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Thread: Ancient Realms

  1. - Top - End - #61
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    (Thanks for posting!)
    Quote Originally Posted by Tawmis
    However, Lawful Good, by definition can still be an ********.
    You can still follow all the laws and be a complete arse-hat to people.
    Well, yes. (Because no one is perfect.)
    Hence the Batman Meme "Lawful Good Doesn't Mean Lawful Nice!"

    Quote Originally Posted by Tawmis View Post
    It's interesting - because to me, Lawful Good is someone who "obeys the laws."
    So for example, Lawful Good doesn't j-walk, doesn't steal, beat up people for no good reason.
    To me: all of the Lawfuls tend to do those things.
    When they beat up people, there is always a reason and a purpose in doing so.

    Good people can have nasty beliefs (Elitist) and habits (Rude).

    Evil people can still care about family and those they feel are True Friends
    (There's lots of RL examples of both, but that's kinda not allowed for posting)

    Lawful people might J-walk when they are in a hurry and there's no traffic, especially if there isn't anyone to witness.

    I've always advocated that Chaotic (Good) don't just disobey the Laws for no reason. (But might punch the cop trying to arrest them at a protest) The difference is that once in front of the Judge, CG behave themselves (mostly to be seen as a nice person, where CN would do so to avoid more - unwanted - trouble) where a CE person will most likely refuse to shut up.

    LG would seek to have Laws that benefited the community the most: promoting mutual support and punishing violence. They would support: Shelter for the Homeless and Soup Kitchens, with Social Events (Sports for Kids, Elderly Bingo, etc) and related.

    CG might want more camping areas and locations where tent towns are allowed.
    More parks and places to meet others.

    LN would mostly support infrastructure: Roads, Bridges, Libraries, Court Houses.

    LE would support laws to restrict access to weapons and armor. More Court Houses but also lots of Prisons. Anyone found guilty of a crime can expect at least a fine; and being put in jail (if not prison) is common.

    I'm not really good with CN PCs, (IMO) they just seem to be more Just Leave Me Alone - Or Else! types.

    TN wouldn't bother showing up at the protest, and if they happened to been there (shortcut home, etc) and arrested - they might spring for a lawyer to not get a stain on their record.

    I Like using Aladdin as my Go To for a LG thief.
    (Aladdin = Expertise: Sleight of Hand, Athletics; Persuasion and Insight)
    (To me Robin Hood was like a 14th level Deepstalker Ranger with maybe a 6 level dip in Scout Rogue. Expertise on Stealth, Athletics, Sleight of Hand and Deception. Uses Disguise Kit and Thieves Tools)

    Sure, (IiRC in the cartoons that did his backstory) Aladdin had to see how his stealing from the common folks hurt them, to realize that what the others were doing was wrong. After then he only stole what he needed, and only from the richest of the merchants in the marketplace. (This was shown more in the Cartoons than the movies)
    Technically, Aladdin was never caught, which is - in part - his loophole.

    Technically, Jafar could be seen as LE.
    He kept within the Laws (charming the Sultan was his loophole) even to the point of wanting to marry Jasmine to become the Sultan, at least until he got Genie's Lamp.
    But even here, his behavior was still mostly Lawful. Up to him becoming the Evil Genie - this might be enough to shift to more CE, because he knew he had the power to flaunt the (mortal) Laws.
    Last edited by Great Dragon; 2019-11-11 at 02:58 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  2. - Top - End - #62
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    Quote Originally Posted by Tawmis View Post
    Since this is for an NPC - I kept this short and sweet. Explained how she becomes an assassin, but still be Chaotic Good.
    Left plenty open for what may have happened between the gap of years, if you wanted to explore that further...
    Anyway - here you go!
    I like it!
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  3. - Top - End - #63
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
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    Default Re: Ancient Realms

    This was a 3x D&D spell.

    Summon Undead 1st level
    Necromancy
    Range 60 feet
    Duration: Concentration up to an hour.
    Components: V,S,M (a 100 gp Black Pearl)

    This spell calls forth two Zombies or Skeletons that will obey the caster's commands for the duration or until destroyed. These undead do not count against the total number of controlled undead the caster can have.

    Upcasting calls forth either eight of the above, or any combination of undead up to the CR equal to the level of the spell.

    (Still trying to figure out if this is fairly balanced...)
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  4. - Top - End - #64
    Troll in the Playground
    Join Date
    Jan 2006
    Location
    Protecting my Horde (yes, I mean that kind)

    Default Re: Ancient Realms

    Quote Originally Posted by Great Dragon View Post
    What sets Lawful Good apart - other then being the Nicest Goody Two Shoes?

    What about Lawful Evil - besides being the Meanest Tyrant this side of Andromeda?

    Can Chaotic Evil be anything beyond a Destructive Anarchist?

    Are Chaotic Good nonviolent rebels?

    Are Neutral Good forever seen as merely Hippies?

    Are Neutral Evil just lazy opportunists, but very cruel when they strike?
    To answer in brief:

    LG: believes that laws, rules, traditions are the way to a better world and works to make those things happen. They are benevolent, but they don't have to be nice. That doesn't mean a LG character wont lie, that's a paladin deal in some editions.

    CG: believe that laws, rules, traditions shouldn't hinder anybody from being who they are or restrict individual freedom. They're V's idealized "Land of Do as You Should" from V for Vendetta, rather than his actual activities.

    NG: somewhere in between LG and NG. I would suggest that most people that are Good are ambivalent on the law/chaos axis and thus do what is right in the moment. Sometimes that's traditions/laws/whatever other times its personal freedom.

    LE: The evil dictator, the corrupt attorney, Doctor Doom. These character take what they can within the rules, or the setup the rules so they can rule. Alternatively they have the same outlook as a LG character, but they aren't benevolent in any way.

    CE: an individualist with a sadistic streak. They see personal freedom as the only option, specifically their personal freedom to do what they want when they want. This doesn't mean they're a scenery chewing cardboard cut out villain. CE can be nuanced, but the core is "me, me, me".
    Last edited by Beleriphon; 2019-11-12 at 12:31 PM.

  5. - Top - End - #65
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
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    Portland, Oregon
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    Default Re: Ancient Realms

    @Beleriphon: Thanks for posting!
    I've shared your response with the players and will let you know what they thought in return.
    Edit - No direct comments, yet.

    Posted by Player 2:
    This is pulled from a tumbler post, not my own words.

    Alignments in summary

    Lawful: Rules matter more to me than individuals.

    Chaotic: Individuals matter more to me than rules.

    Good: Other people's well-being matters more than my own.

    Evil: My well-being matters more than other people's.

    Neutral: My opinion of what's most important matters is determined on a case-by-case basis.
    Last edited by Great Dragon; 2019-11-15 at 09:39 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  6. - Top - End - #66
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    Moved
    Here is the challenge from my Frontiers Group (now on Tue)
    Three players are missing; three regular Players and another New Player joins. I offered to run something for the PCs, that would be seperate. (No one wanted to ruin the current situation in the Campaign)

    Player Characters
    Scourge Aasimar Celestial Warlock; Changeling Mastermind Rogue;
    sHuman Hunter Ranger; vHuman Life Cleric

    They accepted and so - I literally jumped into Donjon and pulled up a random Encounter that had 10 choices. I picked Young Black Dragon, and then used the Random Dungeon to get a location where said would be.

    The party appears in a randomly rolled (1d20 by a player) room and they encounter a Fire Elemental. Short fight. No problem.

    Hints of water and the smell of rotting vegetation were given.

    Next they go out into the hallway, and the Celestial Warlock scouts ahead and gets ambushed by a Cloaker. Slightly tougher fight. But, victory is theirs.

    Next they set off the acid trap, and after they enter the room, the hallway behind them has heavy blocks slamming down - forcing the rest into the room and cutting off retreat.

    Encounter with Young Black Dragon.
    Rather tough fight, but Dragon brought down to 1 HP in four rounds!
    Dragon barely escapes.

    Treasure Room:
    Gloom Weaver Shadar-Ki with Greater Invisibility.
    two attacks 1d8+4 piercing plus 26 (average) necrotic damage a hit, PLUS being able to cast a 1 action spell a round, dropped two PCs (they got back up) and then re-dropped the Warlock. This went down the path to a TPK fairly fast.

    The Cleric cast Spirit Guardians - and this did 60 HP damage to the Weaver over three rounds = Nearly half HP.

    So, since this was a Side Quest, I (added) in a Glitterbag. Which, after a bit of trouble, they used to reveal the foe, and then the Mastermind used his BA Help to grant Advantage to Hit and they quickly dispatched the Weaver. They then collected the treasure and got out.

    So (by the Encounter Builder) the Fire Elemental was CR 5 = easy, the Cloaker was CR 8 = hard;
    the Dragon (in Lair) was a CR 8 = Hard, and the Weaver was CR 9 = Deadly.

    Now, I didn't fudge any Dice or nerf the Weaver.
    I did add something to give the PCs a way to negate the Invisibility, but then left everything else up to tactics and Dice Rolls.

    The players left in high spirits.
    I'm curious as to people's thoughts on if this was a "Tough Fight made Fair".
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  7. - Top - End - #67
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
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    Default Re: Ancient Realms

    Edited - old games left here.

    Spoiler: Hunting Xanathar = Escaped!
    Show

    Spoiler: what would you make?
    Show

    Condition: the PC does not start knowing they are after Xanathar, so pick things (like spells known/spellbook) accordingly.
    *****
    Tenth Level 64,000 Need 85,000

    Abilities: 18, 16, 14, 12, 10, 08
    Maximum Hit Points.
    5 Uncommon and 2 Rare. 10 Greater Heal potions.
    2,000 gold: Can spend on Equipment and Common Magic Items.


    Spoiler: Player 0 - Out
    Show

    (Pc W) Kibbriss - Half-Orc Gold Dragonic Sorceress
    Str Dex Con Int Wis Cha
    Race: Intimidation. Folk Hero Animal Survival Class: Arcana Deception
    ASI (4th) War Caster (8th) Elemental Adept (Fire) ignore fire resistance

    Inspiration

    10 Greater Heal potions.

    Uncommons
    HHH * Pearl of Power * Wand of Magic Missiles 100 charges
    Ring Lesser Invisibility (up to 10 minutes per day)

    Rares
    Mantle of Spell Resistance * (Focus) Wand of the Warnage +2 Calling.

    Equipment
    Ten 50 gp gems; Three 100 gp Pearls. 1,200 gold.

    Spells
    Cantrips: Firebolt, True Strike, Light, Mage Hand.
    Mending, Ray of Frost.

    (4 slots) First: Shield, Chromatic Orb, Expeditious Retreat, Identify,

    (3 slots) Second: Misty Step, Hold Person.

    (3 slots) Third: Fireball, Haste

    (3 slots) Fourth: Charm Monster, Dimension Door.

    (2 slots) Fifth: Immolation.
    **********
    (Pc X)
    Spoiler: replaced
    Show
    Brakken - Half-Orc - Fighter Battlemaster 10
    Str Dex Con Int Wis Cha
    ASI (4) +1 Con +1 Str (6) Heavy Armor Master (8) Martial Adept.
    (Race) Intimidation
    (Background) Soldier:
    (Class)
    Inspiration
    10 Greater Heal potions.

    Uncommons
    Mithril Armor, HHH, Ring of Water Walking, Periapt of Wound Closure

    Rares
    +2 Bastard Sword, +2 Shield

    Equipment
    Full Plate, Metal Shield.


    New (Pc Y) Drow Thief Rogue.

