Saturday, August 27, 2016

Endless Birthright Work

More updates as I chug along in the process. Chug chug.

  • Races
    • Updated section on Cerilia's elves to refer to them by their proper name, Sidhelien. Trying out how it feels to do the same with dwarves and Karamhul.
  • Classes
    • Cleaned up some more wording under some entries.
  • Blood Abilities
    • Animal Affinity now has some more shapeshifting options for Great-strength bloodlines.
    • "Detect Illusion" is now called "Deny Illusion".
  • Backgrounds
    • Cut the Illegitimiate Heir and Ward backgrounds. Couldn't seem to make them feel unique enough.
  • Equipment
    • Added section for tighmaevril equipment, as rare as it may be.
  • Ruling Domains
    • Clarified the section under Vassalage to spell out explicitly that vassals still rule their own domains, just in service of a liege lord.
    • Updated domain actions with new Relocate action, which is an update of a previously paragraph-long rule tucked away in the old rule book.
  • Waging War
    • Added unit descriptions. Trying something different with unit composition and troop counts for non-standard units.
    • Added new units.
    • Temporary change to unit speed while I work on other mass combat rules apart from auto-resolve.
    • Updated auto-resolve rules a bit. Value of commanders increased by having them add +1 to resolution.
    • Added section on commanders being captured or executed, along with ransoming them.
  • Realm Magic
    • New intro written. Starting conversion of spells to 5E.
    • Removed free realm spells for arcane tricksters, eldritch knights, paladins, and rangers. They have to research or quest to get any, rather than starting play with some.

Sunday, August 21, 2016

Birthright 5E Updates

A new version is available here (same link as last blog entry, if you had it handy; I'm updating versions directly as opposed to making new ones each time).

Here's a complete list of changes since the last entry:

  • Table of Contents
  • Introduction added.
  • Races:
    • The section has been reorganized, and flavor text added for each race. Added standard human back into the mix with an explanation as to why they might exist.
  • Classes:
    • Clarified wording on who can be an eldritch knight fighter, arcane trickster rogue, sorcerer, or wizard.
    • Removed restriction on bardic magic and added flavor to explain it.
    • Added more flavor text to many classes.
  • Bloodline:
    • Cleaned up some text and wording here.
    • Added new bonus for non-blooded player characters in the form of a +1 free ability score bonus. This bonus is retained if you pursue and attain a bloodline through the course of play (through investiture or bloodtheft).
  • Backgrounds:
    • Regent Born background completed.
    • Illegitimate Heir and Ward backgrounds NYI.
  • The Season:
    • Additional point added under Taxation, Collection, and Trade for "Occupation and Pillaging"
    • Step 10 added for Calculating Rewards. Reward structure blocked out and being iterated upon.
  • Domain Actions:
    • Removed Loot Holding action in favor of updated Occupation and Conquest rules.
  • Armies and Warfare:
    • Entire section relocated to the Waging War chapter.
    • Added unit types.
    • Added section for Occupation and Conquest.
    • Added prototype automatic resolution mechanic for battles. Plenty of iteration and feedback needed here.

Friday, August 19, 2016

Birthright 5E Conversion Document, v0.1

I've been interspersing my other conversion projects with a codification and update of my old Birthright conversions from last year. I've since decided to put them all together into a full document for perusal that is currently in its nascent state, but that I wanted to make available for critique and consumption.

Feel free to grab it here (DEFUNCT, see sidebar!), and it will be updated as I make changes and respond to feedback. Please note, there are unfinished sections and missing information blocks! There's still plenty I'm waffling on, particularly the design of a magician class. For the un-indoctrinated, Birthright's arcane spellcasters who lack a divine bloodline (one of the core conceits of the game) cannot cast mid or high-level magic that is not of the divination or illusion schools.

Can such a restricted arcane spellcaster be made into an interesting, balanced, and fun class to play? It's possible, but I've been kicking around failed designs for it over the last few months and haven't found anything I deem presentable yet. Perhaps in a later document.

