Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Sunday, February 6, 2022

12 Greenwater Premade Characters

I have been noodling on an adventure-in-a-box with simple premade 5e characters for a while. It would be based on my first dungeon map from, oh, thirtyish years ago.

Here they are as they stand, based on some combination of official 5e sidekicks, the Unearthed Arcana approach, and whatever I felt like. Four warriors, four experts, and four casters, each ready to face a challenge in the temple at the edge of their town. The hope is that everyone in an online group would be able to pick a column out of this spreadsheet in a minute or two, then the DM hides the others, and we're off.

https://docs.google.com/spreadsheets/d/1inS0S0eb8PCRIUcjfzguGGgbihuexiRSMkO5VKGQnv4/

These use the alternate rules from the DMG where there are no individual skills, just ability checks. It's pretty clear except for expertise. Here expert characters get to double their proficiency modifier for one ability's checks.

Casters, of course, require a little more consideration. They can choose between ritual casting and armored casting. Here are their spells and magic rules boiled down to a single page each. The grandparent is the oddest of the bunch, for sure.

https://drive.google.com/drive/folders/1OcNjERLh75Q_YB0gYP7dLC9eiKxJkE2y 

Some spells and effects in this adventure are different from published rules. Mainly, healing via second wind, potions, or magic restores 2d4+2 HP. That's just to keep things simple in the mind of new players. 

Considering how to manage leveling up in the course of the adventure, if at all.

Sunday, January 16, 2022

d666 Quirky 5e Magic Items

Expanding on this post of magic item features and quirks by using each as inspiration to tweak six randomly chosen 5e magic items.

Note some of the scrolls are replaced with other physical objects - they should still work like single-use magic items who learned casters can study and pry secrets from.