    Replaced with (PC Z) = Vippy


    Spoiler: Player 2
    Show

    (Pc A) Breena Beren “Snipe” (f) Forest Gnome Gloom Stalker Ranger. NG
    Str 14 Dex 19 Con 16 Int 12 Wis 16 Cha 08
    ASI (4) Alert (8) Athlete
    Skills (Background) Athletics, Nature
    (Class) Stealth, Survival, Perception
    Language: Gnomish, Common; Deep Speach
    Inspiration

    9 Greater Heal potions.

    Uncommons
    Adamantine (Breastplate) * 2 Arrows of Returning * HHH * Bracers of Archery

    Rares
    +2 Armor (Breastplate) * Cloak of Displacement

    Equipment
    Explorer kit, 1 month rations *
    *******
    (Pc B) Balsar "Climber" Delmirev White Dragonborn Cleric of Palor (Healing Domain) LG
    Str 18 Dex 10 Con 14 Int 12 Wis 18 Cha 13
    ASI (4) +2 Cha (8) +2 Cha
    (Background) Folk Hero (Slave Rebel) Insight, Survival
    (Class) Religion, Medicine
    Languages: Common, Draconic; Undercommon
    Inspiration 1

    8 G.Heal potions.

    Uncommons
    HHH * +1 mace * Adamantine (Plate) * Lenses of Night * Periapt of Wound Closure.
    Rares
    +2 Armor * +2 Shield
    Equipment
    Full Plate * Metal Shield * Priest Kit * Explorer’s Kit * Holy Symbol (Focus) * 1 month rations


    Spoiler: Player 3
    Show

    {Updated Old Character}
    (Pc C) Royden Fulton V-Human Champion Fighter. LG
    Str 18 Dex 14 Con 18 Int 18 Wis 16 Cha 12
    ASI (H) Great Weapon Master (4) Alert (8) +2 Dex

    Skills (Background) Soldier * Stealth, Intimidation
    (Class) Athletics, Survival.
    Languages: Common; Undercommon, Dwarven, Deep Speach, Elven, Draconic
    Inspiration 1
    10 G.Heal potions.

    Uncommons
    Mithril Armor * Cloak of Protection +1 * Bracers of Archery * HHH *Periapt of Wound Closure * (Mug of Sobriety)

    Rares
    “Mother’s Kiss” a +2 Maul * “Salune’s Blade” a +2 moontouched sword

    Equipment
    Plate 1,500 * Explorer kit * 1 month rations *

    (Pc D1) Lanetel Mormont Half-Elf (m) Hunter Ranger (Updated old Character) NG
    Str 16 Dex 18 Con 14 Int 14 Wis 16 Cha 14
    ASI (4) Duel Style (8) Duel Defense (+2 AC)
    (Race) Insight, Animal Handling
    (Background) Outlander/Bounty Hunter Athletics, Survival
    (Class) Nature, Stealth, Perception
    Languages: Common, Sylvin, Elven (Undercommon), Draconic, Deepspeech

    10 Greater Heal potions.

    Uncommons
    Mithril * Medallion of Thoughts * Ring of Mind Shielding * Brooch of Shielding * Quiver of Elona.

    Rares
    +1 Dragonslayer [1d10+3d6 slashing] ** +1 Aberration-bane [1d10+3d6 slashing]

    Equipment
    Half Plate 750 * Explorer Pack * 1 month of Ration


    Spoiler: dPC Exits Stage Left
    Show
    Ruxnal Shadowthief * Urd (m) Thief Rogue
    (Stout Halfling (m) Xandal Featherlight) CG
    Height 2’8” Weight 27 Eyes: Hair;
    Str 06 Dex 20 Con 16 Int 10 Wis 12 Cha 14
    ASI (4) Dungeon Delver (8) Lucky (three)
    Skills (Background) Harper Spy * Deception, Sleight of Hand
    (Class) Stealth (ex), Investigation, Perception, Insight
    Tools: Thieves Tools, Smith Tools. Water Vehicles
    10 Greater Heal potions.

    Uncommons
    Smuggler’s Vest (HHH) * Decanter of Endless Water * Hat of Disguise * Amulet of Proof from Detection and Location.
    Periapt of Wound Closure

    Rares
    +2 Rapier * Ring of Lesser Greater Invisibility (Attunement. Up to 10 minutes)

    Equipment
    Dungeoneer's plus Explorer's Pack, Thieves Tools, Smithing Tools, Keymaker Kit. Everburning Hooded Lantern.
    *********
    Put up an Alignment RP Challenge in
    Evil?

    Spoiler: Kobold Spy
    Show


    10th level Thief Rogue
    pretending to be a (Stout) Halfling
    Has the Lucky Feat, plus Dungeon Delver Feat.

    *Amulet of Proof Against Detection and Location plus a Hat of Disguise, and Expertise in Deception, Stealth; Investigation and Thieves Tools. Does speak Halfling.

    LG = Actually in the Service of a (Gold) Dragon, he still knows that he wouldn't be accepted as a Kobold by any of the so-called Allied Races, except perhaps Dragonborn.

    CG = Inspired by some Freelance Treasure Hunters, he has joined the Harpers (FR) and just seeks to undermine the forces of both Tyranny and Evil, without caring about any particular order in doing so.

    NG = rescued by some Dream Druids, he now works for the Emerald Enclave (FR) to protect the Wilderness, while still allowing towns.
    Not very fond of Big Cities.

    LN = He learned fast that Laws make it easier to get things done, but didn't buy into the hate-mongering of the followers of Kurtulmak or any other so called Kobold Deities. Losing his status amount the Inventor class caused him to need to Forever leave the Warren.
    Only hides his Race because he'd most likely be killed on sight by most other Races. He's now a spy for Hire, and freelance Treasure Hunter to maintain a very comfortable lifestyle.

    NE = Raised in the Kobold Warren, thievery was the only way to get ahead. Once he learned enough to actually be good at it, he knew he needed to leave, lest he be either made a slave of the current Chief, or killed.
    He now hides amongst the Allied Races, since it's easier to exploit them as an acceptable Treasure Seeker. Never forgets or forgives any true insult, and doesn't care how long it takes to get Revenge.

    CE = growing up oppressed has made him resentful of Rules; and how other Races have treated him since had made him hateful of nearly everyone. Now, he tricks them into believing he's a harmless Halfling to better catch them off guard.

    LE = While he prefers the company of his Kobold Tribe, he accepts the need to spy on the other Races, and learn their Customs and Laws, to help his people overcome them.

    ************
    Spoiler: Factions
    Show

    Bregan D’aerthe Nar’l (Spy) -> Jarlaxle
    Harper Thorvin
    Lord’s Alliance Jalester
    Zent Yagra Stonefist
    Emerald Enclave Jeryth
    Mirt is both Harper and Lord's Alliance, and known as such to both.


    (7/18/19)
    12/21/2040
    Waterdeep: Dock Ward: The Yawning Portal.

    The Dragonborn rolled for Insight (on the bartender) a natural One for the first roll of the Campaign!!

    Mirt tells them that there are new problems in the sewers of Waterdeep.

    Two Raids
    (1) possibly disguised as Drow that raided a guard station and took several items, mostly armor.
    (2) a noble’s house was broken into and a magic item was stolen. Details needed.
    He is willing to tell what it is, but would require signing a Binding magical contract to never tell.

    Mirt directs them to the nearest location of one of the Sewer Factions that he knows about.

    Hideout

    10 Maw Demons (hard)
    Baddies got two 20s. Dragonborn’s adamantine negates another Natural 20’s extra damage.

    Session end; Summery, a very tough fight, and our heroes retreat and find a safe place nearby to take a long rest to recover.

    1,200 exp each. Total = 65,200
    Player One is behind, will she create a Backstory to catch up?
    Pc A = 64,000 * Pc B = 64,000 * Pc C = 65,200 * Pc D = 65,200 * Pc E = 65,200 * Pc F = 65,200 * Dm X = 65,200

    (7/25/19)
    12/22/2040
    Missing Player 3 * Adding Player 1- Mirt directs these two to the correct location
    Player 2 = both PCs stayed at the nearest Inn. Xandal joins them again. 3 luck points

    Return to roundabout. Scrying eye over door. Cleric identifies.
    Entrance Hallway Soul Monger (cr 11, mtf 226).
    Monger retreated through door, and tells the Death Kiss (cr 10, vgm 124) to attack
    Ranger casts Arrow Cordon (rather disappointing, especially as a 2nd level spell.)

    Discovered Duergar Stone Guard (cr 2, mtf 191);
    Duergar Despot (cr 12, mtf 188) hard, 8850 xp

    Death kiss drops cleric. Round three.
    Potion of greater healing from and on cleric by rogue
    Cleric up than Tolled the Dead, No effect on Kiss, killed Duergar.

    Kiss hit Cleric = down.
    Immolation by sorceress, first on Kiss - then on Despot.
    Rogue minus 1 luck point.
    Fighter kills Kiss in round 5
    Rogue kills Despot in round seven.

    All get inspiration.

    (8/1/19) 12/23/2040
    Down we go.
    Roundabout = Heightened Fireball!!
    Door - Scry eye
    Soulmonger returns. Waves of Weariness. Phantasmal Dagger on Gnome Ranger.
    Pass w/o Trace. Monger disengages.

    Party retreats. Rogue leaves Party..
    Soulmonger attacks again. Sorceress does Empowered Careful Fireball for 37 damage.
    Sorceress casts Dimension Door (modified) on party. 1,000 exp each

    Long Rest.
    (8/8/19) 12/24/2040
    All players!!
    Quest = Rescue 6 y/o Noble Boy (Rickard Everfire) before dawn.

    Balhannoth. Very tough fight!
    Led into a Trap that had eight CR 12 Drow, add the party was captured.
    Now located in the same area as Ricky.
    Only four hours left !!
    Player 1 PC 2 (Drow Thief Rogue) gets Helm of Teleportation and rescues party, but is asked to leave the group. New PC = Vippy Kobold Arcane Trickster Rogue.

    (9/3/19) Player 1 leaves game, due to RL situation.

    1/29/2041
    Party
    {Player 1} [A] Gnome Gloomstalker Ranger and [B] Dragonborn Life Cleric;
    {Player 2} [C] sHuman Champion Fighter and [D] Tabaxi (Bardic) Factotum;
    {Player 3} [E] Dwarven Samurai and [F] Tiefling Sorcerer (?);
    {Player 4} [G] v-Human Scout Rogue and [H] Goliath Storm (Sea) Barbarian

    P2 missing, and P4 had not joined yet.

    Party decided to go into Undermountain. And one of the LBEG working for Xan had hired an “Assassin” vPC to ‘get rid of that little annoyance’ that was the Party, after first finding and destroying Hideout, and now having entered the actual Lair prior to the decision to go Dungeon Delving.

    Encounter
    [B] Cleric has a light torch in the back, [E] Samurai is leading the front, followed by his [F] Tiefling ‘manservant’, then [A] Ranger.

    vPC Race and second Class and Subclass Rolled Randomly (in front of Players)

    Half-Ogre Assassin Rogue 5th/Gloomstalker Ranger 5th
    Ambushed Samurai in darkness, and is Invisible to Darkvision.

    Half-Ogre beat Passive Perception of Samurai, and attacked getting full effect of Assassin feature.
    Samurai tried to pull out and activate his Sunblade.
    But, vPC takes second attack and succeeds in hitting, but instead of doing damage, knocks potential Light Source out of the Samurai’s hands!
    Full round of fighting effectively invisible Foe, but Gnome Player recognizes that vPC is using the same Features that they are, and tells the Cleric to throw the torch into the area. vPC tries, but does not succeed in escaping.

    1/15/2041
    Back after Xanathar
    10 zombies with Greater Invisible Necromancer. This vPC powns party.
    Short Rest - Gnome got necklace of see invisibility (attunement)
    CR 10 Illithid and 4 Greater Intellect Devourers (CR 10 each)

    Very tough fight, and Samurai went down with Zero Int, and party barely prevented his brain being eaten by Devourer and becoming new vPC !!

    1/22/2041
    Once again enter the (under)Castle Lair.
    But they were met by an Adamantine Animated Armor, and Xanathar joined the battle from hiding.
    The "Butler" was hit by a Fear Ray (failed save) and took off running, crying something about burned biscuits!
    The fight against the Armor, interspaces with Eyes appearing at random shooting Rays of different effects, was tough, and after victory - the Party straight up stole the Adamantine Full Plate armor (which the Samurai now wears!!) and beat feet out.

    Xanathar got tired of dealing with these intruders and most likely simply retreats to his Secret Lair?