What I do have in a mostly-complete state, however, is a new warlock pact! Unleash the hounds on it.

Garradalaigh Pact

The garradalaigh (ga-ROD-a-lay) are legendary creatures with a mystical bent. In myths, they are said to bestow their gifts upon talented spellcasters, and may do so for any magician or true-blooded arcanist. However, their chosen agents are typically warlocks.

While not all garradalaigh are of great power, those few that are lurk at the fringes of Cerilia’s known territories, slumbering away the centuries until fey urges or a disturbing presence awaken them. Each garradalaigh is unique, typically possessing a bizarre (though not necessarily unpleasant) appearance and capable of powerful arcane magic.

A garradalaigh pact warlock is encouraged to work with the Dungeon Master to select an existing garradalaigh, or invent a completely new one with its own goals and outlook. These are not always objectives that mortal creatures understand, though garradalaighs are not often considered malign and do not associate with corrupt or contemptible creatures.

Some examples of known garradalaighs are the Audreeana, a beast with the body of a bat-winged horse and a second, simian head that is known for its kindly nature; the Siddwynd, an enormous gossamer-winged lizard with an affinity for serpents and other reptiles; and the Tualleiaght, a many-limbed, burrowing monstrosity with a brilliant intellect and aptitude for linguistics.

A garradalaigh pact warlock stands out due to their unusual manipulation of arcane magic. Secrets taught to them by their curious benefactors give the warlock the ability to shape magic in curious ways to flummox or deny enemy spellcasters of any sort, as well as tap into the realm magic that other warlocks cannot learn.

Expanded Spell List

Spell Level Spells
1st         faerie fire, sleep
2nd         gust of wind, warding bond
3rd         blink, call lightning
4th         confusion, stone shape
5th         mislead, reincarnate

Additionally, garradalaigh pact warlocks that are also blooded scions may learn and cast realm magic from any class’s spell list, provided they possess the means -- they are the only warlocks capable of doing so. They begin play knowing any single level 1 realm spell and may learn others normally, obeying their maximum spell level as listed on their progression table.

These realm spells do not count against the warlock’s spells known.

Aura Sight

When the warlock selects this pact at 1st level, they gain a mystical second sense into which they can tap to detect supernatural or unwholesome effects. By using their action, the warlock can duplicate one of the following spells: detect evil and good, detect magic, or detect poison and disease. The warlock can use this ability a number of times equal to their Charisma modifier, and regain all uses of this ability after completing a long rest.

Draw Upon Source

A garradalaigh can innately draw upon the mebhaighl of the land to fuel its abilities, and it imparts this knowledge unto its warlock. Starting at 6th level, the warlock may steal a portion of a province’s Source to boost their spellcasting abilities. When you cast a spell that requires an attack roll or forces the target (or targets) to make a saving throw, you can draw upon the power of the land to make the attack roll with advantage or force the victims to save with disadvantage.

Once you use this feature, you can’t use it again until you finish a short or long rest. Drawing upon the power of the land in this manner alerts anyone who possesses a Source holding in the province, though they do not necessarily know the origin of the theft. The Source itself is unharmed by this meager draw.

Mystic Skin of Ancients

Starting at 10th level, the warlock may choose a single school of magic after completing a short or long rest. Until another school is selected through this feature, the warlock has advantage on all saving throws against spells from that school.

If the warlock is ever struck with a weapon forged of cold iron, the power of this ability is broken until the warlock can complete another short or long rest. Most standard metal weapons in Cerilia are assumed to be crafted of a common form of steel, and lack the “purity” of cold iron.

Duplicate Dweomer

Starting at 14th level, the warlock may respond in kind to any effect to which they are subjected. On the warlock’s turn, they may use one of their spell slots of the appropriate level to duplicate any one spell to which they were subjected in the time since their last turn (or since the beginning of the encounter, if they have not yet acted).

