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JNAProductions
2017-11-05, 08:04 PM
Companion to this (http://www.giantitp.com/forums/showthread.php?541142-Tactics-And-Leadership-A-5E-Class-Contest&p=22540621#post22540621) contest. Same rules as before, but instead of a class, you should create something else. A race, subclass, magic item, monster, organization... Anything you like!

Rules and deadlines can be found in the main thread. There is one change, though-you may enter up to three things in this contest, but they must all be from different categories.

Chatter is here (http://www.giantitp.com/forums/showthread.php?541143-Tactics-And-Leadership-A-5E-Contest-Chatter-Thread).

JNAProductions
2017-11-05, 11:33 PM
Programmed Alpha
Huge Construct, Lawful Neutral

Armor Class 22 (Natural Armor)
Hit Points 338 (25d12+175)
Speed 40'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


26 (+8)
10 (0)
24 (+7)
18 (+4)
16 (+3)
16 (+3)



Skills Athletics +14, Perception +9
Damage Immunity Poison
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-adamantine weapons.
Condition Immunities Poisoned, Exhausted
Senses Darkvision 120', Blindsense 10', Passive Perception 19
Languages Common, Lawful
Challenge 22


Dictates Despite being the leader of the Programmed, a Programmed Alpha still must follow a series of rules. The rules of an Alpha are as follows:
-No preemptive strikes (ambushes are acceptable against designated foes)
-Lead from the fore
-Minimize harm to their own forces
Unlike other Programmed, Alphas' dictates are rather broad, but they still cannot be ignored.

Axiomatic Nature A Programmed may never be forced to act against its Dictates.

Regeneration An Alpha recovers 5 HP at the start of its turn.

Magic Weapons An Alpha's attacks are treated as magical.

Many-Armed An Alpha may grapple up to 8 targets (one in each limb), so long as each target is Medium or smaller. A Large target takes two limbs, a Huge takes four, and larger takes all eight. In addition, they may grapple any size of creature without disadvantage and with success (on a usual opposed check) so long as they have the appropriate number of limbs available. Note that usually two limbs are used to wield the Greatblade.

Magic Resistance The Alpha has advantage on saves against magical effects.

Actions


Slam Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 3d8+8 (22) bludgeoning damage.

Greatblade Melee Weapon Attack: +14 to-hit, reach 15', one target. Hit: 3d12+8 (28) slashing damage.

Wristbow Ranged Weapon Attack: +6 to-hit, range 50'/200', one target. Hit: 2d10 (11) piercing damage.

Sweeping Blow Melee Weapon Attack: All creatures in a 15' cone must make a DC 22 Dexterity saving throw or take 3d12 (20) points of slashing damage as the Alpha sweeps its greatblade along the ground. On a success, they instead take half damage. (If the Alpha is somehow disarmed of his Greatblade, he may instead Sweep with his Slam-in which case, it is a 10' cone for 3d8 (14) points of damage.)

Hit And Fade The Alpha makes a single attack and then Disengages.

Pushback The Alpha makes a single attack. Anyone damaged by the attack is immediately subject to a Shove attempt from the Alpha.

Extra Attack 4 The Alpha makes five attacks in any combination of Slams, Greatblades, Wristbows, Sweeping Blows, and other attack actions (such as grappling).

Bonus Actions


Dictating The Alpha adds a new Dictate to another Programmed within 60' The Dictates he may add as are follows:
-Kill-The Programmed adds the Alpha's proficiency bonus (6) to all damage rolls.
-Live-The Programmed may make a single attack as a bonus action while performing the Dodge or Disengage action. (A Gamma may instead perform a Healing action.)
-Detonate-The Programmed explodes on its next turn as an action, dealing its remaining HP in force damage to all creatures within 5' (tiny Programmed), 10' (small or medium Programmed), 20' (large Programmed), or 30' (huge Programmed) if it fails a DC 8+the Programmed's proficiency bonus+its Constitution modifier Dexterity save, and half damage on a success.
This new Dictate lasts for one minute (ten rounds), after which the Programmed shuts down for 1d4 rounds as it reboots. While shut down, treat the Programmed as incapacitated and unable to move. Multiple Dictates can be stacked, however, if two Dictates are stacked, then each round counts for double for the time limit before it shuts down, and it must spend 2d4 rounds rebooting.