    Undermountain
    Party fell through a trapdoor, met a Minotaur named Wolfhoof, paid Woldhoof to lead them to Skullport.

    Albras went about gathering info about Xanathar's island base and told Dragonborn Life Cleric to gather slaves.

    Tiefling Sorcerer found a Kobold who informed then of a 1000 year old Drow known as the Queen of Mystery and that Skullport is only 200 years old. After leading them to her lair, the kobold leaves, Sorcerer and Samurai meet the Queen.

    The Dragonborn Cleric bought 5,600 unskilled slaves, and is going to train them up (as Adventures) to be able to free more slaves. The Agents of the various Skullport Factions are wondering if he's building an Army, and for what purpose?


    ****

    Spoiler: variant Star Wars = Suspended
    Show

    Not sure if anyone here is interested in this.

    Party met the new Maul, and I wish that I could find an animator for that scene !!


    Sadly - this Campaign has Died (hopefully not forever)

    Spoiler: Birthright = TBD
    Show
    10/2/19 - mostly preliminary World Set Up, and Character Introductions.
    Player 1
    (A) Minotaur Celestial Warlock 9th
    (B) General (Need to get info)

    Player 2
    (A) Human Sun Soul Monk 9th
    (B) Elven Princess Druid 9th

    DmPCs
    (1) Mekmernox LE Kobold Conquest Paladin of Tiamat 9th
    "Draconic Bloodline" AC 18 (13+ 5 Dex)
    Wielding Longsword two handed.

    (A) LN Kobold Trickery (?) Cleric.

    (2) Quickburst * CG Brass Dragon Wyrmling


    No longer a player in a D&D Retro-Clone on some Sundays.
    It's ok, but playing any spellcaster is nearly pointless.


    I still like having been classed by the other Members as an Archfey Warlock !!
    Last edited by Great Dragon; 2020-01-14 at 05:41 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  8. - Top - End - #68
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    Seperated for ease of Editing.

    Spoiler: New Frontiers - ended
    Show

    1/ 14/ 848
    first player (random encounter)
    Uma * Wood Elf Nature Cleric.

    Looking for Vermix Blackoak the furniture merchant. Owns a Sawmill.
    Bruce Deadhand Half-Orc Barbarian 1

    Stampeded the Giant Oxen!!
    Delivery delayed a week.
    Sawmill - Cleric Damaged belt, Pipilin jammed log saw and trapped DC 24

    Met dNPC Pipilyn the Halfling Rogue
    Red Hair Green Eyes. Ht 3’3”
    Background: Urchin Sleight of Hand, Perception, Disguise Kit; Class:
    Str 12 Dex 20 Con 16 Int 14 Wis 16 Cha 15,
    Language: Common, Goblinoid, Undercommon,

    Quest = Goblins! Walking 1 day. Paladin, Monk, Ranger.

    Pipilin is following; met the party

    Travel an hour. And find the Goblin Hideout
    4 round to kill 7 goblins. 1 almost escaped.
    3 wolves in 6 seconds.

    10 goblins. Killed. 10 hand xbows, 130 bolts.
    Short rest. Brown mold trap.
    Bridge 4 goblins (leather shield shortswords)

    Short rest.
    +20 min for two Rituals.

    Level 2 (550 exp)
    Return to Town.

    Half-Elf - Paladin
    sHuman - Ranger (Forest)
    Kenku - Druid (Shepard)
    Moon Elf (f) - Rogue
    sHuman - Fighter
    Moon Elf - Fighter
    Half-Elf - Blue Draconic Sorcerer.
    vHuman - Monk

    Mostly Character development and backstories.

    1/ 16/ 848
    Paladin, Monk and Ranger are in Oytmeet town.

    Fireaxe - Dwarf (m) - needs an Ogre killed.

    Found the Ogre’s Hut.

    Ranger casts Animal Friendship successfully on the worg
    Sorcerer casts Fire bolt on the hut.

    Nat 20 on Paladin = 13 damage.
    Ogre dies. 25 cp 82 sp 21 gp
    Party 1 cp 2 sp 5 gp

    Ogre + 2 Shadows + Orcs

    2400 cp (300 each), 800 sp (100 each), 40 gp (5), Box of Perfumed Candles (25 gp), Small Bag of Spices (25 gp), Leather Belt set with Hematite (25 gp), Leather Coinpurse (25 gp), Ceramic Scroll Case (25 gp),
    Brooch of Shielding (uncommon, dmg 156), +1 Weapon (sickle) (uncommon, dmg 213)

    1/ 19/ 848

    Contract for Giant Job - get Info = 500 gp. Move them = 1,000 gp. Kill = 2,000 gp.

    Side quest: Orcs in the Forest.
    Ambushed by 10 orcs.

    Paladin, Monk and Ranger are level three.

    Small group - side quests.

    1/ 20/ 848
    Party is Camping - met The Blue Draconic Sorcerer.

    Kicked the heck out of 3 Ogres, leaving one for Integration, killed when done.

    Party 1 cp 1 sp 10 gp

    Found orc camp. 20 Orcs would have TPKed the party.

    Gwydalin * Gnome (f) Evoker.
    Saved party with a fireball.

    310 gp (74 gp), (125 gp),
    Spell Scroll (Grease) (common, dmg 200),
    Spell Scroll (Heroism) (common, dmg 200),
    Potion of Climbing (common, dmg 187),
    3 x Potion of Healing (common, dmg 187)

    Party is now 4th level.

    4 Phase Spiders - Killed.

    01/20/848
    2 Ogres killed. 1400 exp
    Dragonborn Attacked by Invisible Kobold (cussing in Deep Speech)
    3 Hill Giant - killed 1800
    Chief - negotiation to move the tribe to the north pass.

    Party Treasure 4,510 gp

    Party Level Five !!

    Dragon hilted Longsword +2 Dragonslayer Wis DC 14 or 3d6 psychic damage
    Assassin’s Dagger +2 Con DC 14 or stunned for 1d4 rounds
    Rapier +2
    Scimier +2 Fiendfoe Wis DC 14 or 3d6 radiant damage
    Tralzog Book
    Tile of Invulnerability

    02/01/ 848
    Going into the mountain caverns.
    Got a Stone Mephit to guide party through caverns and lead to treasure.
    3 Iron Shadow Hobgoblins = Giantfoe Bow

    02/08/ 848
    The Blue Dragonborn Evoker Wizard read the Fiend Warlock Book, and was transported to Hell.
    He met Tralzog, and made a deal to get some interesting powers.
    He would collect souls that he and his companions killed in exchange for further powers and favors.
    Tralzog agreed, and gave him the ability to collect souls.

    2/09/ 848
    During a tough fight with some Goblins, The Dragonborn made a deal to collect their Souls to regain some spell slots. However, the Kenku Undeath Cleric of Hades stole half! Wizard in deep trouble!!

    02/13/ 848
    Met and made a Deal with Duergar (got some magic items) to drive the Stone Giants away.
    Captured Kids and used as leverage in negotiations.
    Stone Giant "King" agreed to leave, but plans to return in full force.
    Party convinced the Stone Genasi Diplomat (Eloquence Bard) to lead a rebellion against the Stone Giants.
    The Party acquired about 10k gold from the salvage of what the "Rebels" took after the Stone Giants left.

    The party didn't have any major encounters once outside the Mountain Range.
    Out in the wilderness, In the middle of the night, a Figure in Full Plate armor with the emblem of the order of Monk's overbearing parents were leaders of suddenly appeared, and pointed at the Sun Soul Monk and commanded: "Go to Hell!!" and a Portal opened and the entire party literally fell into Avernus.
    Just as this happened, an IMP appeared and joined the Blue Dragonborn Wizard.

    Decent into Avernus
    Day One: They found themselves at the edge of the newly sunken City.
    They explored a small amount, rescued a little girl from Ghouls and met Lulu, the Holyphant.
    They decided that they needed to help Lulu find her "Lost Friend" (Zariel) by locating the Holy Sword.

    They went where Lulu last remembered the Sword being.
    The Party fought and killed 9 Hellwasps, and two members went down - but were quickly revived.

    They went with Lulu and camped (Long Rest) and met the Tabaxi Conquest Paladin, who joins the party.
    Sadly, the Arcane Trickster Rogue needed to depart (RL) and Lulu made sure she got out of Hell safely.

    Kenku signed a Contract to make Qroz the Imp his Familiar.

    Party fights (and manages to defeat) Bitter Breath and his Hobgoblin Fire Engine crew.

    Party goes and rescues 256 kids from the City and then returns to the Mortal Plane.

    Kenku leaves the group to go build Rejection Junction with Necrovile under.
    Takes Dragonborn Wizard with him.

    Scourge Aasimar Celestial Warlock replaces Kenku.

    Sun Soul Monk (Leader) finds out about The White Shadow; which decides to gather a team and go after the Kenku Undeath Cleric!!

    Teleported - Intercepted! Now found themselves in the Cloud Giant's Castle.
    Shenanigans as the party runs around trying to convince the Giants that they are members of their staff!
    While Freeing Prisoners and now going after the (Young Brass) Dragon Guarded Treasure Room!!!
    Sidequest - (PCs to be edited in)
    Young Black Dragon in Lair. Barely escapes!
    Near TPK with Shadar-ki Gloom Weaver.

    Deck of Many Things!
    Ranger = Nemesis and a Fiendish Foe (Yogoloth)

    Monk = map to dungeon

    Rogue = now a Keep owner

    Paladin = 1 "Question" and 1 Wish !!

    Game Paused until January 2020.


    Hill Giant Chief Xidus

    Spoiler: Guildhouse Dungeon - ended/incomplete
    Show
    With the loss of two major players, the group decided to return to a lower level and get more gameplay experience. Starting level 3.
    Party total with Player/Race/Class\Subclass TBA

    Room 1 = Faces on Walls. Mimic

    Room 2 = Lighting the chandelier opened a secret door.

    Room 3 = three Hellhounds!!
    Last edited by Great Dragon; 2020-04-14 at 07:11 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  9. - Top - End - #69
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    Spoiler: Phandalin - Sat
    Show

    (These are what are taken later)

    Half-Orc Fighter (EK)
    Mt Dwarf Barbarian (AG)
    Half-Elf Ranger (MS)
    Stout Halfling - Fighter + Rogue
    Loxodon - Monk (Hand)
    Moon Elf - Life Cleric
    S-Human - Wizard (Necromancer)
    Half-Elf - Paladin (Ancients)
    Half-Elf - Rogue (AT)

    Start 6/5/1212
    Party took job to find missing Gundren Rockseeker.
    Cragmaw Cave The Half-Elf Ranger snuck up the chimney and caused quiet death to the Bugbear “Chief”.
    The rest of the Party dealt with the remaining Goblins fairly easily.

    6/7/1212
    After returning to Phandalin went into the forest and Fought a Harpy with a bow: Most of the Party was Charmed, and the Halfling (Hf) Fighter’s bad Bard impression helped to save the Party.

    6/8/1212
    Cragmaw Castle
    This is where the Half-Orc Fighter kicked a door and killed three Goblins!
    Exploration took two sessions, ending with the party fighting the Bugbear “King”, two Hbgoblins, and an Owlbear. Also managed to kill the Drow Ambassador.
    Rescued Noble Warrior Sildar.

    6/9/1212
    While in Phandalin: Rrath found a suit of Full Plate Armor at the Mining Exchange, and made a deal to retrieve a Red Leather-bound Book from the local abandoned mansion.

    6/10/1212
    Mansion
    The cool part was how the Party got in.
    The Fighter is actually being run by a Marine, so don't be too surprised by some unusual Tactics.

    Some of the Players were not able to attend (some are every other weekend) so the ones in the game had them do discractionary tactics and throw torches in the front windows to make the Bandits spread out.

    They cleared the main floor by the end of the session.

    6/10/1212
    In the next Session, they find the hidden spiral staircase to the second floor.
    They found the Red-bound Book Mystery Book in the Library, secured it.

    6/10/1212 (Night)
    Dream Dungeon with Halfling Fighter/Rogue, Sia Cleric, and Polar Human Wizard.
    Ended up fighting the Minotaur, managed to defeat and got into the Treasure Room.