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.
  1. Potion of Healing. Inert until touched by someone wearing a bloody iron crown. Favored by marauders and tyrants to help ensure loyalty, and prevent succor from being seized by their enemies or victims.
  2. Wand of Web. Has an attendant wand which must be used to shape the strands as the spell is being cast, like a conductor's wand. Takes a hand, but could be wielded by someone else.
  3. Spell Scroll, 2nd Level (Magic Weapon). Can only be cast from the scroll by being wrapped around a mace head, but this effect does not require concentration.
  4. Figurine of Wondrous Power, Bronze Griffon. Can be activated by anyone, but the summoned gryphon only obeys the one wearing the matching electrum ring shaped like an odd bridle.
  5. Cloak of the Bat. Can only be used to fly while wearing a pair of matching (non-magical) bone rings with egregious, extended prongs to support the wings.
  6. Goggles of Night. Attached to a small cage worn atop the head, these only function while a night-going animal is imprisoned within.
12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily.
  1. Dagger of Venom. Shaped like an outlandish insect. Can creep to deliver its venom to a sleeping or helpless target (Speed 10, climb 10, Stealth +5).
  2. Potion of Climbing. Actually a tiny gray ooze in a thick glass bottle with containment runes around the lip. Drinking it is """safe""", but breaking the bottle releases the ooze.
  3. Spell Scroll, 1st Level (Longstrider). Constantly inch-worming about. Must be carefully contained and will actively try to pull away while being cast.
  4. +1 Shield. Thick insectoid carapace. Loves being thrown. It will skitter back to its owner on a hundred tiny legs at a frisky pace afterward.
  5. Wand of Polymorph. Any shape imposed by this petrified stick insect has numerous extra antenna, twitching vestigial legs, and/or pedipalps.
  6. Headband of Intellect. Preserved giant centipede wound into a tiara. The wearer's head is crawling with ideas. Pick them out and send them crawling to someone else, like message but moves 5' a round.
13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.
  1. Potion of Youth. This floral liquor won't even register as magic until it's quaffed by a dying gnome, at which point it's also a potion of extra healing.
  2. Staff of the Python. Won't convert to a snake until you've subjugated someone above your station.
  3. Spell Scroll, 1st Level (Fog Cloud). Made of fluffy knitted wool, a bit like a small blanket. Will reform and be reusable if someone falls asleep within its vapors.
  4. Staff of Swarming Insects. Has extra charges, but its giant insects don't obey you and its insect cloud doesn't move with you. Impressing a hivemother might help.
  5. Ring of Jumping. Made of soapstone. Does nothing until you leap into the middle of a charged political situation.
  6. +1 Maul. Gnarled and ceramic. It is originally nonmagical but gains a +1 enhancement (up to +3) every time it deals the killing blow to an elven wizard.
14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.
  1. Spell Scroll, Cantrip (Fire Bolt). When cast from this scroll, all water sources in 100' of the target briefly seethe and steam.
  2. Potion of Storm Giant Strength. Cloud in a bottle that must be inhaled rather than drunk. Its effects also center all clouds within miles on you for the next day.
  3. +1 Crossbow Bolts (20). These iron bolts veer towards water. Advantage on attacks against water elementals.
  4. Potion of Healing. A thick and pungent sap. It inflicts the drinker with a terrible thirst.
  5. Gauntlets of Ogre Power. Riveted steel with large shovel-like protrusions or claws. Can also be used to dig wells mightily.
  6. Rod of Rulership. Imposes disadvantage on saves against its effects against any being which had drunk, in the past day, from a water source you control.
15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.
  1. Potion of Healing. A rubbery, juicy yellow eye that pops in the mouth.
  2. Horn of Valhalla (bronze). Studded with milky agates. The berserker spirits it summons are blinded with cataracts, and cagey as a dozen battlefield-led lives.
  3. Cloak Of Arachnida. The clasp bears eight iridescent black-green stones. They tremble and flex slightly at all times.
  4. Spell Scroll, 4th Level (Locate Creature). Conjures a hovering eye which glares in the direction of the spell's subject.
  5. +2 Arrows (20). Fletched with gently shuddering eyelashes.
  6. Sentinel Shield. Its otherwise abstract emblazonment focuses into an eye when a threat is detected.
16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.
  1. Spell Scroll, 1st Level (Compelled Duel). Will only last for 6 more months. It is written with a specific romantic target in mind and won't work past their wedding day.
  2. Wand of Secrets. Shimmering blue gas in a glass tube. It has 7 charges but cannot recharge or be recharged - the gas slowly fades until the last charge is used, when it goes dark.
