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Thread: Iron Crisis (OOC)
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2020-09-06, 11:26 AM (ISO 8601)
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2020-09-11, 04:40 PM (ISO 8601)
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2020-09-13, 10:49 AM (ISO 8601)
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2020-09-14, 01:50 PM (ISO 8601)
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2020-09-15, 03:48 PM (ISO 8601)
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2020-09-19, 05:50 AM (ISO 8601)
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2020-09-19, 05:54 AM (ISO 8601)
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2020-09-20, 04:00 PM (ISO 8601)
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2020-09-22, 10:46 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Spoilervs 14
(1d20+2)[9]
(1d20+2)[13]
(1d20+2)[22]
(1d20+2)[7]
(1d20+2)[14]
(1d20+2)[10]
(1d20+2)[9]
(1d20+6)[21](2d8)[2]
(1d20+6)[18](2d8)[5]
MS: (1d20+4)[5](1d6+2)[5]
VSB: (1d20+4)[23](1d6+2)[6]
VS: (1d20+4)[11](1d6+2)[7]
SS: (1d20+4)[18](1d20+4)[19](1d6+2)[7]
KS: (1d20+4)[21](1d6+2)[4]
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2020-09-24, 02:59 PM (ISO 8601)
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2020-09-27, 05:31 AM (ISO 8601)
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2020-10-09, 06:40 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Mines Magic Items
Spoiler: Shortsword +1
It's a shortsword +1. Doesn't require attunement, of course.
Spoiler: Ring of Jumping
This magic ring feels almost buoyant in your hands. Its design lacks ornate effects - its a band of silver with no gems - but carved into the metal are small reliefs of people going through the motions of jumping.
No attunement
While wearing this ring, you can cast the Jump spell from it as a Bonus Action at will, but can target only yourself when you do so.
Spoiler: Talos' Gift
These thick brown leather boots are lined with straps and rivets of metal, stretching from the top of the boot all the way undersole, 'grounding' the wearer from electrical attacks. Shaped into the heel is the symbol of the Storm Lord god Talos - three lightning bolts all oriented towards a symbol point.
No attunement.
Once per long rest when targeted by an attack or spell, you can use your reaction to give yourself Lightning and Thunder immunity for one turn. You then gain Lightning and Thunder resistance for another turn after that.
Spoiler: Relair's Mistake
This cloak is made from what looks to be wolf's fur, yet the size and single nature of the cloak means it either came from an enormous, unnaturally large wolf, or some other creature entirely. The light brown-fur is comfortable and warm around your shoulders, and the hood of the cloak still has the shape of the large wolf's head, giving it a beastial and wild look.
No attunement.
Once per long rest the wearer can Wild Shape (as the druid ability) into a Wolf for one hour.
Spoiler: Mines Gems
So far as you can tell the assortment of gems don't seem to be worth much - even with polishing, they're probably little more than fancy paperweights, perhaps five golds worth for the lot, ten if you really manage to haggle.
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2020-10-13, 06:00 PM (ISO 8601)
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Re: Iron Crisis (OOC)
Copying from the IC thread too:
Spoiler: The Third Bell
A rebellious bell of more tones than you thought possible. Though restrained now, when you grasp it you feel its eagerness to ring of its own accord, and should it not be secured properly in its case it will ring all in its own, with appropriately impacting effects. It is far more imposing in its attempts to sing out than the Fourth Bell was.
Spells:-
Freedom of Movement (4th level) - 5 charges
Compulsion - 5 charges
Longstrider - 1 charge
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2020-11-19, 06:56 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Thing's from Tasha's. Spoilered to not take up a bunch of space. For the purpose of completeness I'll be including all the relevant changes, even ones I don't think are preferable. Generally if it's going to nerf you, I'm going to not want to do that. That's mostly going to apply to Caelyn and Melian who had their subclasses reprinted from UA and SCAG respectively, Sam+Senna just got extra options rather than changing anything. It expands spell lists for everyone though. (All Vala got was an extra skill and I already factored that into her statblock when I made her)
Some of the line breaks may be weird because of where I'm copying it from.