    6/11/1212
    Cleared the Mansion Tomb and freed the prisoners.
    Very nearly a TPK from a Fireball, but Halfling Fighter used Action Surge to use Healing Potions to save party.
    Half-Orc Killed “Glasstaff”

    The next Session led them into the Basement through the Alternate (cave) entrance.

    They fought their way through 2 Bugbears and the Evil Mage dropping a Fireball on the Party!!

    In the next Room, they fought 4 more Bugbears and then broke into the Workshop.

    The Fighter stayed in the Hallway, and was surprised by another Bugbear.

    The Evil Mage launched another Fireball and literally dropped everyone except the Halfling, who Action Surged to get as many other PCs back up, and the Eldritch Knight manged to hit the Evil Mage with an Acid Chromatic Orb and "killed" him.

    The Party then cleared out the rest of the Basement with ease.

    They have now created a Heroes Guild "The Hero Corps" and have recruited Myl'Rezaq and have given him some items (including Mystery Book) to Identify.

    6/12/1212 Return to Phandalin
    Known problems:
    1) The New Hobgoblin Fortification.

    The Guild actually did investigate these people. They found out that there is both a Warlord and Master Mage in charge of this place. There are at least 50 Hobgoblins, 20 Sergeants, 10 lieutenants, and 5 Captains in the Fort. Patrols of 20 Hobgoblins and at least a Sergeant are sent out at least one a week for supplies.

    As a 4th level party, they were nowhere near being able to take this place on; so I had Azo - a Wyrmling Gold Dragon tell them to get more powerful before taking on these guys.
    The PCs told him that they were making a Hero's Guild, and he said that he would inform his father, and see if there was a way to work together. And gave them a magic Whistle to call him.

    2) Orcs have taken control of Thundertree town. Numbers and related information unknown.

    6/25/1212 the Group have repaired the Mansion and the created a Hero's Guild.

    6/26/1212 SideQuest Bone Naga + Arminite (Fiend Centaur)

    7/08/1212
    3 Chimera
    2 Hill Giants and Manticore

    6/28/1212
    Ogres!
    Met the Gnome Patrol
    Fourth level

    (7/20/19)
    The PCs then take on a Hobgoblin Patrol camped in a house; and the Eldritch Knight goes all Kool Aid Man through the wall and uses Thunderwave on them, nearly killing those that fail their Saves!!

    Recruited Makrag Xeviz: Hobgoblin (m) Rogue (Arcane Trickster)

    Quote Originally Posted by Great Dragon View Post
    Setting the Scene: LMoP. Conyberry village, north of Wyvern Tor.

    Dydrun Reltat Hobgoblin (male) LE Background: Soldier ** Flaw: Trusting of Higher Authority. * No Class, yet.
    Str 13 Dex 12 Con 12 Int 10 Wis 10 Cha 09
    IC “I still have vivid dreams of that day. The 2 hour march into the Abandoned Village was nothing.
    Lieutenant Halbid had the 20 of us set up camp in the most intact Hut, were were would rest while waiting for nightfall. Two were assigned Patrol Duty, and we relaxed. Less than an hour later an attack came from the least expected direction:

    The east wall was breached by the largest male Half-Orc I have ever seen! Nearly seven feet tall, and wearing Full Plate better than what our Warlord has! Taking four strides into the room he speaks a Command Phrase and a wave of sound blasts forth from him, knocking four of the others against the far wall, where they can barely stand from their wounds.

    Us grunts do our best against the wave of Intruders, but Halbid takes poison to escape capture, and I am the only one left. After a brief Interview (and a broken finger) I tell them all I know. But, instead of killing me, as I had expected, they instead offer me a position within their own paramilitary organization. Not seeing any kind welcome back at the Fortification, I agree.

    My only fear is that KuntarSpell finds out my location with his far seeing magical Eye….”

    Dydrun is now the House Guard of The Bleeding Hearts Hero Guild, based in the mansion just East of Phandalin.

    Spoiler: OoC Info
    Show
    The New Hobgoblin Warlord Gurkak Bonebreaker #5, has successfully constructed within 3 days (with the Master Mage Ithek “KuntarSpell” (Hobgoblin M) and some of his higher Students casting multiple Wall of Stone spells) a new Stone Fortification named "Krud Keep" about two miles away from Tor itself. This Outpost is a bold move on Gurkak’s part, and Ithek is looking forward to being able to expand his spellbook with the easy access to the nearby (former) trade route. These Hobgoblins are a close knit group, and (mostly) trust each other.
    Spoiler: Hobgoblin Adopted!!
    Show

    Dydrun Reltat Hobgoblin (male) LN
    Background: Soldier Athletics and Intimidation
    Flaw: Trusting of Higher Authority.

    Str 13 Dex 18 Con 12 Int 12 Wis 12 Cha 10

    Rogue (Arcane Trickster)


    7/10/1212
    In the Mine
    Fiendish Skeletal Minotaur - Dwarven Barbarian takes Greataxe and gets cursed.

    7/10/1212
    Fought a Stone Cursed.
    Hobgoblin Troop (10 Hobgoblins, Sergeant, Captain and Journeyman Mage)
    Only Captain and Mage escaped.

    7/26/1212
    Castle (again)
    Hill Giant and 20 Worgs

    8/06/1212
    After One Week of travel
    Orc controlled Thundertree
    Green Dragon Wyrmling was defeated.
    Orc Divine Soul Sorcerer (CR 6) managed to escape. Plotting revenge!!

    8/17/1212
    After another Week of return travel

    8/20/1212
    Finished Exploring the Phandelver Mine, unknowingly drove The Black Spider out.
    Gundren Rockseeker now runs the Mine with his two brothers.

    8/22/1212
    Kryd Keep
    Made a deal with a Gold Dragon Wyrmling who Kills the Hobgoblin Warlord, and drives the rest out!

    Some members of the party got some items from the Hobgoblin Master Mage:
    2 Black Steel Daggers to Sun Elf Assassin Rogue
    Black Steel Scythe (+2) to Human Necromancer

    Party was tricked by Hobgoblin Master Mage when they attacked "him" (Illusion on Zombie)
    Had to fight 20 Suites of Animated Armor.
    Wizard found Secret Door, which Assassin opened to find the Treasure Room.

    8/22/1212
    In Phandalin they decided to lure out mysterious raiders on the Road.
    7 Ettins!!

    9/12/1212
    Attack of the White Dragon!!!
    A lot of the NPCs that were outside, were dropped by the Frost Breath Weapon.
    The Dragon then flew into town, where his Kobold Minions (with White Kobold leaders) were rounding up important people.

    - Lots of ranged attacks, with some support from the spellcasters -

    After the dragon was driven away, and all but two of the White Kobolds were killed, and the rest chased away;
    the Party hired local Dwarven masons to build a Fortified Location in the town for people to go to in the event this ever happened again. The Dwarves just finished the Defense Bunker, and the Surface entrance looks like a Stone Tool shed.

    9/14/1212
    The Party went to investigate the disappearance of some of the Female Guild Employees, and are now exploring the Dungeon where they are kept for "training" in the Love Cult.
    This has the potential to lead into Avernaus!! (the book they bought for me.)

    (I'll need to look up dates to get the timeline)
    They encountered a Ghost, found the girls, fought a Lava Dwelling Demon, and made good their escape.

    Upon returning to the Guild Mansion, they then decided to "help" the Necromancer stock up on Undead.
    Returning to Thundertree to Animate Orc Corpses, got only Skeletons (they had been dead over a month)
    20 Cocatrice were disturbed during the Animation process. Two PCs stoned.

    Party loaded PC statues and (unanimated) Orc Skeletons onto their wagon, and went to Neverwinter.
    Paid a Cleric to restore the PCs, and stocked up on scroll, getting four more spells for the Necromancer.

    On the road back to Phandalin: They took out the Young Green Dragon in two rounds!! She didn't even get to attack anyone!! Introduced a Pseudodragon that led them to the Dragon's "Lair".

    Medusa with six basilisks! Stoned 2 PCs (restored immediately) and then Stoned the Necromancer, who was restored the next day.

    Phandalin: Checking the Quest Board, they decided to investigate the disappearances at Gnomengaurde.
    (Orc) Druid turns himself into a Wolf (Hey - Scooby!!) to get scent of victimes.

    Encountered 3 Blue Slaad (fey) with a Green jumping into the fight halfway.
    The Green escaped and convinced the guards that the heroes were crazy "Gnome Haters"!
    The party manages to calm the Gnomes down, and set up a way to detect outsiders.
    By having the only Paladin casting Detect Good/Evil everyday.
    But, this then caused the Gnomes to need to have someone check the Paladin, who then needed to be checked......and so on!

    Next Up = Illithids with pets!!

    Arrival at the Mansion and encounter four devourers in the living room!
    The Battle Mage took a strong hit to his Int !

    Fought a Greater Invisible Illithid.
    Dominated House Mage arrived and Fireballed everyone - kills Illithid.
    Party subdues and then rescues him by retreating.
    Gets the Mage freed of being Dominated, and gets some information.

    Return to the Mansion (with Drekekno) and encounter 2 Invisible Guards and three hiding in windows.
    The EK once again goes Kool Aid Man and crashes in on the second window.
    With Assistance from Drekekno - The Murder Hobbit goes after the ones on the roof.

    Needless to say, it didn't take long for the party to capture these guards, and then once again retreated and freed dominated people. Session ended.

    Returning to their Mansion, they went back to the Manse to find the front room filled with 100 kobolds!!
    Two were 'rescued' at the end of the fight.

    remaining in the manse, they explored a bit more.
    Encountered 10 Ghouls and a Squid, who escaped via Plane shift.

    Fought the Guardian Gargoyle and didn't encounter anything else.
    Collected all the Journal pages.

    Boos Fight!!
    3 Illithid and 5 Devourers.
    Very close fight, but everyone went down.
    Most of the party is now level Nine.

    Three missing player, and the rest of the Party went to solve a Pirate problem in Leilon Point.
    The Pirate Goons were no real match for the PCs.
    And the Mage lost their Fly spell to Dispel Magic, and decided to Dimension Door into a known Cave within 500 feet. The Party learned that there were 20 more Pirates and an Orc Leader (Lv 10 Storm Barbarian)

    Everyone was there!
    Discovered a Greater Flameskull. Lots of PCs hurt, but the Bard threw up a Leomund's Tiny Hut and they did a long rest

    Next day, they fought a Water Elemental, and three Pirate "Thugs" a Priest, A Mage and a Bard.
    Took some hits, but the Necromancer stopped the Mage from casting Lightning Bolt, twice.

    The bad news, is that Sorceress that survived the fall from the last battle, straight up stole the treasure and dropped a Sending to the barbarian to get out, lest they take the unneeded risk of total elimination.
    So, Pirate Captain is a bit upset - first at the party for disrupting their 'business' and second at the Sorceress.


    Up next.
    (15 HD) Young White Dragon plus a Remoraz.
    Dragon wants some payback, and has a plan......

    Very Tough Fight.
    Rem was Polymorphed into a Rat and stuffed into the Dragon's Mouth!
    After a battle lasting more than half a minute - both Rem and Dragon were dead.

    But, there's something waiting at the Dragon's Lair, and is going to be a very nasty surprise!


    Gold Dragon Wyrmling Azorvylendrix
    Had to come up with full Name for Azo.
    Quote Originally Posted by Tawmis View Post
    So I picked a place far to the East of it... and where a Golden Dragon might call home... Naturally, there's a bit of tragedy in this story... but it's to explain the father's view on humans, and why Azo should stay away from them (which you hadn't mentioned, but I thought would add some flavor to Azo in his "mortal guise")...
    As always, change what's needed...
    Enjoy!
    This is very nice.
    No need to change Halfling Identity.

    Essentials Updated information.
    Last edited by Great Dragon; 2020-01-14 at 05:46 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  10. - Top - End - #70
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    12/4/19 - I'm getting to play!
    I'm hoping this will turn into a full Campaign!!
    Odds are looking good!!