  3. Gauntlets of Ogre Power. They're made from real ogre skin. They'll die with the ogre that supplied it. Who'll only live another couple months without their hands.
  4. Potion of Resistance (Psychic). Pallid amniotic fluid with an embryonic brain floating in it. It'll only be good for 9 months, and then the mind within will awaken.
  5. +1 Blowgun Needles (50). Gain their magic from being harvested from a great living vine. They'll dry out and curl to worthlessness in a year.
  6. Giant Slayer (Battleaxe). Hewn of solid ice, it will melt by next summer solstice.
21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.
  1. Spell Scroll, 8th Level (Mind Blank). If rolled up and smoked like a cigar will allow the smoker to burn away a single memory.
  2. Ring of Jumping. You leave a trail of sparks over wherever you jump using this bloodstone ring. They will ignite anything very flammable like leaves or paper.
  3. Ioun Stone of Leadership. Trails faint sparks when active. With an action, light the torch or lantern of anyone who has sworn fealty to you, out to a mile radius.
  4. Potion of Superior Healing. One drop burns like a pint of oil in a lantern, but each drop spent decreases the potion's healing done by 1.
  5. +2 Rod of the Pact Keeper. Can also use an action to create a huge but harmless flame visible from up to a mile away in which can be seen a visage of your patron.
  6. Wand of Web. The webs it creates automatically catch fire at the end of the caster's next turn. Small natural spider webs in a 10' radius singe away as the bearer travels.
22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.
  1. Spell Scroll, Cantrip (Shillelagh). Can be rolled up impossibly small, would fit inside a hollow walking stick easily, and can be cast from the scroll while in such storage.
  2. Eversmoking Bottle. Folds inside-out into a puff of smoke that can be gently guided along or kept in a bag.
  3. Ring of Jumping. Copper and steel wire ring that folds up into a tiny animatronic cricket that can chirp just like the real thing.
  4. +3 Wand of the War Mage. Can also be folded another way such that its small end extends into the border ethereal. In this shape its bonus drops to +1 but it can target ghosts and other beings on the border ethereal you can see.
  5. Goggles of Night. Fold into a discrete pair of spectacles.
  6. Potion of Healing. Dried fruit that has to be gently stewed to reconstitute and activate its healing effects.
23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.
  1. Stone of Good Luck. Probably the symbol of a god of luck or fortune. People will have a hard time refusing a wager where this is offered as your stake.
  2. Potion of Climbing. If smashed against a hard surface, this potion will scrawl itself into a holy image that lasts 10 minutes.
  3. Ioun Stone, Leadership. Also an orbiting holy symbol. Doesn't take up a hand.
  4. Spell Scroll, 2nd Level (Alter Self). If cast from the scroll, the form granted by this spell lean one towards the appearance of the dedicated deity's popular image.
  5. Spell Scroll, 2nd Level (Enthrall). If the targets of the spell are of the symbol's faith, they automatically fail their saving throw.
  6. Potion of Invulnerability. If the imbiber dies in the service of the deity while under this potions effects, its liquid will leak from their body. It can be gathered and used again.
24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.
  1. Spell Scroll, 1st Level (Chromatic Orb). A glass bead which cycles through a rainbow of colors. This lesser ioun stone must be orbiting to be cast from.
  2. Dimensional Shackles. These oily metal shackles wat to be about 3 feet off the ground, and so also resist mundane flight. Anything wearing them must make a DC 14 strength check each round of flight or have its flying speed halved.
  3. Ring of Mind Shielding. Release to float like an ioun stone, with the same vulnerabilities. This tin ring cannot become invisible while doing so, but you gain resistance to psychic damage.
  4. Potion of Healing. Can shatter the vial to create a 10' radius hazy pink mist that will heal 1 HP to each creature in it for 2d4 rounds.
  5. Potion of Healing. Can be poured out into a floating red orb. Anyone passing through it (not just touching it) will trigger the potion's full effect.
  6. Potion of Diminution. Potion bottle sporadically grows insect wings and tries to lazily bumble off. Anyone under its effects grows little wings and gains a slow, droning fly speed.
25 - Illustration. Appears to have been drawn rather than crafted.
  1. Potion of Healing. An abstract figure drawn on vellum. Staring at it causes some of your wounds to fade and appear on it instead. The image remains once the magic is used.
  2. Scimitar of Speed. The blade vanishes when swung, replaced by slicing speed line arcs. Much of the scimitar's efficacy comes from the wielder barely needing to move their hand to slash rapidly.
  3. +2 Shield. Lines and shadows appear in the air around the bearer suggesting a 5'x5' crenelated stone tower.