Spoiler: Caelyn
Additional Druid Spells
Spoiler
1st-level druid feature
The spells in the following list expand the
druid spell list in the Player’s Handbook. The
list is organized by spell level, not character
level. If a spell can be cast as a ritual, the
ritual tag appears after the spell’s name. Each
spell is in the Player’s Handbook, unless it has
an asterisk (a spell in chapter 3). Xanathar’s
Guide to Everything also offers more spells.
1st Level
Protection from evil and good
2nd Level
Augury (ritual)
Continual
lame
Enlarge/reduce
Summon beast*
3rd Level
Aura of vitality
Elemental weapon
Revivify
Summon fey*
4th Level
Divination (ritual)
Fire shield
Summon elemental*
5th Level
Cone of cold
6th Level
Flesh to stone
7th Level
Symbol
8th Level
Incendiary cloud
Wild Companion
2nd-level druid feature
You gain the ability to summon a spirit that
assumes an animal form; as an action, you can
expend a use of your Wild Shape feature to
cast the find familiar spell, without material
components.
When you cast the spell in this way, the
familiar is a fey instead of a beast, and the
familiar disappears after a number of hours
equal to half your druid level.
Cantrip Versatility
4th-level druid feature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can replace one cantrip you learned from
this class’s Spellcasting feature with another
cantrip from the druid spell list.
Circle of Wildfire Spells
Removed Firebolt
Adds: Burning Hands, Cure Wounds
Trades: Fireball for Revivify, Raise Dead for Mass Cure Wounds
Wildfire Spirit
Initial summoning damage reduced from 2d10 to 2d6
Save proficiencies removed
Flame Seed damage changed from 1d6+2 to 1d6+Proficiency Bonus, ranged increased to 60', attack roll changed from +4 to the druid's spell attack bonus.
Fiery Teleportation damage changed from 1d6+2 to 1d6+Proficiency Bonus, damage area changed from 10' to 5'.
Cauterizing Flames changed to the following:
Spoiler
10th-level Circle of Wildfire feature
You gain the ability to turn death into magical
lames that can heal or incinerate. When a
Small or larger creature dies within 30 feet of
you or your wildfire spirit, a harmless spectral
flame springs forth in the dead creature’s space and flickers there for 1
minute. When a creature you can see enters
that space, you can use your reaction to
extinguish the spectral flame there and either heal the creature or deal
fire damage to it. The healing or damage equals 2d10 + your
Wisdom modifier.
You can use this reaction a number of times
equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Blazing Revival changed to the following:
Blazing Revival
Spoiler14th-level Circle of Wildfire feature
The bond with your wildfire spirit can save
you from death. If the spirit is within 120 feet
of you when you are reduced to 0 hit points
and thereby fall unconscious, you can cause
the spirit to drop to 0 hit points. You then
regain half your hit points and immediately
rise to your feet.
Once you use this feature, you can’t use it
again until you finish a long rest.
Caelyn Summary of what I think is best:
Two new Wildfire spells (burning hands, cure wounds)
Keeping fireball+raise dead rather than revivify/mass cure wounds?
Upping the flame seed/fire teleportation damage to 1d6+PB, upping flame seed range to 60' and attack roll to be your spell attack bonus (currently +6)
Cauterizing Flame seems like a buff over the UA version from what I can tell. Blazing Revival seems like a nerf, so probably keep the old version if/when we reach 14th level.
Spoiler: Senna
Additional Cleric Spells
Spoiler
1st-level cleric feature
The spells in the following list expand the
cleric spell list in the Player's Handbook. The
list is organized by spell level, not character
level. If a spell can be cast as a ritual, the
ritual tag appears after the spell's name. Each
spell is in the Player's Handbook, unless it has
an asterisk (a spell in chapter 3). Xanathar's
Guide to Everything also offers more spells.