    Spoiler: D&D vs Rick and Morty
    Show

    Player One: Dwarf (m) Life Cleric

    Player Two: Summer (Sister)
    Half-Elf Fighter.
    (Archer? In a Dungeoncrawl? This got changed to Duelist.)

    I'm Morty:
    (Goblin) Rogue 1.
    Trait: Sucker for a Pretty Face.
    Ideal: Everything is shared (by family only)
    Bond: Lost in Rick's Shadow.
    Flaw: Greedy.

    Morty asks to play D&D - family agrees and Popped into Dungeon by Rick

    Room 1: Five Stirges. Tough fight.

    Room 2: Rick Statues (Morty defaced)

    Room 3: Orcs. Summer shoots elder in chest, and Morty is knocked to Zero HP during fight.
    (Would have been true death, if DM hadn't stopped at first hit dropping Morty!)

    Room 4: Three Goblins, one already dead. Morty discovers that they had been doing an eating contest with Gold Coins.
    Fails his Wisdom Check to resist his flaw, and ends up gutting all three. 400 gp !!

    Needed Long Rest, and had to exit the area.

    paused - might be resuming = TBA
    Last edited by Great Dragon; 2020-01-14 at 05:46 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  11. - Top - End - #71
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    i like this definition

    Quote Originally Posted by Shoreward View Post
    The labels of "high magic" and "low magic" are fairly modern, and thus imprecise and highly argued in their definitions. They mostly arose from people learning that "high fantasy" and "low fantasy" didn't refer to what they thought they did in the literary scene, and trying to find new labels to suit the concept of how much fantasy was in their fantasy. As a result, trying to categorise fiction into these categories post-hoc is going to lead to a lot of arguments.

    However, I'm going to try and lay out my understanding of the labels as they currently exist in a way that's at least of marginal help when considering a setting's overall facets. Bear with me:

    As with all things, I'd consider this less as two distinct categories and more like a continuum between two extremes.

    "Low magic" generally refers to settings in which magic is rare for the average person to see, and the more explicitly supernatural elements of the setting are either nonexistent or uncommon. This is where you get your gritty sword and sorcery stories which relegate most magic to the fringes, with very few people having encountered much in the way of the true supernatural. These are closer to reality, but with a few rare but notable deviations which are significant even in-universe. In these settings, what magic can do is more likely to be limited, subtle, or weak.

    "High magic" refers to settings in which magic is a frequently-encountered part of the average person's life, and explicitly supernatural elements are more likely to be commonplace. In these settings you're more likely to see public magical institutions, and normal folks know a little magic or at least heave ready access to people or items which do. Chances are high that any person in the setting has experienced something supernatural or magical. These settings are usually further from reality on average. Magic is more likely to be of incredible power, flashy, and more broadly capable.

    A lot of settings occupy some space between, but what it comes down to is what direction the setting leans by default.

    In Short:
    • Low magic settings treat the supernatural as notably rare or unusual, and what elements may exist are usually limited in potency or otherwise closer to reality.
    • High magic settings treat the supernatural as commonplace, and the average slice of the setting is more likely to be of incredible power or otherwise unlike our reality.
    There are some good responses, but don't want to re-post the entire thread.
    Last edited by Great Dragon; 2019-12-10 at 01:39 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  12. - Top - End - #72
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Dec 2018
    Location
    Portland, Oregon
    Gender
    Male

    Default Re: Ancient Realms

    Ok had a DM Pow-Wow, and am going to be testing the following.

    Charm Person
    ok. First, Too many spells hit Wisdom for Saves. Going with Charisma, for this.

    if the person that casts the spell is not observed doing so, there is no Automatic "Spell cast Known" when it wears off - and possible hostile reaction on a successful Save.

    It was actually suggested that the target doesn't get a save, until they are asked to do something.

    Reasonable Request = normal Save.

    Unreasonable request (against their Nature or Job) = Advantage to Save.

    Very Reasonable Request (something they like doing anyway) = Disadvantage to Save.

    Now, even with a Failed Save, the target gets a New Save each time they are asked to do something.

    The thing is, that if the target was asked to do something unusual, they will realize this when they make their Save, or when the Spell wears off..... and Consequences will ensue!!
    ------
    Sorcerer
    Quicken Spell. 2 Sorcery points to do as normal.
    To change a spell from an Action to a bonus Action and still retain full Spell access with an Action, pay one extra point per Spell Level.

    Now, this does mean that the 5th level Sorcerer can cast Fireball twice in the same round.
    But, they spent two 3rd level Slots and all their Sorcery Points doing that.
    Last edited by Great Dragon; 2020-01-03 at 04:48 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  13. - Top - End - #73
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    BlackDragon

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    Default Re: Ancient Realms

    For those interested, the best way to add 5e Subclasses to 3.5 D&D/PF is to make them Prestige Classes with 3 to 5 levels. The short version for requirements to qualify is
    "3rd level in (X) Class" [ECL 4]

    DMs should also keep in mind that some Features might be available sooner than 5e normally plans for, and make adjustments.

    Spacing the Subclass Features out over 10 levels of the Prestige Class might be the best way to go.

    Playtesting might be needed.

    Reversing (3x into 5e) can be a bit trickier. But, pick the 3-4 things you like from a Prestige Class and put them into the Archetype Feature slot closest to where it would normally fit in the ECL line up.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
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  14. - Top - End - #74
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    BlackDragon

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    Default Re: Ancient Realms

    - Moved -


    Spoiler: Dragon Patron - v2.2
    Show

    You have made a pact with an Ancient Dragon
    The DM should keep in mind the type and nature of the Dragon, and set goals accordingly.

    Draconic Presence starting at 1st level, you can cause each creature in a 10'-cube in front of you to make a Wisdom Saving Throw against your Warlock save DC. Those creatures that fail their saves are all charmed (Good Dragons) or freighted (Evil Dragons) until the end of your next turn.
    (Too similar to Archfey.... Suggestions for replacement?)
    How about - Advantage to Persuasion (Metallic), Intimidate (Chromatic), Persuasion (Gem) or Insight (Others) ?

    Elemental Affinity: at 6th level, when you cast a spell that deals damage of the type associated with your Dragon Patron, add your Charisma modifier to that damage. Does not stack with the feat of the same name.

    Draconic Resilience: at 10th level you gain Resistance to Spells. (Advantage to saves)

    Draconic Power: At 14th level, you gain a Breath Weapon of the energy type of your Dragon Patron.
    The character can choose either Line or Cone (once chosen, cannot be changed) with a range of 30 feet, and does 10d6 damage of the chosen type, with a Dexterity Save equal to your Warlock Casting DC, for half damage. You regain use of this ability when you have finished a long rest.

    At 17th level, can cast Dragon's Breath on a willing creature a number of times equal to your Cha modifier
    (1 minimum) and regained on a long rest.

    Black/Copper
    1 Chaos Bolt, Speak With Animals
    2 Acid Arrow, Blindness/Deafness
    3 Elemental Bane, [b]Tongues[b]
    4 Vitriolic Sphere, Modify Memory
    5 Insect Plague, Seeming

    Blue/Bronze
    1 Thunderwave, Sleep
    2 Lightning Arrow, Gust of Wind
    3 Lightning Bolt, Gaseous Form
    4 Greater Invisibility, Stoneskin
    5 Telekinesis, Hold Monster

    Green
    1 Absorb Elements, Detect Magic
    2 Alter Self, Protection from Poison
    3 Water Breathing, Water Walk
    4 Dominate Beast, (Phantasmal Killer)
    5 9Dominate Person), Control Winds

    Red/Gold/Brass
    1 Searing Smite, Burning Hands
    2 Aganazzar’s Scorcher, Flame Blade
    3 Fireball, Sending
    4 Fire Shield, Wall of Fire
    5 Immolation, Scrying

    White/Silver
    1 Ice Knife, Expeditious Retreat
    2 Snilloc’s Snowball Swarm, Dragon's breath
    3 Sleet Storm, Elemental Weapon
    4 Fire Shield, Ice Storm
    5 Cone of Cold, Conjure Elemental
    Last edited by Great Dragon; 2020-01-03 at 04:41 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  15. - Top - End - #75
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    BlackDragon

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    Default Re: Ancient Realms

    Moved
    Assistance welcomed:
    ***********************

    These are meant to be Human Deities.

    Only Humans, Half-Elf, Half-Orc, Genasi, Tiefling, and Aasimar.

    Divine Ranks should vary, and not exceed Greater (Rank 15) status.
    ************
    Need some more Race/Names.

    Need stories/shinagines for how each Deity achieved ascension.

    Would like to see Unusual Class combinations.

    Good vs Evil
    Note: Neutral Domains should be rather rare.
    The Moral War extends into almost every aspect of Sentient exisitance.
    Remember: No Chaotic Neutral or True Neutral.

    Spoiler: New Deities
    Show


    Arcane
    (NG) Opimal Spellbinder V.H (m) Arcane Cleric
    (Replaced last Good Arcane Deity.)

    (NE) Vecna S.H. lich
    (Necromancer)

    Knowledge
    (LG)
    (Lore Bard)

    (NE) Vecna

    Life
    (LG)

    (CE)

    Death
    (xGood) (LE) Poityz Skullyr

    Grave
    (xEvil) (CG) Eryk Eversleep

    Undeath
    (LG) Amnamurel Rivika - Aasimar (f)
    (LE) Siriliux Aranxenon - Tiefling (m)

    Forge
    (LN)
    (Artificer?)

    Light
    (LG)

    (CE) Scorx - S-Human (m)
    (Pheonix Sorcerer)

    Nature
    (Player assisted)
    (NG) Brungor RypHowl Half-Orc (m) Moon Druid

    (NE) Niglya Everswarm vHuman (f) Nature Cleric

    Night
    (CG)
    (Gloomestalker Ranger)

    (NE)
    (Shadow Monk)

    Trickery
    (CG)
    (Arcane Trickster Rogue)

    (CE)
    (Mastermind Rogue ?)

    Protection
    (LG)
    (Devotion Paladin)

    (LE)
    (Champion Fighter)

    Tempest
    (CG)
    (Storm Sorcerer)

    (CE)
    ( Barbarian)

    Travel
    (L.N)

    Order
    (LG)

    (LE)

    War
    (CG)
    (Beserker Barbarian)

    (LE)
    (Battlemaster Fighter)

    Luck
    (CG) Lari Kynzpinner - V-Human (f)
    (Thief Rogue)

    (CE) Jimin Trickstep - Half-Elf (m)
    (Divine Soul Sorcerer)
    Last edited by Great Dragon; 2020-03-05 at 07:08 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  16. - Top - End - #76
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    BlackDragon

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    Default Re: Ancient Realms

    Quote Originally Posted by Tawmis View Post
    This was a lot of fun to write!
    I didn't get too much backstory for the character...
    But delved into his motivation... his plan... gave names to the dragons...
    One of which will probably be familiar...
    Took some liberties (associated him with blue) which you may need to change...
    Hope you enjoy!
    =======================================
    Mekmernox
    Quote Originally Posted by Great Dragon View Post
    Just a little tweaking, and off I go!!
    This was great!
    Last edited by Great Dragon; 2020-01-27 at 09:51 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  17. - Top - End - #77
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    BlackDragon

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    Default Re: Ancient Realms

    Returning to Cthululu.

    While I'm not a fan (but also not a dedicated opponent) of Lovecraft beings, I can use Everything up to Chululu himself. I just take away the "Insanity Factor" (I don't like CN or Insane PCs, that's just not fun to me) for everything but the Big Squid himself.

    I don't like the Living World and especially dislike the Elder Gods, or use them as even Warlock Patrons.
    (I can use the "Living Stars" from 4e D&D, as Patrons, though)

    I Give these "outsiders" both resistance to P/B/S and spell resistance (advantage to saves) and work my way up to full resistance to both physical and magical attacks - this makes them very deadly and Players lots more cautious.

    Tier 1 CR Outsiders are still affected by magical weapons and spells.

    Tier 2 CR Outsiders are immune to non-magical weapons. And have SR.