The Alpha may instead attempt to impose a Dictate on non-Programmed. It selects any one Dictate from any Programmed, and if the target within 60' fails a DC 18 Wisdom save, it must follow the Dictate for one minute. The target may repeat the saving throw at the end of each round.

Reboot The Alpha shuts down for up to five rounds. While shut down, it gains resistance to all damage and recovers 5d10 (28) points of damage each round, in addition to its usual regeneration, but is incapacitated and cannot move. It must choose how many rounds to shut down when it first deactivates.

Reactions


Retaliate The Alpha makes a single attack that must include the person who attacked it.

Reflect The Alpha adds 6 to its AC against this attack or adds 6 to its saving throw (if it requires one). If the Alpha was the sole target and the attack misses/effect fails, the Alpha may immediately reflect the attack back on whoever initiated it.

DCR starts at 18 (338 HP), but then goes up to 19 (Regen) and then 20 (AC 22). Reflect and Reboot, I think, should up it to 21.

OCR is, assuming a routine of five Greatblades, is 20, +2 for good hit bonuses, for 22.

It's got a few other abilities, so let's round up to 22.

Programmed Beta
Medium Construct, Lawful Neutral

Armor Class 20 (Natural Armor)
Hit Points 210 (20d8+120)
Speed 50'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
22 (+6)
22 (+6)
16 (+3)
14 (+2)
14 (+2)



Skills Athletics +9, Acrobatics +11, Stealth +11, Sleight of Hand +11
Damage Immunity Poison
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-adamantine sources.
Condition Immunities Poisoned, Exhausted
Senses Darkvision 100', Passive Perception 12
Languages Common, Lawful
Challenge 16


Dictates A Programmed Beta must follow a series of rules, as all Programmed must do. A Beta's rules are as follows:
-Retreat from a losing fight
-Harass when possible, avoid engaging directly
-Prey on the weak

Axiomatic Nature A Programmed may never be forced to act against its Dictates.

Magic Weapons A Beta's attacks are treated as magical.

Sneak Attack Once per turn, a Beta may inflict an extra 10d6 (35) points of damage on an attack, so long as the attack was made with advantage, or the Beta has an ally adjacent to their target and does not have disadvantage on the attack.

Actions


Poisoned Blade Melee Weapon Attack: +11 to-hit, reach 5', one target. Hit: 1d8+6 (11) slashing or piercing damage, and the target must take a DC 14 Constitution save or take an additional 6d6 (21) points of poison damage, with no damage on a successful save.

Wristbow Ranged Weapon Attack: +11 to-hit, range 100'/400', one target. Hit: 2d6+6 (13) piercing damage.

Stealth Field The Beta casts Invisibility on itself. This is not a magical effect.

Extra Attack 2 The Beta makes three Wristbow, Poisoned Blade, or other attack actions.

Bonus Action


Overcharge Stealth Fields The Beta may, once per short rest, cause its Stealth Field to overcharge for 3d4 rounds. While overcharged, Stealth Field casts Greater Invisibility rather than Invisibility. After overcharging, the Stealth Field will not function for another 2d4 rounds.

Reaction


Swap The Beta, when targeted by an attack, swaps places with someone who is adjacent to it. If the target is willing (other Programmed of lesser rank are always considered willing, and Alphas are usually willing) this happens automatically. If the target is unwilling, it makes a contested Acrobatics or Athletics against the Beta's Athletics. On a tie or failure, the Beta and target are unmoved, but if the Beta succeeds, the target and itself switch places.

DCR starts at 10 (210 HP), but immediately jumps to 11 due to AC. I'll add up to 12 for Swap, then 14 for Stealth Field.

OCR is (35+13+13+11+21=93) 15, +1 for hit bonus. So 16. Add 2 for Stealth Field, and you get 18.

Total CR is 16.