The warlock may do this as many times as they have spell slots available, and they must be among the targets affected by the spell they wish to duplicate (even if it is a spell that requires a saving throw at which they succeed). If the warlock lacks a suitable spell slot for the effect they were subjected to (i.e. of a higher level than the spells they can cast), they cannot use this ability.

For example, a 14th level garradalaigh pact warlock and her friends are subjected to the effects of a burning hands spell cast with a 4th level spell slot. The warlock, on her turn, may consume one of her spell slots to cast burning hands at the same level.

If the warlock were instead struck by a chain lightning spell and managed to survive, she could not cast chain lightning on her next turn because she lacks the ability to cast a spell slot of 6th level or higher.

Wednesday, August 3, 2016

5E Dark Sun Games

I have it in mind to run a 5th Edition Dark Sun game one of these days, in the infinite amount of free time I have at my disposal.* There are a few fan conversions out there, though sadly outdated from what I can tell based on when they were released. Unearthed Arcana had yet to gift us with its proposed vision for the Mystic, what would once be called a Psion or Psionicist. Since that particular entry and its subsequent updating emerged from the stained whiteboards of WotC offices, I've entertained what could be done with it in a Dark Sun game.

* This is a lie.

Of course, anyone choosing to play a mystic would be limited to tenth level based on the released progression (I feel in no way comfortable expounding upon it), and the player would need to be flexible enough to roll with changes as they need to happen, so... basically it'd be an extended playtest of playtest materials. Imagine that, using a beta test as a beta test, not a free final product to review!

Anyway, I found a couple pretty nice resources already for a mul and a thri-kreen, courtesy of these two products on the DMs Guild. I suspect many who once played thri-kreen unabashedly for their hilariously broken combat mechanics and potential would balk at the incarnation showing up in the latter product, but I tend to lean more towards balanced play rather than munchkinizing.

Goliath is already a good stand-in for half-giants, so I can save myself some time there too (especially since I wouldn't intend to resurrect the "I'm a psychotic bastard who changes alignment every day" shtick they used to have). I could probably spend time making Athasian subraces for elves, dwarves, and halflings, but I am getting a bit burnt out on subrace bloat. I'm not sure it's worth the effort yet, though I will likely capitulate at some point and design a few. Not sure what they'd look like; tell me what you think in the comments!

There's a few choice bits I would pilfer from other resources as well. In particular, Primeval Thule has a great rule for character literacy that works perfectly in Dark Sun -- the sorry state of the world plus the sorcerer-kings that dominate the setting's power structure do their respective parts to ensure that most regular people can't read or write. Without being a jerk and just reprinting the full text of the rule here, it basically has you roll an Intelligence check at creation with a DC based on your class (Barbarian is DC 20, Wizard is DC 0 and thus automatic) to determine if you are literate. You can reroll the check every time you gain a level.

What I am actively working on are elemental cleric domains. Athas has no gods (whether it ever had them or whether the Primordials killed/chased them off depends on edition incarnation of the setting as well as conflicting in-world sources), so clerics draw their power from elemental beings and forces. In a lot of ways, the relationship is like that of warlock pacts -- you make a bargain with entities and in turn they give you elemental power.

An example Fire cleric domain looks kind of like this, drawing inspiration from what they could do in Dark Sun's previous editions.

Obsidian Armaments. When you select this domain at 1st level, you are considered proficient in any weapon crafted from obsidian.
Touch of Flame. You know the produce flame cantrip, and it does not count against any of your cleric spell selections.
Channel Divinity: Ignite. At 2nd level, the cleric may use their Channel Divinity as a reaction when inflicting fire damage from any spell, weapon attack, or other ability they possess. They may pick any single target affected by one of these sources, and force it to make a Wisdom saving throw against their spellcasting DC or be engulfed in flames. At the beginning of the creature’s turn, they suffer 1d8 points of fire damage, and may repeat the saving throw at the end of their turn to end the effect. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
Channel Divinity: Ignore Flames. At 6th level, the cleric can expend their Channel Divinity to ignore the presence of fire for 1 minute. They can stride through flames, walk across the surface of lava (quickly), or stand in the breath of a fire drake and suffer no damage.
Igneous Armaments. Upon achieving 8th level, the fire cleric treats any obsidian weapon they wield as magical and deals an additional 1d8 points of fire damage with any attack made while wielding such a weapon. When you reach 14th level, the damage increases to 2d8.
Form of Flame. When the fire cleric reaches 17th level, they may use their bonus action to polymorph into a fire elemental. This form lasts for one minute or until the cleric uses a bonus action to return to their normal form. You revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The cleric cannot use this ability again until they complete a short or long rest. 