    Tier 3 Outsiders are resistant to all physical damage, and also have magic resistance (half damage)

    Tier 4 Outsiders are resistant to even magical weapons and have both spell resistance (advantage) and magic resistance (half damage at all times, so a failed save is half, and a successful safe is 1/4 damage)

    Chuthulu has Tier 4 plus Regeneration (20) and Legendary Resistance and Legendary Actions.

    He doesn't have Lair Actions, but instead I give him Minion Actions.

    Summon Minions (usually 20d4 HD of any lesser Outsider), Attack and Maneuver commands.

    Oh, and PCs looking at Big Squid need to make a Charisma Save (DC 18) or have the effects of Crown of Madness cast on them.

    They can avert their eyes, but then all attacks are at Disadvantage
    Last edited by Great Dragon; 2020-01-18 at 02:14 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  18. - Top - End - #78
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    BlackDragon

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    Default Re: Ancient Realms

    Quote Originally Posted by Great Dragon View Post
    These are the Unearthed Arcana Subclasses up to date so far.
    Some may already be listed.
    Spoiler: Comments
    Show

    Barbarian
    Wild Soul (UA Barbarian and Monk)
    I lost the Playtester for this.

    Beast (UA Subclasses part 1)
    Needs Playtesting.

    Bard
    Eloquence (UA Bard and Paladin)
    Needs Playtesting.

    Cleric
    Twilight (UA Cleric, Druid, and Wizard)
    A Sneaky Cleric? Needs Playtesting.

    Order (UA Order Domain)
    Needs Playtesting.

    Druid
    Circle of Spores (UA 3 Subclasses)
    Currently being Playtested.

    Wildfire (UA Cleric, Druid, and Wizard)
    Needs Playtesting.

    Fighter
    Rune Knight (UA Fighter, Ranger, and Rogue)
    Seems like a very limited Arcane Knight, but interesting. Needs playtesting.

    Brute (UA 3 Subclasses)
    This is currently being Playtested. Seems a bit potent, especially compared to Champion.

    Psychic Warrior (UA Fighter, Rogue, and Wizard)
    Needs Playtesting.

    Monk
    Way of the Astral Self (UA Barbarian and Monk)
    IDK - seems way over the top. Needs Playtesting.

    Way of the Mercy (UA Subclasses part 1)
    This one is currently being Playtested.

    Paladin
    Oath of Heroism (UA Bard and Paladin)
    I'd really like to see this Playtested.

    Oath of the Watchers (UA Subclasses part 1)
    Looks really close to Ancients Paladin. Needs Playtesting.

    Ranger
    Conclave of the Swarmkeeper (UA Fighter, Ranger, and Rogue)
    Needs Playtesting.

    Rogue
    Revived (UA Fighter, Ranger, and Rogue)
    Needs Playtesting. Combining this with Revenant seems really wacky!

    Soulknife (UA Fighter, Rogue, and Wizard)
    Needs Playtesting, but look very interesting.

    Sorcerer
    Aberrant Mind (Sorcerer and Warlock)
    Sigh - looked too much like a Warlock, and thus I combined it with Great Old One.

    Warlock
    Lurker in the Deep (Sorcerer and Warlock)
    Different. Needs Playtesting.

    Noble Genie (UA Subclasses part 1)
    Needs Playtesting.

    Wizard
    School of Invention (UA 3 Subclasses)
    Another Creation type. Haven't Playtested yet.

    Onomancy (UA Cleric, Druid and Wizard)
    No. One does not wander through the wilderness and pick a random Rock and just (somehow) know it's true Name! The names that Sentient Creatures use on daily basis are not their Truenames!!

    Psionic (UA Fighter, Rogue and Wizard)
    I believed this to be a bit much as a Wizard Class. Being able to change spells daily as well as recover Slots on a Short Rest once a day, plus access to the damage types that are the rarest to resist, seemed just too much. As such, I made this a Sorcerer Subclass. Playtesting soon.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  19. - Top - End - #79
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    BlackDragon

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    Default Re: Ancient Realms

    Man, it's nice to be back !
    Hope this lasts - I'll see if I can budget in some donations.

    Still going through all the Unearthed Arcana Subclasses.

    Hope to be post-chatting with folks again, soon !!
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  20. - Top - End - #80
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    BlackDragon

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    Default Re: Ancient Realms

    After more theorycrafting and some dedicated playtesting by several players,
    This is what I’ve come up with for my changes to The Hexblade:

    Medium Armor, and one Martial Weapon. Shield Spell.
    (physical shields and Shield Spell don't stack in my games)

    10th Level makes even a Nat 20 miss if they roll 4+ on 1d6. This is just nuts, imo.
    I changed this to imposing Disadvantage as a Reaction.
    Most likely Wisdom modifier times per day. Minimum of once.

    Master of Hexes, honestly, this shouldn't have been a 14th level feature. I'll most likely drop this into 6th, and try and think of a better 14th Level feature....

    Back to 6th level = I didn't really like the Spectre feature - I mean it's not super OP, but has waaay too much temptation for PvP, and I really HATE when the game becomes a pissing contest for who can kill/dominate Everyone else. This is why I'll tell the Players (especially New) that PvP isn't allowed in my games. I honestly can only count three times [ever, in 37 years of playing] where D&D PvP gameplay had Everyone still being Friends afterwards.

    How about Cursing Spirit? (This hasn’t been Playtested yet)

    This is a variation of Accused Spectre, but only affects the Hexblade.
    "If killed in combat, your spirit rises up on your next turn to try and finish the fight against your killer. The Hexblade becomes a Spectre that can still cast spells with any remaining Slots, and able to use all class features, and can wield their chosen weapon. This state lasts up to an hour or until the Hexblade Spectre or the target is killed."
    Note: Revivify will not work on the Warlock because of this, but Raise Dead and Resurrections (can) work normally.
    Last edited by Great Dragon; 2020-04-04 at 12:16 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  21. - Top - End - #81
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    BlackDragon

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    Default Re: Ancient Realms

    Well, for those reading, here's the latest on what I'm working with.

    Unearthed Arcana: I'm still checking out the new releases, and most are interesting.

    I'm starting a Roll20 Theroes Campaign. I'm liking this MtG crossover lots better than Ravnica.

    I'm also starting a Roll20 Playtesting game, starting with the new Dark Water of Bildgewater found on D&D Beyond. Not sure if I'll get the card game app that it's supposed to be connected to.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  22. - Top - End - #82
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    BlackDragon

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    Default Re: Ancient Realms

    An attempt at a pure Summoner Wizard that didn't step on too many other Subclass' toes:

    Wizard – Planar Adept
    02nd You add any summoning spell to your spellbook.
    Regardless of source, they count as wizard spells for you.

    06th The damage from their natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
    The range of all summoning spells is doubled.

    10th When you cast a summoning spell, either add one creature or CR to those brought forth.

    14th Speed Boost: You learn the Haste spell and can cast it upon all the creatures summoned by a single spell.
    --
    Savant Sorcerer
    My attempt at The Classic Sorcerer.
    Not sure what else to add.

    1st Potent Spells: +Cha mod to spell damage

    6th Piercing Spells: Can upcast spells (including Cantrips) to Ignore Resistance, but doesn't have any other upcasting effect.

    14th Font of Power. Add your Charisma modifier to your Sorcery Point pool.

    18th Magic Resistance: Advantage to Saves against spells that target you.

    Overwhelming Spells: Can upcast spells (including Cantrips) to Ignore Immunity, plus has any other upcasting effect.
    Last edited by Great Dragon; 2020-08-18 at 05:16 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  23. - Top - End - #83
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    BlackDragon

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    Default Re: Ancient Realms

    Moved for ease of comparing
    The Lore Mastery (UA #30) Archetype was interesting to me, but I felt that the ability to change the Energy type didn't really fit a Scholar type Subclass.
    Here's what I came up with:

    Wizard – Magus
    This is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as a Majus, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some Maji take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other Maji are generous teachers, countering ignorance and deception with deep knowledge and good humor.

    Lore Master
    Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

    Arcane Exchange
    At 6th level when casting a spell with valued components, you can exchange an equal amount of gold valued materials.

    Prodigious Memory At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

    Master of Magic
    At 14th level, your knowledge of magic allows you to duplicate almost any spell.
    As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list: Except Healing. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including material components and expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.

    --
    Comments in UA Allowed thread.
    Wizard - Battle Mage (HB, WIP) - updated.
    This is meant to replace parts of the Lore Mastery Wizard. See Magus.

    Armored Mage:
    At 2nd level After a long rest you can cast Mage Armor as a one hour ritual, the duration is until the end of your next long rest. The spell must be in your Spellbook. The material component is an armored figurine worth 100 gold pieces, which is consumed in the process.

    Empowered Mage:
    At 6th level, you can choose one of the following options to add to a spell that you cast.
    You can do this a number of times equal to your Proficiency plus Int modifier per long rest (day)
    * Increase the raw power. If you roll damage for the spell, increase the damage for each target by 2d10 force.
    * Increase potency: you can increase the Spell DC by two.
    * You can double the spell’s range.

    Versatile Casting:
    At 10th level You can change the energy type a number of times per day equal to Proficiency Bonus plus
    Int Modifier. Swap only one energy type once a round. Cantrips still count. When you cast a spell with a spell slot and the
    spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with
    one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type
    for another by altering the spell’s formula as you cast it. This option can be combined with one 6th level option.

    Master Offense:
    At 14th, when you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. This option can be combined with one 6th level option and one 10th level option.

    Spoiler: Altering Spells
    Show

    While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.


    Spoiler: original
    Show
    you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
    An additional 1st-level spell slot can double the spell’s range. (Battle Mage)
    An additional 2nd-level spell slot can double the spell’s duration.
    An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
    Last edited by Great Dragon; 2020-09-10 at 01:31 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  24. - Top - End - #84
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    BlackDragon

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    Default Re: Ancient Realms

    Separating my thoughts a bit.
    Homebrew Feats and Subclasses

    Hexblade Warlock Update
    This is what I’ve come up with for my changes to The Hexblade:

    1st Medium Armor, and one Martial Weapon. Shield Spell.
    (physical shields and Shield Spell don't stack in my games)

    06th Master of Hexes - can move your Hexblade’s Curse from a slain creature to another visible within 30 feet
    You still gain the temporary HP from the slain creature.

    10th Armor of Hexes - the negation of a hit, including a critical on a lucky roll, was a bit much for me. I changed this to imposing Disadvantage as a Reaction.

    14th level: How about Cursing Spirit? (This hasn’t been Playtested yet)
    This is a variation of Accused Specter, but only affects the Hexblade.
    "If killed in combat, your spirit rises up on your next turn to try and finish the fight against your killer. The Hexblade becomes a Specter that can still cast spells with any remaining Slots, and able to use all class features, and can wield their chosen weapon. This state lasts up to an hour, or until the Hexblade Specter or the target is killed."

    Fighting Styles
    Archery (PHB) You gain a +2 bonus to attack rolls you make with ranged weapons. Fighter and Ranger.

    Defense (PHB) While you are wearing armor, you gain a +1 bonus to AC.

    Dueling (PHB) When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Fighter, Paladin, and Ranger

    Great Weapon Fighting (PHB) When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Fighter and Paladin

    Protection (PHB) When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    Fighter and Paladin.

    Interception (UA# 65) - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by the weapon’s damage + your proficiency bonus (to a minimum of Zero damage). You must be wielding a simple or martial weapon to use this reaction. (Modified)

    Two-Weapon Fighting (PHB) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Must be two light weapons: Dagger, Shortsword, Scimitar. Fighter and Ranger.

    Marine (UA# 4) As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

    Close Quarters Shooter (UA #10) - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-*‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks within 30’.

    Tunnel Fighting (UA# 10) - You excel at defending narrow passages, doorways, and other tight spaces.
    As a Bonus Action, when in these areas, you can enter a Defensive Stance that lasts until the start of your next turn. While in your Defensive Stance, you can use your Reaction to make a Melee Attack against a Creature that moves more than five feet while within your reach, and you can make Opportunity Attacks at Advantage when using your Reaction.