Programmed Gamma
Large Construct, Lawful Neutral

Armor Class 18 (Natural Armor)
Hit Points 173 (15d10+90)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
10 (0)
22 (+6)
14 (+2)
12 (+1)
12 (+1)



Damage Immunity Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 80', Passive Perception 11
Languages Common, Lawful
Challenge X


Dictates A Programmed Gamma must follow a series of rules, as all Programmed must do. A Gamma's rules are as follows:
-Protect superiors
-Do no harm
-Protect noncombatants

Axiomatic Nature A Programmed may never be forced to act against its Dictates.

Actions


Pushback Melee Weapon Attack: +3 to-hit, reach 10', one target. Hit: The target is pushed back 10'.

Area Shove Melee Weapon Attack: All creatures in a 10' cone must make a DC 15 Strength save or be pushed back 5' from the Gamma.

Heal Melee Spell: One target within 10' is healed for 2d10+2 (13) points of damage.

Ranged Heal Ranged Spell: One target within 120' is healed for 2d6+2 (9) points of damage.

Multi-Heal The Gamma makes four Heal or Ranged Heal actions.

Bonus Action


Ward The Gamma Wards an ally within 10'. So long as that ally remains within 150' of the Gamma, it halves all damage it takes. The Gamma takes the other half. If multiple Gammas ward one target, damage is split evenly between them all.

Honestly, no clue how to CR these guys. They have no offense-as such, they're useless on their own. But they provide potent heals to friendly targets.

Programmed Epsilon
Small Construct, Lawful Neutral

Armor Class 16 (Natural Armor)
Hit Points 75 (10d6+40)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


8 (-1)
14 (+2)
18 (+4)
12 (+1)
10 (0)
10 (0)



Skills Acrobatics +5
Damage Immunity Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 60', Passive Perception 10
Languages Common, Lawful
Challenge 2


Dictates A Programmed Epsilon must follow a series of rules, as all Programmed must do. An Epsilon's rules are as follows:
-Buff, don't beat
-Sacrifice for superiors
-Stay till the end

Axiomatic Nature A Programmed may never be forced to act against its Dictates.

Actions


Short Sword Melee Weapon Attack: +5 to-hit, reach 5', one target. Hit: 1d6+2 (6) piercing damage.

Haste The Epsilon casts Haste.

Slow The Epsilon casts Slow, targeting no more than two creatures. DC is 12.

DCR is pretty basic. 75 HP is 1, +1 for AC, for 2.

OCR is a touch harder. I'll assume they haste themselves, for two attacks, and 12 damage. That's 1, with +1 for hit bonus.

In other words, CR 2. But much more dangerous in groups or with friends, like that Alpha.

Programmed Zeta
Tiny Construct, Lawful Neutral


Armor Class 14 (Natural Armor)
Hit Points 28 (5d4+15)
Speed 25'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


8 (-1)
14 (+2)
16 (+3)
10 (0)
8 (-1)
8 (-1)



Damage Immunity Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 40', Passive Perception 9
Languages Common, Lawful
Challenge 1/8


Dictates A Programmed Zeta must follow a series of rules, as all Programmed must do. A Zeta's rules are as follows:
-Swarm the enemy
-Run if alone
-Explode when below 25%

Axiomatic Nature A Programmed may never be forced to act against its Dictates.

Actions


Slam Melee Natural Attack: +4 to-hit, reach 1', one target. Hit: 1d4-1 (2) bludgeoning damage.

Explode The Zeta explodes in a shower of parts. All creatures within 5' must make a DC 13 Dexterity saving throw or take 2d10 (11) points of force damage, half on a success.

DCR is 1/8th.

OCR is also 1/8th.

Ninja_Prawn
2017-11-07, 02:41 PM
I guess I can throw something together...

Synchronised Sending
4th-level evocation

Casting Time: 1 Action
Range: Unlimited
Components: V, S, M (a bundle of copper wires)
Duration: Instantaneous

You send a short message of twenty-five words or fewer to any number of non-hostile creatures. You do not need to specify individual creatures; you could use this spell to contact all members of the town guard or all allied soldiers in an army's vanguard. All of the creatures hear the message in their minds and recognize you as the sender if they know you. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message, even if you do not share a language.
You can send the message across any distance and even to other planes of existence with no penalty.