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of a fire elemental. You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the elemental. If the elemental has the same proficiency as you and the bonus in its stat block is higher than yours, use the elemental’s bonus instead of yours.
  • When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You may cast cleric spells that you have prepared. You can communicate with fire elementals even if you do not speak Primordial.
  • You retain the benefit of any features from your class, race, or other source and can use them if the elemental is physically capable of doing so. You cannot use any special senses unless the elemental also possesses them.
  • You can choose whether your equipment falls to the ground in your space or merges into your new form. The elemental cannot wear armor or wield weapons, or use equipped and attuned magical items. Equipment that merges with your form has no effect until you leave the form.

I fought with that formatting for like fifteen minutes to get it to look even half right. Blogger does not like copy-paste from Google docs.

The fire cleric is all about burning things, putting a spin on existing abilities such as the extra pain on attacks dealt by other cleric domains. The temporary fire elemental polymorph (based off what a druid can do in wild shape, plus some minor changes) is probably stupidly overpowered, but at 17th level, there's a lot worse things you could be doing.

There's also a handful of wild talents I came up with based off what 4E did, since wild talents were pretty freaky in 2nd edition; you could have one player who ended up with Feel Light (that is, tactile detection of photons, not a euphemism for weight loss) and another who rolled awesome and had Disintegrate. That's a bit too much of a power striation for my liking based on pure dice luck alone.

Body Equilibrium: You may use a bonus action on your turn to activate this talent. Until the end of your turn, you may move across liquid, soft, or brittle surfaces without falling through; this includes silt, mud, or water. You ignore the effects of difficult terrain from these sources as you skim along the top of the medium without falling through. If you end your turn while still standing on the surface, you fall through and become mired or consumed as expected for its depth.

Distant Sensation: As an action, you can activate this talent to choose a point or object you can see within 50 feet of your location. You can choose to hear, see, touch, smell, or taste -- but only one of these -- as though you were standing at that point or next to that object. To indulge another sense, you must use another action on your next turn.

Psionic Image: You use your action to create the image of an object no larger than Small in size that lasts while you concentrate, up to a maximum duration of 1 minute. You can change the nature of this object as an action on your turn while you concentrate. Its nature as a psychic projection is obvious and it cannot be used to fool anyone save in the most creative of circumstances.

Telekinetic Grasp: The character may use an action to telekinetically grasp a creature or object they can see within 30 feet. This object can weigh no more than 20 pounds or be larger than Small size, and cannot be held or carried by another creature. The character must concentrate to maintain the grasp, and can sustain it for no longer than 1 minute. While grasping the object, they character can move it at a speed of 20 feet as an action on their turn. 

If a creature is an unwilling target, then an attack roll is in order. The relevant ability for this attack roll is Wisdom, and the character may apply their proficiency bonus to the roll. 

There are no visual or aural cues that the grasp is being used, allowing caged prisoners to filch keys in silence, charlatans to perform seemingly inexplicable sleight of hand, or wealthy merchants to retrieve disobedient pets from the unreachable rafters of a villa.

Thought Projection: You may use your bonus action to convey a mental image or silent message of 10 words or fewer to any number of targets within 30 feet of you.


