Beginning when you choose this path at 3rd level, you gain proficiency in any two sets of artisan’s tools of your choice. Additionally, you have advantage on any ability check you make to grill food, perform minor repairs, or assert authority over something unimportant.</div><div><br /></div><div><b>Not Angry, Just Disappointed</b></div><div>By 3rd level, your white hot barbarian rage has cooled to a disapproving fret, or at worst, secondhand platitudes, interspersed with terrible jokes. When you begin raging, choose one hostile creature you can see with whom you are disappointed. This creature subtracts your Rage bonus damage, as shown on the Rage Damage column of the Barbarian table, from its attack rolls until the end of your rage. If this creature makes an attack, your rage can’t end early at the end of your next turn. </div><div><br /></div><div><b>Dad Jokes</b></div><div>Starting at 6th level, the jokes you compulsively tell are so bad, so groan-worthy, that they cause physical harm. You can tell a joke as a bonus action to a creature which can hear you within 60 feet, which must make a Wisdom saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus). A creature which can’t hear you or doesn’t understand your language automatically succeeds this saving throw. On a failed save, the creature takes 1d8 psychic damage. If you roll an 8 on the damage die, the creature finds this joke hilarious and is incapacitated with laughter until the end of its next turn.</div><div><br /></div><div><b>Don't Need to Ask For Directions</b></div><div>By 10th level, you have innate navigational skill and a seething hatred of asking for directions. You always know which way is north and have advantage on any ability check you make to navigate. Furthermore, you can cast the spells <i>locate animals or plants</i>, <i>locate object</i>, and <i>locate creature</i> once each without using spell slots or material components. You regain the ability to cast these spells when you finish a long rest.</div><div><br /></div><div><b>Go to Your Room</b></div><div>Beginning at 14th level, as an action while you are raging, you can summon all of your paternal authority to scold a creature you can see that can hear you within 60 feet. The creature must make a Charisma saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature is turned for 1 minute or until it takes any damage.</div><div><span style="white-space: pre;"> </span>A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</div><div><span style="white-space: pre;"> </span>Once you use this ability, you can’t use it again until you finish a short or long rest.</div><div><br /></div></div><iframe height="480" src="https://drive.google.com/file/d/1R1_g4qpy3HvPWb5j1CHJQddC1nFirnf_/preview" width="560"></iframe><div><br /></div>Unknownnoreply@blogger.com10