Sunday, February 3, 2019

Ration Replacements I

Final Infinity

Despite the intimidating name, this is a muted gray scarf whose ends have been connected. Worn by generations of wizards studying for finals, it always has enough small, stale, miscellaneous crumbs caught in its weave to count as a half ration.

Ruminant Choker

This (somewhat distastefully) leather choker lets the wearer eat tough grasses. It takes about 8 hours to make a full meal. The small, dangling bell can be muffled without impacting the choker's effects.

Visceral Pigments

These small jars of reeking oils run the gamut of gore: red, brown, unsettling green, TOO red.

If used while casting a summoning spell, a steaming heap of entrails appears instead of any creature. The organs persist where the spell would expire, and rot or nourish as natural.

Each use of the pigments calls enough carrion to feed 2d6 humans. If both dice come up 1, the pigments are exhausted.

Weghul's Pouch

A small belt-pouch of warty leather. Every hour or so it produces a fluffy wad of sweet and salty nougat. It's enough to sustain a person indefinitely provided they don't care about vitamins and don't mind having vaguely fuzzy teeth.

Anyone who eats nothing but Weghul's nougat for a day is prone to becoming addicted to it. If they don't eat some kind of regenerating food each day, it's like they ate nothing.


It might be easy to overlook this wand of magic missiles as a simple barbeque skewer of fine work. Anyone struck by one of its darts is also filled with a meal's worth of anything on the wand.

It's been a weird last meal for a lot of vampires.

Holding a full barbecue can recharge the wand.


A tiny pack of pale seeds
Grows d6 "melons" each day
 The vines shun the light
  The soil smells of poison
But the men are fed and strong.

Zabeth's Tea Setting

Tiny, perfect porcelain and silver place settings for 12. Given d3 hours and a child in the leading seat, will feed everyone present, though only on tea, biscuits, and jam.

The GM might allow someone of sufficiently childlike ways to lead the tea ritual.

Soup Stone

Not much more than a pebble, this bowl-shaped rock extends a cauldron of rations to feed four times what it's been boiled in. Its magic only words if feeding a group of twelve or more.

Santhem's Funnel

A wrapping of fine glass tubes, a sad little bag, and a mouthpiece made of what looks to be a strange crab. Whenever the wearer would fall asleep, roll a d4. They add that roll to any roll next turn, then fall asleep for 1 round. On a 4 the funnel shatters.

Saturday, November 10, 2018

More Goblin Names

Continuing from here, another quick d50 table for generating goblin names. Roll twice, and consider adding "-y" or "-er" to the result. Some tests:
  • moon-noggin
  • powdermulch
  • muffin-licker
  • bitterhobble
  • wartpie
  • ruckyfist
Also attaching a combined d100 table for all your goblin-naming needs.

1-2: muffin
3-4: puppy
5-6: cuddle
7-8: midden
9-10: mulch
11-12: wart
13-14: bloat
15-16: pie
17-18: spit
19-20: jug
21-22: comb
23-24: hobble
25-26: shiv
27-28: bitter
29-30: brown
31-32: goat
33-34: moon
35-36: ruck
37-38: pile
39-40: crud
41-42: oil
43-44: fist
45-46: groom
47-48: scape
49-50: jam
51-52: bodkin
53-54: lick
55-56: red
57-58: liver
59-60: bottom
61-62: husk
63-64: wife
65-66: moss
67-68: quag
69-70: powder
71-72: giggle
73-74: brother
75-76: tooth
77-78: cowl
79-80: pip
81-82: squeak
83-84: snot
85-86: little
87-88: boot
89-90: toad
91-92: sister
93-94: noggin
95-96: beetle
97-98: tongue
99-100: speck