3rd Level
Aura of vitality
Spirit shroud*
4th Level
Aura of life
Aura of purity
5th Level
Summon celestial*
6th Level
Sunbeam
8th Level
Sunburst
9th Level
Power word heal
Harness Divine Power
2nd-level cleric feature
You can expend a use of your Channel Divinity
to fuel your spells. As a bonus action, you
touch your holy symbol, utter a prayer, and
regain one expended spell slot, the level of
which can be no higher than half your
proficiency bonus (rounded up). The number
of times you can use this feature is based on
your level you've reached in this class: 2nd
level, once; 6th level, twice; and 18th level,
thrice. You regain all expended uses when you
finish a long rest.
Cantrip Versatility
4th-level cleric feature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can replace one cantrip you learned from
this class's Spellcasting feature with another
cantrip from the cleric spell list.
Blessed Strikes
8th-level cleric feature, which replaces the
Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle.
When a creature takes damage from one of
your cantrips or weapon attacks, you can also
deal 1d8 radiant damage to that creature.
Once you deal this damage you can't use this
feature again until the start of your next turn.
Spoiler: Sam
Additional Bard Spells
Spoiler
1st Level
Color spray
Command
2nd Level
Aid
Enlarge/reduce
Mirror image
3rd Level
Intellect fortress*
Mass healing word
Slow
4th Level
Phantasmal killer
5th Level
Rary’s telepathic bond (ritual)
6th Level
Heroes’ feast
7th Level
Dream of the blue veil*
Prismatic spray
8th Level
Antipathy/sympathy
9th Level
Prismatic wall
Magical Inspiration
2nd-level bard feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bardic Versatility
4th-level bard feature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can do one of the following, representing
a change in focus as you use your skills and
magic:
● Replace one of the skills you chose for the
Expertise feature with one of your other
skill proficiencies that isn’t benefiting
from Expertise.
● Replace one cantrip you learned from this
class’s Spellcasting feature with another
cantrip from the bard spell list.
Additional Warlock Spells
Spoiler
1st-level warlock feature
The spells in the following list expand the
warlock spell list in the Player’s Handbook.
The list is organized by spell list, not
character level. Each spell is in the Player’s
Handbook, unless it has an asterisk (a spell in
chapter 3). Xanathar’s Guide to Everything
also offers more spells.
Cantrip (0 Level)
Booming blade*
Green-flame blade*
Lightning lure*
Mind sliver*
Sword burst*
3rd Level
Intellect fortress*
Spirit shroud*
Summon fey*
Summon shadowspawn*
Summon undead*
4th Level
Summon aberration*
5th Level
Mislead
Planar binding
Teleportation circle
6th Level
Summon
Fiend*
Tasha’s otherworldly guise*
7th Level
Dream of the blue veil*
9th Level
Blade of disaster*
Gate
Weird
Eldritch Versatility
4th-level warlock feature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can do one of the following representing
a change of focus in your occult studies:
● Replace one cantrip you learned from
this class’s Pact Magic feature with
another cantrip from the warlock
spell list.
● Replace the option you chose for the
Pact Boon feature with one of that
feature’s other options.
● If you’re 12 level or higher, replace
one spell from your Mystic Arcanum
feature with another warlock spell of
the same level.
If this change makes you ineligible for any of
your Eldritch Invocations, you must also
replace them now, choosing invocations for
which you qualify.
Invocation Options
Eldritch Mind
You have advantage on Constitution saving
throws that you make to maintain your
concentration on a spell.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature
When you castfind familiar, you infuse the
summoned familiar with a measure of your
eldritch power, granting the creature the
following benefits:
● The familiar gains either aflying speed or
a swimming speed (your choice) of 40
feet.
● As a bonus action, you can command the
familiar to take the Attack action.