While they're not in presentable form yet, I am also drafting up some ideas for weapon qualities (such as obsidian which deals extra damage on crits, fragile which breaks on natural 1s, etc.) and Advanced Paths for campaigns that reach that point. The Advanced Paths are really interesting to work on, and are meant to be discovered through the acquisition of epic boons after you achieve 20th level. A defiler might discover and wish to pursue the Path of the Dragon to become one of those fierce contenders for total dominance, while a barbarian might choose the Path of the Warlord and lead a tribe of freed slaves to conquer the city-states. Although, don't ask me how defiling and preserving will work yet. I'm not happy with any of the ideas I've come up with and I'm not particularly satisfied with any of the ones I've seen. I'll happily take suggestions.

Sunday, July 17, 2016

Fighter Archetype: Black Knight

For a while now I've been fascinated by the implication of a warrior capable of walking the societal line between civilization and the monstrous world (without being one herself). This idea was introduced to me a long time ago, but it only fairly recently came back up when I was reading the old Rules Cyclopedia last year to engage in a bit of tabletop archaeology.

To wit, there is a path a fighter can take at 9th level called the avenger, which is the first use of it that I am aware of in D&D. It is a cleric-spell-wielding warrior that is the inferred diametric opposite to the paladin, one of two other level 9 fighter paths, and one of its most remarkable features is the ability to demand sanctuary from Chaotic monsters.

I've talked about this before, and how it makes my imagination go a little wild with the idea of an inferred monstrous society that exists outside of what humans, elves, and dwarves would recognize as civilized. Not only that it exists, but that there is a secret code among monsters that they must give this dark warrior succor at their request, lest they violate some primal agreement to which they are bound and risk a curse or visitation from angry demigods.

Well, as I lay awake late last night, I began dreaming up what this would look like in 5th edition. This probably wouldn't work in most campaign settings, but for the right ones, it could be really fun. I decided not to go with "avenger" this time around, since a class of the same name and decidedly different intent still exists in recent memory (I refer, of course, to 4th edition's divine striker class, which was pretty badass in its own right).

It's a variant/riff of Eldritch Knight, using warlock spells instead of wizard spells, and carrying a few extra abilities on top of that. I might have some pain points in my spell progression, and if it bears any similarities to other unofficial attempts at something similar, it is unintended (and I would appreciate it being mentioned so I can correct my error).

As with all of my blog works, this is a first draft, so feedback is welcome.

Black Knight


The Black Knight walks a line between the civilized world and the world of monsters. In a world where the cities of humanity and their allies are but points of light in a land of darkness, there exist warriors who walk in the shadow between the two societies. In that gloom, they battle the most dangerous of monsters, forging temporary alliances with those who are less inclined to wipe out civilization, and keeping skirmishes from exploding into all-out war that their societies cannot endure.

Due to their association with monsters, black knights are feared by most people in settled lands. They are given many names -- blackguards, shadow knights, and witchmen are but a few common terms used by commonfolk -- but few dare cross them, for black knights are fearsome opponents. While their goals are typically keeping monsters at bay, sometimes black knights fall to corruption and use their knowledge of civilized lands to lead armies of monsters against free towns and lesser kingdoms.

Fell Powers


Beginning when you choose this archetype at 3rd level, you may learn and cast a small number of warlock spells.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spells Slots. The Black Knight spellcasting table shows how many spell slots you have, as well as what level those slots are; all of your slots are the same level. To cast a warlock spell, you must expend an associated spell slot, and must have a slot level equal to the level of the spell you wish to cast. You regain all expended spell slots when you finish a short or long rest.

Spells Known. At 3rd level, you know two 1st level spells from the warlock spell list. The Spells Known column of the Black Knight spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown on the table's Slot Level colum for your level.

Additionally, when you gain a fighter level after selecting this archetype, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for warlock spells, as they are dark reflections of your force of will and association with monstrous entities. Use Charisma whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Invocations


You known a small number of eldritch invocations from the warlock invocation list. You can learn any invocation whose prerequisites you meet, but increase the level requirement by two for any invocations that have a level requirement. For example, the Ascendant Step invocation normally has a requirement of 9th level; you must be 11th level in order to take this invocation. Whenever you gain a level in fighter after you have selected this archetype, you may choose to replace any one invocation that you know and replace it with another invocation that you could learn at that level.