Morphic tide
2017-11-08, 12:19 PM
The Oath of Courage bonds a Paladin to uphold valor amongst not only themselves, but also their compatriots. Inspiring their fellows with divine power much like a Bard does through music, they draw out greater force than nearly any other can. Known to some as Harmonious Knights, and to others as Champions of Valor, they make it far more difficult to truly defeat whatever side they stand on.

Tenants of Courage:


Valor: In the face of danger, never back down unless failure is inevitable.
Leadership: Never be content with merely ordering, lead by example.


Oath of Courage Spells:



Paladin level
Spells


3rd
Heroism, Healing Word


5th
Enhance Ability, Prayer of Healing


9th
Protection from Energy, Mass Healing Word


13th
Stoneskin, Death Ward


17th
Dispel Evil and Good, Mass Cure Wounds



Channel Divinity:
When you take this Oath at third level, you gain the following two Channel Divinity options:


Inspire Courage: As a bonus action, you may select a creature within 30 ft. of you that is not of an opposite alignment, such as being Chaotic Evil if you are Lawful Good. That creature gains one Inspiration die, a d8. This die may be used during a roll for an ability check, damage roll or saving throw within 10 minutes of gaining the die, adding the result of rolling this die to that roll. The inspiration die may be used after the initial roll, but only before the result is determined to have succeeded or failed.
Fervor: As a bonus action, you may expend five points of your Lay on Hands pool to restore health equal to your Charisma modifier to all friendly creatures in 30 ft. of you. They may also expend hit dice to heal, as if they had taken a rest, using your Charisma modifier in place of their Constitution modifier if it is higher.


Inspiring Radiance: Starting at 7th level, whenever you use Divine Smite, you may give yourself or another creature not of opposite alignment within 10 ft. of you a number of d8 Inspiration dice, as described in Inspire Courage, equal to the number of extra damage dice given by the Divine Smite instead of the extra damage dice. Only one of these Inspiration dice can be used on any single roll. At 18th level, the range increases to 30 ft. and you may divide the Inspiration dice between a number of targets not exceeding your Charisma modifier.

Inspire Heroism: Starting at 15th level, you gain an extra number of uses of Channel Divinity equal to your Charisma modifier each Long Rest. Additionally, creatures with more than one of your Inspiration dice within 20 ft. may use two of them on a single roll, instead of being limited to only one.

Heroic Presence: Starting at 20th level, you and friendly creatures within 30 ft. of you gain temporary HP equal to your Charisma modifier at the start of each of your and their turns and you and they are immune to being frightened. The temporary HP only lasts a single round, and as such fades if a friendly creature begins their turn farther than 30 ft. from you.

Devcon1
2017-12-04, 12:22 PM
J’zzalshrak
Huge fiend (demon), chaotic evil
Armor Class 22 (natural armor)
Hit Points 319 (22d12 + 176)
Speed 40 ft., fly 80 ft.STR 29 (+9) DEX 16 (+3) CON 26 (+8) INT 22 (+6) WIS 24 (+7) CHA 22 (+6)Saving Throws Dex +10, Con +15, Wis +14
Skills Arcana +13, Insight +14, Intimidation +13, Perception +14
Damage Resistances acid, cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 25 (75,000 XP)


Confusing Gaze. When a creature starts its turn within 30 feet of J’zzalshrak and is able to see her eyes, J’zzalshrak can magically force it to make a DC 21 Charisma saving throw, unless she is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see J’zzalshrak until the start of its next turn, when it can avert its eyes again. If the creature looks at her in the meantime, it must immediately make the save.

Innate Spellcasting. J’zzalshrak’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, detect magic, spiritual weapon (8th level spell, 4d8 + 6 force damage on a hit, appears as a scimitar)
3/day each: aura of vitality, create undead (9th level, mummies only), dispel magic, guardian of faith, insect plague
1/day each: teleport

Legendary Resistance (3/Day). If J’zaalshrak fails a saving throw, she can choose to succeed instead.

Magic Resistance. J’zaalshrak has advantage on saving throws against spells and other magical effects.