● The familiar’s weapon attacks are
considered magical for the purpose of
overcoming immunity and resistance to
nonmagical attacks.
● If the familiar forces a creature to make a
saving throw, it uses your spell save DC.
● When the familiar takes damage, you can
use your reaction to grant it resistance
against that damage.
Undying Servitude
Prerequisite: 5th-level warlock
You can cast animate dead without using a
spell slot. Once you do so, you can’t cast it in
this way again until youfinish a long rest.
Spoiler: Melian
Additional Wizard Spells
Spoiler
1st-level wizard feature
The spells in the following list expand the
wizard spell list in the Player’s Handbook. The
list is organized by spell level, not character
level. A spell’s school of magic is noted, and if
a spell can be cast as a ritual, the ritual tag
appears after the spell's name. Each spell is in
the Player’s Handbook, unless it has an
asterisk (a spell in chapter 3). Xanathar’s
Guide to Everything also offers more spells.
Cantrip (0 Level)
Booming blade* (evoc.)
Green-flame blade* (evoc.)
Lightning lure* (evoc.)
Mind sliver* (ench.)
Sword burst* (conj.)
1st Level
Tasha’s caustic brew* (evoc.)
2nd Level
Augury (divin., ritual)
Enhance ability (trans.)
Tasha’s mind whip* (ench.)
3rd Level
Intellect fortress* (abjur.)
Speak with dead (necro.)
Spirit shroud* (necro.)
Summon fey* (conj.)
Summon shadowspawn* (conj.)
Summon undead* (conj.)
4th Level
Divination (divin., ritual)
Summon aberration* (conj.)
Summon construct* (conj.)
Summon elemental* (conj.)
6th Level
Summon fiend* (conj.)
Tasha’s otherworldly guise* (trans.)
7th Level
Dream of the blue veil* (conj.)
9th Level
Blade of disaster* (conj.)
Cantrip Formulas
3rd-level wizard feature
You have scribed a set of arcane formulas in
your spellbook that you can use to formulate
a cantrip in your mind. Whenever youf inish a
long rest and consult these formulas in your
spellbook, you can replace one wizard cantrip
you know with another cantrip from the
wizard spell list.
Bladesong changed from 2/Short Rest to Proficiency Bonus / Long Rest
Extra Attack lets you exchange one attack for use of a cantrip.
Melian Summary: With a prof bonus of +3 currently, Bladesong 3/LR is probably worse than 2/SR? It's up to you which one you want to go with.
Extra Attack is a straight buff over the SCAG version, so that's probably preferable.
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2020-11-20, 11:32 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Adding the homebrew spell details in a separate post.
Protection from Petrification
1st level abjuration
Casting time: 1 action
Range: Touch
Components: V S M (a basilisk scale)
Duration: 1 hour
Classes: Cleric, Paladin, Druid, Wizard
Until the spell ends, one willing creature you touch is immune to the Petrified condition. This spell does not break existing petrification.
Luck
2nd level divination
Casting time: 1 bonus action
Range: Touch
Components: V S M (a tuft of rabbit fur)
Duration: Concentration, up to 3 rounds
Classes: Cleric, Paladin, Wizard
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
Protection from Fear
2nd level abjuration
Casting time: 1 action
Range: Self (30-foot Radius)
Components: V S M (a bear or lion's claw)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
When you cast this spell, all creatures within 30' of the target point gain advantage on spells or effects that cause the Frightened condition for the duration. If any creatures are currently frightened, casting this spell lets them roll a new save to end the condition immediately, with advantage.
Skull Trap
3rd level necromancy
Casting time: 1 action
Range: 150 feet
Components: V S M (a piece of skull bone)
Duration: Concentration (Up to 1 minute)
Classes: Warlock, Sorcerer, Wizard
You focus your energies to create a spectral skull of necromantic energy, which you then launch towards a point you can see within range. If there are any creatures within a 20' radius sphere when it arrives, the skull detonates dealing 6d6 necrotic damage to all creatures within the 20' radius sphere, dealing only half damage on a successful constitution saving throw. Should there be no creatures within the area when the spell is cast, the skull hovers there until one enters the area, at which point it detonates immediately.