Black Knight Spellcasting



Fighter Level
Cantrips Known
Spells Known
Slot Level
Invocations Known
3rd
2
2
1st
0
4th
2
3
1st
1
5th
2
3
1st
1
6th
2
3
1st
1
7th
2
4
1st
1
8th
2
5
2nd
2
9th
2
5
2nd
2
10th
3
6
2nd
2
11th
3
7
2nd
2
12th
3
7
2nd
3
13th
3
8
3rd
3
14th
3
9
3rd
3
15th
3
9
3rd
3
16th
3
10
3rd
4
17th
3
10
3rd
4
18th
3
10
4th
4
19th
3
11
4th
4
20th
3
12
4th
5

Pact Boon


When you choose this archetype, you also select a monstrous or otherwordly patron that is the source of your dark powers. You gain one of the following features of your choice.

Pact of the Aegis

You learn a ritual that binds a suit of armor to you. You perform this ritual over the course of an hour, which can be done during a short rest. The armor must be within your reach for the duration of the ritual, during which time you anoint it with sacred oils and etch it with mystical runes. Once this ritual is complete, you may summon the armor onto your body through the use of a bonus action.

You may also include one shield, one helmet, one pair of boots, and one pair of gauntlets with the suit of armor, at your option.

Pact of Arms

You can use your action to create a pact weapon in your empty hand. You choose the form the weapon takes at the time it is created. You are proficient with the weapon while you wield it, and the weapon counts as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.

The weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon, anointing it with sacred oils and etching it with mystical runes. You perform this ritual over the course of an hour, which can be done during a short rest. You can then dismiss the weapon, shunting it to a shadowy dimension until you call it to your hand using this ability. You cannot affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you perform a ritual to break your bond to it. The weapon appears at your feet if it is in the shadowy dimension when the bond breaks.

Pact of the Brand

You gain the service of a monstrous creature that acts as your protector, messenger, and sycophant. Choose a monster that has a challenge rating of 1 or lower that belongs to one of the following types: fey, fiend, humanoid, monstrosity, or undead. Add your proficiency bonus to the monster's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your fighter level, whichever is higher.

The monster obeys your commands to the letter, branded with your personal mark to never fall out of line. This brand is a visible mark created by dark magic somewhere on its body. It will never attempt to deceive or disobey you regardless of compulsion from other entities; it is immune to effects that would charm it, since it is considered permanently charmed by you. It takes its turn on your initiative, though it does not act unless you command it to. On your turn, you can verbally command the monster where to move (no action required). You may use a bonus action on your turn to command it to take the Attack, Dash, Disengage, Dodge, or Help action.

If the monster dies, you may use the power of the brand to restore it to life (or unlife, if the creature is undead) during a long rest. In this way, the creature is forever bound to your service until you yourself are slain.

The monster can be sent to perform actions on your behalf away from you, such as guarding mounts and campsites, carrying messages to far-off individuals, or maintaining a stronghold.

Black Knight's Demand


A Black Knight does not request, they command. Upon reaching 7th level, you are considered proficient and double your proficiency bonus when using the Charisma (Intimidation) skill. Furthermore, you may use a bonus action to command one creature to flee from your sight. The creature makes a saving throw against your spellcasting ability or is frightened for one minute. You cannot use this function of the ability again until you complete a short or long rest.

When approaching a lair of monsters, you may demand parley and sanctuary. For as long as you refrain from engaging in combat or stealing from your benefactors, the monsters are beholden not to attack you for 24 hours. As soon as this time expires, or you leave the monsters' territory, the sanctuary provided by this ancient agreement is void and you are subject to the monsters' natural appetites.