  4. Eyes of Charming. Gives you big ol' anime eyes.
  5. Wand of Enemy Detection. The direction to the detected enemy is indicated by a large, red floating arrow. The ashes left when this wand runs out of charges are useful in crafting inks for detection scrolls.
  6. Censer of Controlling Air Elementals. Swirled with a stylized roseate and cerulean sunset. The lambent elemental it summons appears the same.
26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.
  1. Ring of Water Elemental Command. Small, non-magical fish, crabs, and such will not approach you while underwater.
  2. Potion of Climbing. Catch a climbing insect and drown it in this potion. When you drink it, the effect is extended by 1dX minutes, where X is the number of legs it had.
  3. Helm of Telepathy. Shaped like a wrought-iron spider, the legs burrow into your neck and temples when worn. It is traumatic to remove. Its detect thoughts and suggestion effects can affect spiders. Other vermin are too afraid to approach.
  4. Spell Scroll, Cantrip (Sacred Flame). Can be burned like a torch, and repels small, non-magical insects while alight. Vermin have disadvantage on saving throws against the spell cast from this scroll.
  5. Belt of Hill Giant Strength. Small, non-magical insects will not approach this belt woven from dozens of antennae. Double how far you can move or throw a grappled vermin.
  6. Brooch of Shielding. Any small, nonmagical insects that approach you wear this copper spiral are zzzapped.
31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.
  1. Cloak of Elvenkind. Floats and flows around a dancing wearer, accompanying them and granting advantage on their performance check.
  2. Spell Scroll, 4th Level (Freedom of Movement). Can be rolled up and played like a flute, allowing a large company easy movement through difficult terrain for a day. Doing so consumes the scroll.
  3. Figurine of Wondrous Power, Ivory Goats. While none of the goats have any charges, their horns can be linked up into a shawm. It can be played, once per such linking, to force a creature to caper (as irresistible dance).
  4. Potion of Growth. Can be poured into or smeared over a musical instrument to increase the volume of its music a hundred-fold.
  5. Spell Scroll, 1st Level (Thunderous Smite). Plaster this onto a gong or a shield and the target of the smite has disadvantage on its saving throw.
  6. Potion of Flying. Pluck strings of floating resin from this flask for a one-time, unforgettable performance.
32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.
  1. Brooch of Shielding. Automatically records the source of any damage the bearer takes. The pin is the pen.
  2. Boots of Striding and Springing. Remember every surface they've walked over, and can tactilely replay the journey in real time.
  3. Ioun Stone, Strength. Blue runes trail the name of each creature you've bested in a wresting or grappling match.
  4. Scroll of Protection. Blank when discovered. Write the name of something that's recently wronged you to activate it.
  5. Slippers of Spider Climbing. Hold your feet out in front of you, and a web weaving the day's events will slowly form. From the perspective of the feet. Flick to older days with a bloody finger.
  6. Spell Scroll, Cantrip (Minor Illusion). Write a description of something you've seen or heard today on this scroll, and observers have disadvantage on saving throws to disbelieve it.
33 - Lascivious. The item enhances feelings of desire or lust in its bearer.
  1. Potion of Healing. Fizzes and jostles in its bottle. If drunk while the imbiber is already at full HP, they become substantially more virile for the next month.
  2. +3 Trident. Each prong is activated for a day by having a sexy encounter with as many participants.
  3. Dancing Sword. As an action, changes to a 10' pole or back. Another action can be used to anchor the pole vertically on any horizontal surface, where it can bear up to 500 pounds or a DC 12 Strength check. (It's a pole dancing sword, shut up.)
  4. Potion of Climbing. Stored in a long test tube. If you're using this to get to an object of lust, double your speed.
  5. Ring of the Ram. 4 charges, but every time you use the last, your ram horns grow a bit more. Also lady sheep love you.
  6. Medallion of Thoughts. Oh. Oh ho ho ho. Hee hee.
34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
  1. Wand of Paralysis. Peering through the forked lens in this wand grants advantage on medicine checks on creatures paralyzed by it.
  2. Restorative Ointment. Once all the ointment has been used, peering through the convex bottom of the empty jar grants advantage on medicine checks made to diagnose disease or poison.
  3. Staff of the Woodlands. Holds a large drop of water suspended in its boughs. Looking through it grants advantage on checks to identify insects, molds, and other such small things.
  4. Oil of Sharpness. In addition to its regular use, may be smeared on glasses or a lens to let the viewer see really small things.