Friday, November 2, 2018

Fungal Mutations

Roll d20:
  1. A slimy mass replaces the: Tongue; Eyes; Genitals; Sinuses. It works pretty much the same but everything is a bit more beige. If you get dehydrated it turns into fruiting bodies and blows away in the next stiff breeze.
  2. Anything that bites you or drinks of your blood must save or be subject to hallucinations (as confusion)
  3. As long as you remain well-fed, sweat a honeydew that attracts a colony of ants to crawl about you, almost imperceptibly. They'll swarm anything that grapples you for more than a round, and after a rest you can taste one of them to get a sense of any egregious environmental effects.
  4. Sprout a brilliantly colored toadstool cap around your head. Counts as a shield. Could be mistaken for a very wide hat from a distance or with some paint maybe.
  5. Enter into a symbiotic relationship with a magic item carried. Once per session, you can count holding it as eating. Once per session, you can use it for free.
  6. Grow big fungal mounds on the back and forearms. They are: geometric; wrinkled; gilled; ropy. Together they count as a large item carried, but grants a level's worth of HP.
  7. Hold a type of creature: plant; vermin; humanoid; construct. It gets a save each round. After three failures it is charmed until it's not handled for an hour.
  8. If you would die of thirst, you instead retreat into a husk that can last up to one-hundred times your natural lifespan. When doused, you will emerge into a fugue state until drenched in water (or blood).
  9. If you've eaten a good share of bread or fruit, you pee beer! However, you also burp a lot until it's passed. This could make stealth or negotiations difficult.
  10. If your body lies in the same place for a day, a fairy ring forms around it: Well that's weird; Anyone who sleeps in the ring enters Fairyland; Some minor mischievous fairies enter the world; The Shaggy Man enters the world.
  11. In complete darkness, skin glows pale green, as bright as a candle.
  12. Naked, can eat wood. Something about the size of a door counts as a meal. It takes a rest and is not particularly pleasant to watch.
  13. Once per session, breath a cloud of spores that deal damage based on current HP. Until then they're in the lungs, and the strain counts as carrying a large item.
  14. Purged of one curse and cough up a delicious orange. Everyone who sees it wants to eat the orange. Anyone who does inherits the curse. If nobody does after a day, the orange hatches into a familiar.
  15. Release a cloud of irritating spores when hurt. Those nearby must save or suffer from: sneezing & coughing (stunned); runny eyes (blind); itching (drop held items); an unsightly rash (takes a day to clear up).
  16. Resist the touch of slimes, oozes, and such. Sunlight, however, burns like fire.
  17. The brain turns into a beautiful puffball. You die. A wizard who cracks your head and inhales the spores learns a new spell and rolls on this table.
  18. The flesh becomes spongy and pliable. Half damage from all attacks. Cannot wear armor, and clothes are barely tolerable. Halve speed each day until collapse into sludge and die.
  19. Tiny grey roots grow into anything worn or carried. Clothes and leather armor become painful to remove after a few hours, ruined in a day. Wooden weapons, leather bags, or rations carried quickly rot. Each item ruined counts a ration consumed, though.
  20. When hungry, emit a nauseating, rotting stench. it attracts flies and other flesh-hungry vermin.

Sunday, July 22, 2018

dice decay probabilities

Messing around with supply dice in a game. Here are the average number of times you can expect a die of a size to last if it decays to the next smaller sizer on a 1 or a 2, then be expended after 1.

dminimum usesavg uses

Wednesday, May 16, 2018

Dog Weapons

Retrieving bolts
    Golden-tufted crossbow bolts. Feel kind of stupid in the hand.
    Drag struck creatures backwards.

Dirt knife
    Jumpy dagger with itchy, stocky, wire-wrapped handle.
    Vermin bane.

Flushing spear
    Long spear with a bifurcated, wavy head.
    Strains towards nearest hiding creature, granting holder advantage to find them.

Pit cestus
    Stinky, tooth-studded bandages with a thick metal ring around the middle knuckles.
    Advantage to maintain (not enter or escape) a grapple.

Barrel-down greatsword
    Huge blade is perpetually cold and damp. Banded, barrel-like wooden handle.
    Once per day, dispenses medicinal brandy from handle (as healing potion, plus tipsy).

Hounding blade
    Baying is heard in the distance when this short sword is drawn.
    Checks to track anyone hurt by this blade have advantage until the wound is healed.

Puppy shot
    Wiggly and soft arrows, bolts, or stones.
    For each damage that would be dealt, instead a healthy puppy drops to the ground. If reared to adulthood, might have hints of struck creature.

Tuesday, March 13, 2018

Trapper 5E Rogue Archetype

This steps on the ranger's toes a bit, but it's for a game without rangers.

Said game also doesn't have the Arcane Trickster archetype, so I was okay letting this be a little more complex to take up that design space.

I took the Survivalist feature directly from the published Scout archetype.

Also includes a rules for grenades.


When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.