Minor Spell Deflection
3rd level abjuration
Casting time: 1 bonus action
Range: Self
Components: S
Duration: 3 rounds
Classes: Sorcerer, Wizard
Spells cast against yourself – be they beneficial or detrimental are absorbed for the duration, up to a total of 4 spell levels. This includes spell cast from scrolls or innate spellcasting, but excludes area of effect abilities such as Cloudkill or Fireball. This only affects up to 4th level spells, and if it tries to absorb a spell over 4th level then Minor Spell Deflection instantly fails and ends. However, if a it has already absorbed 3 levels of spells and a 2nd level spell is cast against the user, then it absorbs the 2nd level spell fully.
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2020-12-09, 09:26 AM (ISO 8601)
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2020-12-09, 09:46 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Religion: (1d20+5)[17]
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2020-12-09, 05:16 PM (ISO 8601)
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Re: Iron Crisis (OOC)
Religion: (1d20+4)[21]
Spoiler: OotATrinket: (1d100)[18]
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2020-12-10, 06:48 AM (ISO 8601)
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2020-12-15, 08:20 AM (ISO 8601)
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2020-12-15, 11:49 AM (ISO 8601)
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2020-12-16, 08:07 AM (ISO 8601)
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2020-12-17, 06:50 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Spoiler
VS: (1d20+6)[9](1d20+6)[19] vs (1d20+5)[15]
VA1: (1d20+7)[17](1d20+7)[16] (1d8+6)[12]
VA2: (1d20+7)[26](1d20+7)[24] (1d8+6)[8]
C1: (1d20+9)[29] ((1d20+9)[10]) (2d6+5)[10]
C2: (1d20+9)[21] (1d6+5)[6]
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2020-12-18, 05:29 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Spoiler
(1d20+6)[18](1d20+6)[11] vs [/roll]1d20+5[/roll]
(1d20+7)[27](1d20+7)[22] (1d8+6)[12]
(1d20+7)[21](1d20+7)[8] (1d8+6)[11]
(1d20+9)[10]((1d20+9)[26]?)(2d6+5)[10]
(1d20+9)[10]((1d20+9)[29]?)(1d6+5)[8]
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2021-01-08, 01:29 PM (ISO 8601)
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2021-01-15, 05:22 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Spoiler
V:(1d20+7)[20](1d20+7)[23]+(1d4)[2](1d8+6)[9]
V2:(1d20+7)[11](1d20+7)[13]+(1d4)[1](1d8+6)[14]
Spending bardic inspiration if somehow less than a 15 after roll+bless: (1d6)[5]
T
A:(1d20+7)[11](1d20+7)[10](1d6+4)[9]
A:(1d20+7)[12](1d20+7)[21](2d6+4)[12]
D:(1d20+7)[12](1d20+7)[10](2d6+4)[11]
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2021-01-19, 07:47 AM (ISO 8601)
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Re: Iron Crisis (OOC)
Spoiler
VS: (1d20+6)[8](1d20+6)[7] vs (1d20+4)[15]
V: (1d20+7)[13](1d20+7)[25](1d8+6)[14]
V2:(1d20+7)[19](1d20+7)[15](1d8+6)[12]
T
A?:(1d20+7)[25](1d20+7)[10](1d6+4)[5]
A?:(1d20+7)[9](1d20+7)[9](2d6+4)[11]
A?:(1d20+7)[22])(1d20+7)[19](2d6+4)[10]
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2021-03-02, 08:24 AM (ISO 8601)
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2021-03-03, 07:24 AM (ISO 8601)
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2021-03-04, 06:09 AM (ISO 8601)
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