  5. Rod of Alertness. A small crystal orb is mounted among the flanges. You have to lean in and look through it for any of the rod's spell effects to work.
  6. Crystal Ball of Telepathy. Can zoom in on tiny details of those scryed, but the user gets more and more motion sick while doing so.
35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.
  1. Spell Scroll, 5th Level (Cloudkill). A gray egg oozing a perilous stench. Breaking it casts the spell. If it's studied and copied into a spellbook, the book becomes forever vile, but can also be used to cast stinking cloud once a day without spending a spell slot.
  2. Elemental Gem (air). Becomes an emerald (water elemental gem) when wet, and turns back into a sapphire (air elemental gem) when dry.
  3. Wind Fan. While this fan is liquid, it casts blur instead of gust of wind.
  4. Potion of Healing. Use an action to turn this syrup into a striated putty or back. The putty can be molded into a small appendage such as a finger or ear and pressed to a scar to replace one missing.
  5. Ioun Stone, Agility. While liquid, this stone leaves red streaks in the air around your head and its AC and DC of Dexterity checks against it increase by 2.
  6. Figurine of Wondrous Power, Golden Lions. These only work when submerged in salt water, and transform into sea lions.
36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.
  1. Sovereign Glue. Each bonded item becomes psionically heavier as well, harder to move telekinetically and dolorous.
  2. +1 Shield. Dented, pitted, and scratched. Sobs when struck.
  3. Dust of Dryness. Everything it affects is reduced to eye crusties.
  4. Figurine of Wondrous Power, Onyx Dog. Summons instead a morose hound. Better tracker, worse combatant. Bays pitiably.
  5. Spell Scroll, 4th Level (Divination). Even if beneficial, the answer is given in a long, Byronic poem.
  6. Potion of Healing. Wounds healed by this potion will ache for a lifetime.
41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.
  1. Figurine of Wondrous Power, Serpentine Owl. While transformed, this owl reflects moonlight with a beautiful pearly glow, and can't hide in the night.
  2. Eyes of Charming. If you see your own reflection while wearing these shiny lenses, you must pass a DC 13 Wisdom save or be stunned by your own beauty for an hour, until you lose sight of your reflection, or you take any damage.
  3. Circlet of Blasting. An ostentatious flashing tiara. Instead of casting scorching ray, it automatically reflects the first casting of that spell that targets you each day.
  4. Ring of Jumping. While airborne from the effects of this diamond-studded electrum ring, your sparkling body counts as a mirror.
  5. +1 Sling Stones (20). Little disco balls.
  6. Iron Flask. Lacquered to a sheen. Won't reflect an image of anything similar to what's captured in it.
42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.
  1. Dagger of Venom. Rusty iron. Victims of its poison also suffer lockjaw, and cannot speak while affected.
  2. Spell Scroll, Cantrip (Mage Hand). Scroll barely holding together, conjured hand is half strength.
  3. Dust of Disappearance. Magic mold spores. Attempts to track or locate the affected creatures by scent have advantage due to the musty, earthy odor they exude.
  4. +1 Scale Mail Armor. Piteously rusted. Doesn't look like it should provide any protection at all, but does somehow. Immune to magical rusting effects.
  5. Figurine of Wondrous Power, Bronze Griffon. The statue is pocked and verdigrised. The griffon that appears is in dire need of veterinary care, with half HP and a level of exhaustion. It can be treated but will be sickly when summoned again.
  6. Potion of Resistance (Thunder). Feels and smells like aural static. The first time someone affected by this potion takes thunder damage, the rotting resistance applies to everyone in 10 feet and then collapses.
43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.
  1. Universal Solvent. Frogs can sense this sludge from miles away. Smaller ones will start to croak and swarm. Larger ones will become increasingly aggressive.
  2. Dagger of Venom. Really more like a pincer. The victim of its poison will be preferentially attacked by crabs until the poison is passed.
  3. Restorative Ointment. Anyone treated by this silky ointment is irresistible to cats for a week.
  4. Shield of Missile Attraction. You can talk to missiles that have struck you for up to a minute afterward. They love you.
  5. Manual of Gainful Exercise. The exercises in this tome are decidedly serpentine in nature; you realize this while studying. On completion of studying, you gain a reptilian musk that gives you advantage on Charisma checks versus bestial reptiles, and disadvantage on such checks against birds and their like. Mindful serpentine creatures are slightly inclined towards your stench, but not enough to affect a skill check.
  6. Spell Scroll, 5th Level (Reincarnate). Anyone revived by this gnawed scroll also contracts lycanthropy in their new form, becoming a wererat.
44 - Photonic. The item requires light to work and will not function in darkness.