Trapper's Kit: You have assembled a trappers' kit. It is a unique combination of wires, vials, blasting caps, strings, acids, and other interesting odds and ends you've "acquired" in your travels. In conjunction with thieves' tools, it allows you to improvise traps.

The trapper's kit has 4 uses. Whenever you take a short or a long rest, you're able to repurpose and cannibalize portions of it and your environment to restore all expended uses.

Your kit gains another use at 9th and 17th level.

Trap Proficiency: Starting at 3rd level, add your proficiency modifier to any attacks by, saving throws against, or checks to detect or escape from traps you set. Ball bearings, caltrops, grenades, hunting traps, and nets count as traps.

You can use the bonus action granted by your Cunning Action to Ready, but only to respond to a creature you can see taking damage from a trap you set. If this trigger occurs, you can use your reaction to add half your sneak attack dice to the trap's damage (round up).

Additionally, you can use this bonus action and 1 use of your kit to produce a simple trap which emulates a bag of ball bearings, caltrops, a grenade, a hunting trap, or a net. These aren't durable and cease to be effective after 1 minute.

Improvised Traps: Choose 2 of the following improvised traps you're familiar with.

By spending 1 minute, 1 use of your trapper's kit, thieves' tools, and items scrounged from your surroundings, you set one of the chosen traps.

You can reliably improvise a number of traps equal to your Intelligence modifier (minimum 1). When you set another, one of the existing ones, determined at random, fails and becomes harmless.

You can choose another improvised trap to be familiar with at 9th, 13th, and 17th level.

The DC to avoid, disarm, or detect any of these trap effects is 8 + your proficiency bonus + your Intelligence modifier.

Improvised Traps

Alarm: When you set this trap, choose if it will be subtle or blaring. When tripped, you automatically hear the subtle version it within 60 feet, but anyone else must make a Wisdom (Perception) check against the trap's DC to tell they have tripped it. The blaring version is audible up to a mile away outdoors.

Bomb: Each creature in a 10-foot-radius sphere centered on the triggering creature must make a Dexterity saving throw. They take 4d6 fire damage on a failed save, or half as much damage on a successful one. Audible up to a mile away outdoors.

Dart: The trap makes an attack against the triggering creature, adding your proficiency bonus and your Intelligence modifier, for 2d6 damage. Extremely quiet.

Flash: A blinding light flares in a 20-foot-radius sphere centered on the triggering creature. All within must pass a Constitution saving throw or be blinded. They can attempt a new saving throw at the end of each of its turns.

Release: A container rigged to open or break when the trap is sprung. You must provide something to fill it with. A pint will affect the triggering creature. A gallon will usually affect anything within 10 feet of the triggering creature.

Common choices include: Ball bearings, resin, acid, grease, holy water, bees, scorpions, caltrops, confetti or glitter, stinky muck.

Snare: The triggering creature must pass a Dexterity saving throw or be restrained. It can use its action to make another Dexterity saving throw at disadvantage to escape. You may opt to construct this trap such that it deals 1d6 damage when it initially restrains a creature.


Starting at 9th level, moving through nonmagical difficult terrain costs you no extra Movement.

In addition, while traveling for an hour or more in the wilderness, your group moves more effectively under your leadership:
  • Moving at a fast pace does not impose a penalty to passive Wisdom (Perception) scores.
  • Your group can use stealth at a normal pace.
  • Moving at a slow pace allows your group to use stealth and imposes disadvantage on any Wisdom (Survival) checks made to track you and them.

Urgent Improvisation

At 13th level, you can create an improvised trap as an action rather than in a minute by spending twice its uses from your trapper's kit.

Chain Reaction

Starting at 17th level, if a creature takes damage from or fails a saving throw against a trap you set, your first attack next round against it has advantage.

Simple Traps

These are provided for reference. Add your proficiency bonus to any of these traps' DCs when you use them, and to any attack roll you make with them.

Ball Bearings: As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Caltrops: As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Grenade: As an action, you can throw a grenade up to 60 feet. Make a ranged Attack, modified by cover, treating the grenade as an improvised weapon. At the start of your next turn, the grenade explodes. Everything within a 10-foot-radius centered on it must make a DC 13 Dexterity saving throw. They take 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to attempt a Dexterity saving throw with a DC equal to your attack roll to pick up the grenade and throw it back. On a failure, it explodes immediately, and they cannot attempt a saving throw for half damage.

Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.