The monsters you affect with this demand must be intelligent and capable of speech, and neither you nor your comrades must engage in any hostile behavior as outlined above or the sanctuary is broken. Repeated uses of this ability to sneak into monstrous lairs in order to get close to (and assassinate) their leaders may cause additional attempts to fail as word spreads of the Black Knight's iniquity.

Malefic Strikes


When you reach 10th level, you add your Charisma modifier to the damage of successful weapon attacks.

Malefic Countenance


At 15th level, whenever you cast a warlock spell from your list of known cantrips or spells, you are enveloped in an aura of terror. Creatures that attempt to strike you with melee attacks are at disadvantage until the end of your next turn.

Exarch of Entropy


Starting at 18th level, the Black Knight becomes a maelstrom of destruction in battle. When you take the Attack action or cast a spell, enemies within 20 feet of you immediately suffer damage equal to your Charisma modifier. Half of this damage is necrotic, and half is psychic (round fractions in favor of necrotic).

Tuesday, July 12, 2016

Five Doomed Souls

Tonight my live gaming group created characters for Ravenloft. It's my first time venturing into third party resources for the purposes of character creation, and the end result looks intriguing.

The group consists of five players. Three of them played in the previous Ravenloft campaign I ran, but only one has opted to play a returning role. This character is a halfling rogue, using the Assassin archetype, and is one of two completely core-rules characters. Next up we have a sorcerer with the Draconic bloodline, fairly standard as rules go, but new to the group and possessed of a fun backstory that will work really well with the goings-on in Barovia.

For the other three players, we delve elsewhere.

I've been fascinated by the stuff being put out via the DM's Guild. I admit, I had some serious concerns with the quality of products that would get churned out en masse by every Tanis, Drizzt, and Elminster (I mean, they let just any old marsupial create and blog about crap these days, right?), but the cream really does seem to rise to the top.

As it pertains to Ravenloft, there are two great products I found, the Ravenloft Archetypes: Nightmares of Barovia and Ravenloft Archetypes II: Core Domains Adventurer's Guide. The former is a fairly light document and contains the Oath of Blood for paladins, which one of the players picked. In short, you play as someone fighting the curse of vampirism, though it does have some pretty damn powerful elements for consideration (you are SUPER durable once you hit 3rd level). I might have to do some house ruling if it gets to be too much, but this guy is the front-liner of the group and there's no healing-capable character in the party.

The latter book, though, was really impressive. It's a bonafide Ravenloft version of the Sword Coast Adventurer's Guide, exactly what its creator set out to make it. Within there is a new class, the metaphysicist, which another of the players picked because of the character concept she had in mind. It makes some interesting blends of arcane and psychic powers. It's one part Van Helsing, one part Faust, and one part Miss Cleo. It's actually kind of fascinating conceptually, but I have no idea how it will play out mechanically yet in comparison to the two core classes in the group.

Finally, there exists a pugilist put out by Sterling Vermin that the final player was very interested in playing. It's a riff off of monk, and has gone through a number of iterations. The final product is pretty solid, though there are a few things that have been points of contention among my friends in the blogosphere. There's an archetype (fight clubs, in pugilist vernacular) in their second product that smacks of Robert Downey Jr.'s Sherlock Holmes, being focused around investigation and then punching things when they get out of hand.

There's a lot that can go wrong here, mind you, given that I have allowed the tabletop equivalent of a pot luck to happen. But all of the assembled players are veteran gamers, and I'm confident there will be responsible play.

I did have the opportunity to do the initial Tarokka reading to determine some aspects of the campaign as well, and Strahd ends up making his stand in the perfect and most fitting place.

My excitement grows.

Monday, July 4, 2016

Council of Wyrms, v2.3

Happy Independence Day! Nothing fancy today, just wanted to get this out of the way.

I've made a couple updates to the document and uploaded a new version here.

The complete change list:
  1. Corrected references to what saving throw is relevant to a given breed's breath weapon (green and white are Constitution saves, most others are Dexterity, etc.).
  2. Corrected the Wild Gods Warlord's armor class and spell list, since barkskin was pretty worthless for it.