    Blind Fighting (UA# 65) - Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it. Cover still provides the target a bonus to their AC against your attacks. (Modified)

    Thrown Weapon Fighting (UA# 65) - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

    Unarmed (UA# 65) - I'm changing this to being only 1d4+Str and 1d6+Str with double fists. This makes it slightly better than the Tavern Brawler Feat, but doesn't outdo the Monk.
    Last edited by Great Dragon; 2020-10-10 at 04:50 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  25. - Top - End - #85
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    Another awesome background by Tawmis!
    https://forums.giantitp.com/showsing...&postcount=815
    My respose
    https://forums.giantitp.com/showthre...7#post24716027

    Thought
    After viewing the Beserker Barbarian review by Zee Bashew
    https://www.youtube.com/watch?v=Bzxn...IECgIIAQ%3D%3D
    I agreed that the subclass was a bit too nerfed by RAW.
    I like a lot of the things Zee talks about, and his style is most amusing.

    I got to thinking, why was the Berseker forced to take an Exhaustion Level for Frenzy?
    I mean, sure, most everything is supposed to come at a price, and combining the Monk's normal bonus action attack with the effects of the two weapon style seems potent.

    But, it only lasts a minute and the Barbarian has a limited number of Rages per long rest. Until 20th level, anyway.

    Slapping Berseker - and no other Barbarian Archetype - with a negative for each time they use their Archetype feature (Frenzy), that can only be removed via Greater Restoration (requiring a 9th level Artificer, Bard, Cleric, Druid or Celestial Warlock) or a Long Rest - per level of Exhaustion is just - a dealbreaker when most players are looking at the options for a Subclass.

    So, my Idea is to have the Exhaustion Level only last an Hour.
    Light activity, including traveling at a normal pace, during this time allows the Exhaustion to fade away. Now, Higher level Berserker Barbarians need to watch how often they Frenzy during a Rage. The good news is that they can't, on their own, get the 6th level of Exhaustion and kill themselves!
    At 20th level, along with the unlimited Rages, the Berseker's Frenzy Exhaustion now only lasts a minute each time it is used.

    Humm - needs some playtesting.
    Last edited by Great Dragon; 2020-09-18 at 12:07 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  26. - Top - End - #86
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    Ok, time for my latest Grognard Rant:
    (Which is more sparks for Debate then being super mad and insulting)
    https://www.dicebreaker.com/games/du...ything-preview

    “**Tasha’s Cauldron of Everything** represents a step in the right direction for D&D - one where players are given the option to create characters free from the problematic and restrictive rules of the past.”

    While I can agree that the past editions of D&D aren’t always the best: To me these “restrictive rules” usually made some sense to me. An Elf is [usually] more Dexterous than being Healthy (3e was +2 Dex and -2 Con) and wasn’t upset by 5e dropping the negative to their Constitution.
    Getting rid of the Negative modifiers has already been addressed, twice - and now it’s just a little too late, imo. From the start WotC made a lot of noise about being proud of getting rid of these negatives from the Races of older D&D editions (mainly 3e) and if making the various new Humanoid Races from Volo’s available as playable Characters, should have followed suit.
    -------
    “There will be a chapter in the sourcebook that will enable players to either alter the traits of their chosen character race - by changing any bonuses granted to ability scores, for example - or create a character with traits unrelated to their race. Dungeons & Dragons’ principal rules designer Jeremy Crawford said during the press event for Cauldron of Everything that the inclusion of these new character creation rules was driven by publisher Wizards of the Coast’s current initiative to address the problematic elements of the RPG.”
    https://www.dicebreaker.com/games/du...blematic-races

    I can agree that more options for the making of a Race or Subrace should exist.
    However, this should have been placed firmly into the hands of the individual DM.
    Not as a Player option! Where they can mix and match Racial Ability Modifiers and features any way they want, because I already know that this will bring out the Min-Maxing Power Gamer in all but the most dedicated non optimizing “RP” gamer.

    Note: there is not anything wrong with making the Character good at what their Class or Party Role does.
    It’s when this is done to the extreme, where the Race is chosen for the best modifiers to be applied to the relevant Class Ability. Tasha's change means that while an “Elf” might look like every other Elf, they are always the absolute best at what Class/Role was needed for the Party.
    It seems that the days of challenging oneself with playing a Class or Party Role where you were a Race that perhaps wasn’t the most suited for it ("Playing Against Stereotype") - are gone.

    But as this stands - everyone is basically just a weird looking Human.
    There is no point in the difference between a Standard Human (+1 to all abilities) and a Variant Human (+1 to two abilities and a Feat) [I’ve already made my own changes to Humans in a lot of my games] and any other Race.

    Especially now since, as near as I can tell, the Human can (somehow) have the 120’ Darkvision of a Drow Elf, and lost only - say - the extra Language they would have normally gotten.
    -
    “Highlighting last year’s Eberron: Rising from the Last War and Explorer's Guide to Wildemount, this year’s D&D 5E sourcebook based on popular web series Critical Role, as examples of its efforts to “present orcs and drow in a new light [and] just as morally and culturally complex as other peoples”, Wizards of the Coast said that future books would portray all of D&D’s races in similarly “relatable ways” to eliminate problematic aspects.”

    Creating more diverse Cultures for all the races would be most welcome.
    -
    Perhaps a guideline on how to change existing Races and how to build a new Subrace for each of the major Races.

    For example, we have Gnomes all getting +2 to Int:
    with Rock (+1 Con), Forest (+1 Dex), and Deep (+1 Dex).
    So, let’s say that the DM (me) wants to mix those up a bit more:

    Rock Gnomes don’t seem to really need a change, to me.

    Forest Gnomes have always seemed more connected with Nature than the others.
    So using these new rules, I could easily switch Int for Wis, and while this might change their function (being more Druid, Ranger and Cleric focused) it does not really change their Lore in the Worlds.

    Deep Gnomes have always been an interesting Race to me, where hiding and stealth are more important.
    So, I’m swapping the +2 Int for Dex, and giving that other bonus to Charisma.
    This would cause their Lore to make even more sense to me. Since hiding and avoiding the attention of the majority of the things that are underground, especially in the Underdark; as well as being friendly enough to make allies where needed - are a big part of the Svirfneblin way of life.

    But, now I’m going to look at making the other Abilities the prime focus:
    The hardest part for me will be naming these Subraces.

    (Jewel) +2 Str and +1 Con - perhaps these Gnomes are another underground type, maybe an offshoot of the Deep Gnomes, perhaps a result of marriages with Rock Gnomes. The Jewel Gnomes are more physical by necessity and less shy then their Svirfneblin cousins. Needing to carve their homes from the raw stone, as well as being vigilant and a bit more aggressive in the defense of their homes, Jewel are still approachable by small groups and individuals of nearly any Race.

    (Crag) +2 Con and +1 Dex - perhaps these Gnomes are a marriage between Forest and Rock Gnomes.
    Used to surviving in areas that other Gnomes normally avoid, they are hardy and nimble.
    While friendly enough to be approachable, these are a cautious people.

    Now, I’m not going to go through and do this for all the other Races, but I think I’ve made my point.
    The DM, hopefully working along with their Players can build some very interesting Races with these options.
    And then have even more fun making the History for each, and how they fit into the Campaign World.
    ----------
    Nearly all the Forums are dead.
    The Discord, "shared content" is terrible.
    (I'm expecting a huge Flame War when *Tasha’s Cauldren of Everything* officially releases!!)

    All the "good" Gaming sites are getting nearly impossible to find.

    My top most hated "forum" for anything Gaming related (video games and tRPGs) is __Reddit__.

    I refuse to even try and engage with Twitter, which is my second in line.

    D&D Beyond is getting to be on par with the Elitist "Rule Lawyering" of every D&D edition I've seen so far. This attitude was not only accepted, but expected, and encouraged by Gary Gygax. But as the following article (amazingly on DdB) states, there were reasons for that.
    ---
    https://www.dndbeyond.com/posts/574-...er-of-dungeons
    To Gygax, there was a Grand Canyon sized rift between a Player, and a Dungeon Master, and because there weren't a lot of resources for a DM to work with, a Player having the DMG and modules was unacceptable.
    What we now call Metagaming, and seems to be the "normal" now.
    ---
    Making Permanent magical effects without needing cast the Spell/s every day.

    Circle of Teleportation is 5th level.
    Forbiddance is 6th level. (30 days)
    The cleric’s Temple, mage’s Tower and druid’s Grove are 8th level.
    Where casting (and paying the cost) every day for a year made them permanent.

    My idea is doing what is known as Cooperation Rituals, where your doing the same things that those "Evil Cults" do - where they need large groups of (at least a few magically talented) people doing the Ritual/s every day (the more people, the shorter the time needed) will place these spell effects up.

    This was the explanation for how a location could be (Un)Holy without there ever having been an empowered Priest/Cleric casting Sacred Ground a lot. The people's faith, done ritualistically and constantly, caused the Holy Ground effect to happen.
    ------
    I got to thinking about Armor, and found that - like in older editions of D&D,
    there were too many that overlapped, where it made no sense to not take the better one.
    So, here’s my Idea:

    *Light*
    Padded 05 gp 11 + Dex modifier - Disadvantage 8 lb.

    Leather 10 gp 11 + Dex modifier - - 10 lb.

    Studded leather 45 gp 12 + Dex modifier - - 13 lb.

    __medium__
    Hide 10 gp 13 + Dex modifier (max 2) - - 12 lb.

    Chain shirt 50 gp 14 + Dex modifier (max 2) - - 20 lb.

    Breastplate 150 gp 15 + Dex modifier (max 2) - - 20 lb.

    **Heavy**
    Chain mail 400 gp 16 Str 12 Disadvantage 55 lb.

    Half Plate (or Splint) 750 gp 17 Str 14 Disadvantage 40 lb.

    Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
    Last edited by Great Dragon; 2020-09-19 at 04:22 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  27. - Top - End - #87
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    my changes to the Raven Queen Warlock
    The biggest difference was that the Raven Spirit doesn't act like a familiar. You can tell it what to do with Telepathy and it can tell you things it perceives, but you can't personally use it's senses to perceive. I also nerfed it, lowing damage Immunity to Resistance. Radiant still hurts fully.
    Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the prescribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world.
    Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will.
    Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
    The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other intimations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.

    Expanded Spell List
    The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    1st false life, sanctuary
    2nd silence, spiritual weapon
    3rd feign death, speak with dead
    4th ice storm, locate creature
    5th commune, cone of cold

    Sentinel Raven
    Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. The Raven can detect Undead within 60' of it. This ability passes through all non-magical barriers.The Raven will always inform their Warlock of any detected undead, naming only Physical or Spirit for their type.
    While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. The raven doesn’t require sleep. While it is within 100 feet of you, it can
    awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died— and it reappears within 5 feet of you.
    In combat, the Warlock uses a Bonus Action for the Raven to be able to Move and do one action: Dodge, Disengage, Dash, Hide, or Help. If no command was given, the Raven can only Move.

    Soul of the Raven
    At 6th level, you can change your Eldritch Blast Cantrip Force damage now also does Radiant damage to Undead. You also gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action to do any action you normally could – but limited to only casting Cantrips . As an action, you and the raven return to normal.

    Raven’s Shield
    At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

    Queen’s Right Hand
    Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast Finger of Death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

    Rogue: Shadowdancer
    This is meant to take some of the features from the Way of the Shadow Monk, which gets replaced with my Hidden Form Monk.

    3rd You gain Minor Illusions as a bonus Cantrip. Gains the ability to use the Hide action while in light procurement. Taking the Skulker feat grants advantage to this ability. Also gains Darkvision if not already possessed.

    9th Gains the ability to teleport as a movement action through shadows up to 60 feet. Moving through solid objects counts as difficult terrain. If the distance to the next shadow is out of range, this feature fails to function.

    13th Cloak of Shadows
    By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

    17th Opportunist
    At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

    Monk - Hidden Form
    Secret Arts
    Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Invisibility, Nondetection, Pass Without Trace, or Silence, without providing
    material components. Additionally, you gain the Minor Illusion Cantrip if you don’t already know it.