  1. Horn of Valhalla, Iron. Can only be blown at daybreak, but summons the maximum number of warriors, who arrive out of the dawn.
  2. Spell Scroll, 3rd Level (Gaseous Form). A small plaque of stained glass. The target transforms into shimmering light instead of mist. This variant can pass through liquid, but not darkness.
  3. Spell Scroll, 4th Level (Staggering Smite). This scroll is cast by letting bright light pass through incisions in the vellum to lie upon the weapon that will deliver the smite. It requires a free hand and a light source, but no verbal component.
  4. Spell Scroll, 4th Level (Aura of Purity). A collection of dozens of glass prisms that hover at the perimeter of the aura. Darkness suppresses but does not dispel their effect.
  5. Spell Scroll, Cantrip (Blade Ward). The glowing sigil created by this variant protects against cold, force, and necrotic damage. It requires bright ambient light to fuel it, however.
  6. Ioun Stone, Regeneration. If orbiting outdoors for a full reasonably sunny day, also nourishes its owner with absorbed light, feeding them for the day.
45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.
  1. Portable Hole. While folded up, use an action to project a 3D snapshot of the hole's current contents.
  2. Spell Scroll, 1st Level (Silent Image). This scroll is folded into a small shadowbox. Peering inside shows a miniature stone-walled room, with simple furnishings: a wooden table, a wicker chair, a plank door, a wool rug, an unlit lantern, and a small footlocker. Use an action to make an image of any piece of the room's furnishings appear for a minute. Casting the scroll consumes it and creates an illusion of the entire room.
  3. Spell Scroll, 5th Level (Reincarnate). A creature reincarnated by this scroll gains the ability to project an illusion of their old body around their new one at will.
  4. Spell Scroll, Cantrip (Sacred Flame). You can choose to have the spell's radiance deal no damage, merely illuminate the targeted creature briefly.
  5. Tome of Leadership and Influence. The reader of this tome also gains the ability to cast silent image once a day, but only to robe themselves in finery.
  6. Medallion of Thoughts. Can create the illusion of a hovering, dripping brain at will.
46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.
  1. Spell Scroll, 1st Level (Entangle). The plants conjured by this scroll are wispy and ethereal. Their restraint requires a Charisma saving throw to resist, and has no effect on constructs.
  2. +2 Net. Woven from phase spider silk. Creatures with resistance to psychic damage have disadvantage on checks to escape from this net.
  3. Figurine of Wondrous Power, Ivory Goats. These statues are carved from unknown ivory. The eyeless, bluish goats they conjure , in addition to the normal effects, are resistant to psychic damage and have blindsight 60'. They are at ease on the ethereal plane.
  4. Potion of Climbing. Movement up and down on the ethereal plane doesn't cost extra while under the influence of this potion. Looks like liquid lead and is as heavy as such to psychic effects.
  5. Potion of Healing. For as many rounds as HP regained by this thick, indigo potion, you gain advantage on any strength checks made to grapple while on the ethereal plane.
  6. Rod of Absorption. Even when depleted, this warm lead rod can always absorb the telekinesis spell.
51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.
  1. Marvelous Pigments. Anything painted from these pots will, despite any intent of the artist, contain a sweet little kitten. It's completely real and alive.
  2. Lantern of Revealing. Wants to be hooded, and held close to the bearer's chest. Will jostle and wriggle when called to its task - actions to disarm the bearer of the wiggling lantern have advantage.
  3. Potion of Invulnerability. Swirls and clambers in its bottle. Wants to be drunk. Feels amazing going down.
  4. Staff of the Magi. Topped with a figure of a slumbering bear. When you sleep with the staff nearby, you know it's hungry for spells. Absorbing a spell grants temporary HP equal to the charges gained. This staff can't cast any overtly damaging spells, but can cast sleep (2 charges).
  5. Spell Scroll, Cantrip (Druidcraft). This is just a very clever squirrel who can cast druidcraft once a week and understands a few words of Druidic.
  6. Gloves of Missile Snaring. Once donned, create a pleasant, fuzzy sensation in the wearer when rubbed together. This quickly becomes a mild compulsion and the wearer tends to wring their hands when stressed.
52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.
  1. Belt of Stone Giant Strength. If you left it alone for a week, it'd produce about a stoneweight of fine gravel. While worn, you at least have functionally infinite sling ammunition.
  2. Lantern of Revealing. Works by throwing into sharp contrast the ephemera of the creatures in its light: footprints, breath, skin flecks, shed tears.
  3. Rope of Climbing. Leaves an incredibly obvious trail of hemp fibers when used.