Magic Weapons. J’zaalshrak’s weapon attacks are magical.

Spider Climb. J’zaalshrak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler. J’zaalshrak can burrow through solid rock at half her burrowing speed and leaves an 8-foot wide, 12-foot high tunnel in her wake.

Actions
Multiattack. J’zaalshrak makes five attacks: four with her claws and one with her mandibles.

Mandibles. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 11 (2d10) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Acid Spray (Recharge 5-6). J’zaalshrak spits acid in a line that is 60 feet long and 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.

Leadership (Recharges after a Short or Long Rest). For 1 minute, J’zaalshrak can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand J’zaalshrak. A creature can benefit from only one Leadership die at a time. This effect ends if J’zaalshrak is incapacitated.

Legendary Actions
J’zaalshrak 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. J’zaalshrak regains spent legendary actions at the start of her turn.

Charge. J’zaalshrak moves up to her speed.
Claw. J’zaalshrak makes one claw attack.
Command Ally. J’zaalshrak targets one ally she can see within 30 feet of her. If the target can see and hear J’zaalshrak, the target can make one weapon attack as a reaction and gain advantage on the attack roll.
Survey the Battlefield. J’zaalshrak makes a Wisdom (Perception) check.

J'zaalshrak's Lair

J'zaalshrak's lair is any battlefield between demons and devils that she has a leading role in. These battlefields become ever bloodier, as demons, devils, and any other combatants slowly grow ever more violent and mad from her presence.
Madness of J'zaalshrak

If a creature goes mad in J'zaalshrak's lair or within line of sight of the demon, roll on the Madness of J'zaalshrak table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide (pg. 258) for more on madness.


d100
Flaw (lasts until cured


01-20
"If anyone even looks at me wrong, I'll cut them down!"


21-40
"I consider everyone else to be beneath me."


41-60
"I tolerate no disobedience, and anyone who dares disobey me will pay the price."


61-80
"When in battle, I am overcome with a bloodlust and won't back down until all my enemies are dead."


81-100
"If something dares oppose me, I will consider all of its kind as my enemies."




Lore

Of all the demon lords of the Abyss, few have devoted themselves to the battle between demons and devils, the infamous Blood War, as much as J'zaalshrak, the Errant General. Despising the devils perhaps more so than any other demon, she leads the abyssal hordes against the infernal legion, tearing into the devils like a living war machine.

While J'zaalshrak is often depicted as a giant, black beetle, her true form is that of a huge, black, beetle-like creature that greatly resembles an umber hulk. Her four massive arms end with wicked claws, and her mandibles drip with potent acid. Beneath her back shell lies a pair of massive insectoid wings that can propel the general fast enough to close in on all but the fastest opponents.

J'zaalshrak, when not solely focused on her next battle, frequently sends out her more powerful demons to search out and "recruit" other promising demons (or any demon they can find when her army's numbers begin to thin) to her war efforts. J'zaalshrak herself sometimes seeks out promising new demon lords who have just came to power, appearing to want to form "alliances" with them, when in actuality she merely seeks to subjugate them.

The cult of J'zaalshrak is not as expansive as those of other archfiends, as J'zaalshrak, most of her time devoted to waging war upon the Nine Hells, has done little to further it. Most of her worshipers are comprised of insectoid-like beings, notably umber hulks and thri-keen, though others, such as derro and ogres, have found their way into her worship. Those who serve her become notably more violent than usual and often warmongering, especially towards devils. Often times they use rituals to summon devils, simply for the satisfaction of killing them, or worse, to imprison and torture them, never allowing them to die so as to prevent them from returning to the Nine and escaping their torment.

One of the most notable of her servants is Bzallin, a powerful lich who is most infamous for the creation of "Bzallin's Blacksphere", a specially designed Sphere of Annihilation that, through a modified Talisman of the Sphere, Bzallin could modify the size of. While the original Blacksphere was said to be destroyed by a band of adventurers ages ago, rumors persist among planar denizens that Bzallin has been at work creating several more to be used by J'zaalshrak as weapons of mass destruction.

J'zaalshrak's symbol is a severed pit fiend head impaled by two crossed mandibles.