    Hidden Step
    At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

    Hidden Cloak
    By 11th level, you can use an Action to spend 5 Ki to cast Greater Invisibility, without providing material components. For 4 Ki, you can use an Action to spend cast any of the base Spells onto a willing subject up to 30 feet away.

    Distracting Hand - When you hit a target with an attack, as a Bonus Action you can grant Advantage to Hit to all attacks against the target until the start of your next turn.As part of your Reaction attack of opportunity, you can make an Acrobatics or Athletics check to try and trip the provoker, knocking them prone.
    Last edited by Great Dragon; 2020-10-10 at 05:05 PM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  28. - Top - End - #88
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    Well, another round of "I'm tired of the same old thing..."

    Warlock - Fiend (my)
    {Yugoloth}

    Dark One’s Blessing
    Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

    Dark One’s Own Luck
    Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

    Fiendish Resilience
    Starting at 10th level, you can choose one energy damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

    Mindtrick
    At 14th level, you gain the ability to duplicate the Phantasmal Killer spell upon a target within range, which takes 10d10 psychic damage. The target needs to make an Int Saving Throw vs your spell DC or believes that the ally closest to them has turned on them.

    Warlock - Infernal (HB)
    Bonus Spells
    1st Bane, Faerie Fire
    2nd Alter Self, Detect Thoughts
    3rd Bestow Curse, Clairvoyance
    4th Faithful Hound, Stoneskin
    5th Passwall, Infernal Calling

    Luckthief
    At 1st level you can choose a target within 30 feet and force them to make a Charisma Save vs your spell DC. Upon a Failure, you gain one Luck Point, usable as per the Luck Feat. Once you use this feature you cannot do so again until after a Short or Long Rest.

    Legion Tactics
    When an Ally is within 5 feet of your target, you have Advantage to hit.
    If you are within 5 feet of a target, you can perform the Help action as a Bonus Action to grant Advantage to Hit for those without this feature.

    Starting at 6th level, Hellish Resilience
    Starting at 10th level, you gain resistance to Piercing, Slashing and Blunt damages. Damage from magical weapons or silver weapons ignores this resistance. You can also use Hellish Rebuke once per short rest.

    Hurl Through Hell
    Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.

    Warlock - Abyssal (HB)

    Expanded Spells
    1st Chaos Bolt, Absorb Elements
    2nd Blur, Enlarge/Shring
    3rd Dispel Magic, Summon Lesser Demons
    4th Confusion, Summon Greater Demons
    5th Mislead, Passwall

    Hordeface
    Starting at 1st level, when you reduce a creature to Zero Hit Points, you can cause another creature within 30 feet to make a Charisma save at your Spell DC or become Frightened of you for a minute. Cannot be used on the same creature more than once per hour.

    Abyssal power
    Starting at 6th level, you can call on your patron to grant Elemental Bane to your weapon attacks for one minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

    Demonic Avoidance
    Starting at 10th level, you can use a Reaction to Parry a weapon attack, reducing the damage taken by 1d6.

    Soulcrusher
    Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly inflict great emotional pain. If the target is not a fiend, it takes 10d10 psychic damage, Making a Charisma Save or it is also stunned until your next turn. Once you use this feature, you can’t use it again until you finish a long rest.

    - - - -
    Now, there is a certain theme going on there. Different methods of doing Psychic Damage to a target. Normally I try to avoid duplicating the same effect, but in this case I'm actually not trying to completely rewrite the Fiend Warlock. I'm trying to expand on the Style that is offered by the three main Fiend types.

    These need Playtesting
    Last edited by Great Dragon; 2020-11-06 at 05:36 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  29. - Top - End - #89
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    S.J. Blackwood Discord ID: @Sidthedidda#2783 https://www.patreon.com/sjblackwood
    (Supporting is appreciated, perhaps one day I can also do so)

    Now - I’m from the Old(er) School of thinking, I actually prefer that a new Subclass doesn’t overlap what another one does (at least too much). Where the new option isn’t an obviously better choice then any other existing options. While I'm more of a Dave Arneson devotee, I did like the comment Gygax wrote into the AD&D DMG: "These rules are guidelines, and not carved in stone."
    The Gygax quote I liked was: “You can be anything, even a Dragon: As long as it starts out weak and slowly grows in power.” {minor paraphrasing}
    -
    When I was shown the Hopeweaver Warlock, I was most interested.
    As such, these are the things that I came up with for the changes to both Hopeweaver and Celestial Warlocks.

    Celestial Bonus Spells
    1st Cure Wounds, Guiding Bolt
    2nd Flaming Sphere, Healing Spirit
    3rd Daylight, Revivify
    4th Guardian of Faith, Sickening Radiance
    5th Mass Cure Wounds, Summon Celestial Spirit

    Hopeweaver Bonus Spells
    1st Healing Word, Detect Good and Evil
    2nd Aid, Lesser Restoration
    3rd Beacon of Hope, Mass Healing Word
    4th Death Ward, Freedom of Movement
    5th Greater Restoration, Flame Strike

    Suggested changes to Hopeweaver Warlock:
    1st Shield of Kindness: Use a Reaction to grant temporary hit points against an attack equal to double your Charisma bonus (2 minimum). Usable a number of times equal to your proficiency bonus per short or long rest.
    {Note - these are Temp HP and can be effective against more then one attack and last more then one round}

    [Meta] My main reason to lower this to being Charisma based is as follows: There aren’t any weapon (unless your fighting Giants) attacks that do more than a maximum of 17 points of damage with a single hit. Not counting spell effects or Class Features that are added to a weapon's damage, like a Paladin’s Branding Smite spell and Smite feature. Being able to reduce that maximum damage even if by only 2 to 10 points is still very potent, where being able to reduce the damage against a single attack by double your level gets unbelievable after 10th level. Note the change from “weapon damage” to any attack that deals damage.

    6th A creature that hits you with an attack (within 30’) must make a Strength Saving Throw at your spell DC or be knocked back 15 feet and knocked prone. You can do it once a round. At 14th level, you can do this twice a round.

    10th Benevolence Unbound. Your Shield of Kindness becomes more impressive. When a damaging ~~spell~~ effect targets a creature within 30’ of you, your reaction now can reduce the damage by double your warlock level. This is usable a number of times equal to your proficiency bonus plus your Charisma modifier (twice minimum) per long rest.

    [Meta] About the original Peace Affect: While it’s a nice feature to be able to calm things down in a large area around the Warlock, this is very much a feature that isn’t going to be used by a lot of normal players. Playing a pacifist in a tRPG tends to get tedious to other players, especially if you're so passive that you're kinda useless because you're not immediately helping the party that wants to kill those Evil Monsters. Sure, talking your way out of a fight is fine, but knowing when it’s actually needed to fight is also good. Without being punished IC because you perhaps agreed with the rest of the party.

    Avatar of Hope: No change in appearance. 1 mile area of light, negating all forms of darkness. Friendly creatures receive Advantage to resist being charmed or frightened. Friendly creatures within the light are also healed double your Charisma modifier for one minute. Add the additional benefits of: Everyone within the light is immune to disease and is cured of any disease when touching you (Wisdom modifier per day); Food and Drink within the light are purified. Advantage to Saving Throws against poison. Happy sounds are more beautiful and can be heard at a greater distance

    [Meta] I feel that these changes make it more dependent on the abilities of the Character, and less of a Blanket Benefit. Now, I already know that some people are going to complain about the need for Multiple Ability Dependency (MAD) But there’s supposed to be a reason for every Ability Score in the Game, and IMO every class and subclass should find a way to utilize all six abilities.

    High level feature are supposed to be impressive. But, still also have Limits.
    (Heck, even Deities are supposed to have Limitations as PCs!)
    Being able to block 40 of 45 damage against the typical Evil Mage cliche spells (3rd level Average Damage Fireball or Lightning Bolt) is very nice. Limiting that to 6x a day still means that the Evil Mage needs either (1) 3 attuned Pearls of Power {and no other spiffy items needing Attunement} or (2) has to burn higher level slots to do those Area of Effect damaging spells.
    ----
    Thank you for reading.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

  30. - Top - End - #90
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Ancient Realms

    my 5e Racial Changes
    (On the D&D 5e PC gSheet)

    I removed all Eberron Dragonmarks, as I can deal with these as Racial Feats but not as Racial options

    Human +1 to any two abilities; Bonus Feat; Bonus Language; Bonus Skill; Bonus Tool.

    Amethyst Dragonborn Str +2, Cha +1 Resistant to Lightning Damage
    Crystal Dragonborn Str +2, Cha +1 Resistant to Fire Damage
    Emerald Dragonborn Str +2, Cha +1 Resistant to Thunder Damage
    Sapphire Dragonborn Str +2, Cha +1 Resistant to Frost Damage
    Topaz Dragonborn Str +2, Cha +1 Resistant to Acid Damage

    Yuan-Ti Pureblood cha +2, int +1 You are Resistant to poison damage and have advantage to Save vs the poisoned condition. Common, Abyssal, Draconic

    Kalashtar wis +2, cha +1 Dual Mind Discipline You have Advantage to Int and Wis saves.
    Common, Quori, 1 extra Dreamless.

    Vedalken int +2, wis +1 Advantage on all Intelligence, and Wisdom saving throws. Common, Vedalken, 1 extra
    Tireless Precision You gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You also gain proficiency with 1 tool of your choice.
    Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check’s total.

    Cambian cha +2, con +1 Resistant to one damage type. Common, Abyssal.

    Xvart Int +2, Dex +1 Common, Xvart Insight, Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

    Satyr Cha +2, Dex +1 Speed 35 magic resistance: Advantage to Wis and Cha saves Ram 1d4 blunt
    Mirthful Leaps Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

    Vampire (Ix) Cha +2, Wis +1 Resistant to Necrotic Common, Dark Speech Bite 1d4 piercing
    Feeding.You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. As a bonus action you can make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d10 necrotic damage. The target’s hit points are reduced by an amount equal to the both damages taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level

    When you drain blood you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on attack rolls and saving throws for 1 hour. This feeding counts as a ration for the week.

    Homebrew
    Xkel (Skeleton) * Dex +2. Int +1 * Advantage to Dex Saves * Claw 1d4 * Perception * Common, 1 extra
    Juzu (Zombie) * Con +2, Wis +1 * Advantage to Death Saves * Slam 1d4 * Intimidation * Common, 1 extra

    (MLP to 5e)
    Earth Pony Str +2, +1 Wis Common, Fey Guidance, 3rd Healing Word, 5th Plant Growth

    Unicorn Pony Cha +2, Dex +1 Mage Hand, 3rd Misty Step, 5th Claivoyance

    Pegasus Pony Con +2, Str +1 Fly 40, 1st Mending 3rd Find Traps 5th

    Batpony Dex +2, Int +1 Fly 40', 1st Shade, 3rd Darkness, 5th

    Kirin Pony Cha +2, Str +1 1st Resistant cantrip, 3rd Beast Sense, 5th Spirit Guardians

    Zebra Pony Wis +2, Cha +1 * 1st Druidcraft, 3rd Pass Without Trace,5th Dispel Magic

    Alicorn Str +1, Dex +1, con +1, int +1, wis +1, cha +1 Advantage to Con and Wis Saves
    fly 60', 1st Dancing Lights, 3rd Zone of Truth, 5th Revivify

    Diamond Dog Con +2, Wis +2 25, Burrow 10' Common, Undercommon
    1st Mold Earth 3rd Spike Growth 5th Erupting Earth

    Heartling (MLP) Cha +2, Wis +1 * AC 13+dex * Common, Deep Speech *
    1st Silent Image, 3rd Minor Image, 5th Major Image

    Changeling (MLP) Cha +2, Con +1 Common Deep Speech 1st Alter Self 3rd Blur 5th Fly
    Last edited by Great Dragon; 2020-11-10 at 09:28 AM.
    My Knowledge, Understanding, and Opinion on things can be changed
    No offense is intended by anything I post.
    *Limited Playtest Group - I'm mostly Stuck in the White Room.
    *I am learning valuable things, here. So thanks, everyone!

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