  4. Medallion of Thoughts. You shed stray thoughts. The medallion works as normal, but you have disadvantage on saves against detect thoughts. Psychic creatures probably find you somewhat pathetic.
  5. Instrument of the Bards, Canaith Mandolin. Drops stray notes everywhere. At the end of a rest, you can gather them up and cast a cure wounds (1st level) spell, but any musically inclined creature will have an easy time tracking you.
  6. Sphere of Annihilation. Sheds tiny motes of nothingness. Doesn't increase its radius significantly, but looks menacing. Anyone who controls the sphere with an action can use a bonus action to make a ranged spell attack (range 10 x Int mod, d10 force damage).
53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.
  1. Crystal Ball of Mind Reading. The mundane-looking wooden hoop this ball rests on can be reached into to access a small extra-dimensional space.
  2. Instrument of the Bards, Cli Lyre. Any of the walls produced by this instrument's magic have a single fist-sized opening visible and passable only by the caster.
  3. Elixir of Health. You can dissolve a small item in this potion. If someone drinks it, the next time they're afflicted by any disease or poison they were suffering when the potion cured them, they'll immediately cough up the item.
  4. Goggles of Night. Each eyepiece reaches into a separate extradimensional space, each about the size of a fist. They have separate command words, and can't be looked through while open. They will, however, open while worn, regardless of who speaks the word.
  5. +1 Shield. There's a cabinet door on the inside of this wooden shield that opens to a small, shallow, shelved cabinet. It would hold a dozen potions or small jars easily, or a buckler if you wanted to rip the shelves out and keep a shield in a shield.
  6. Belt of Cloud Giant Strength. This belt expands or contracts to fit its wearer by keeping 50' of leather in an extradimensional space in the buckle. It can be pulled out for various purposes as needed, and retracts like a tape measure, but not while being worn.
54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.
  1. Spell Scroll, 1st Level (Bane). Cast from this scroll, the spell causes a dire constellation to appear briefly above the targets.
  2. Spell Scroll, Cantrip (Druidcraft). This is a mote of starlight that hovers around the owner and can be doused to cast the druidcraft spell. It sheds dim light in a 1' diameter.
  3. Helm of Comprehending Languages. While under the effects of this helm's spell, your eyes resemble black, starry pools, and your voice gains a cold timbre.
  4. Potion of Climbing. This inky potion twinkles with shimmering specks. It lets you grab onto stars and climb through a clear night sky, but only while you hold your breath.
  5. Chime of Opening. Made of a pale, opalescent metal which emits glimmering motes when struck. Its effects are not blocked by sound, but do require uninterrupted dim light to reach and affect their target.
  6. Scimitar of Speed. Leaves really cool swaths of sparkling stars and dark sky behind its swings, like it's slicing the night into the world.
55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.
  1. Figurine of Wondrous Power, Silver Raven. Suspending the figurine's magic also happens to turn it into an ordinary looking dead raven.
  2. Spell Scroll, 3rd Level (Lightning Bolt). This scroll is a work of art in lapis lazuli pigments and gold leaf depicting a raging storm worth ten times its normal price. While suspended, the golden lightning fades and the scene calms.
  3. Ring of Animal Influence. While this woven grass ring's magic is suspended, you have disadvantage on Charisma checks with animals. Its absence sucks your animal magnetism away.
  4. Gem of Seeing. You can end the effect this gem's magic as a reaction. Which might be important, depending on what you accidentally just looked at.
  5. Potion of Storm Giant Strength. Suspend this gelid potion's magic while it's active and you'll turn into an ice statue. You're effectively petrified, but require a DC 19 Strength (Athletics) check to move.
  6. +1 Hide Armor. While the magic granting this armor's protection is suspended, so too is the magic preventing it from rotting. You'll water eyes an leave an unmissable scent trail for the duration.
56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.
  1. Spell Scroll, 2nd Level (Alter Self). You can cast this scroll as a bonus action while it's in its tattoo form, but it's bound to one of the three options.
  2. Cloak of Arachnida. While in a spider tattoo form, it will creep around your body trying to avoid detection. It'll try to hide from detect magic under your eyelid.
  3. Figurine of Wondrous Power, Serpentine Owl. Rather than a tattoo, it becomes a great green strigine eye embedded in the forehead.
  4. Horn of Valhalla, Bronze. Once per week, when this becomes an item after being a tattoo, a fatted goat comes with it. It's sleepy and blinking for a round then goes wild.
  5. Bag of Tricks. Won't function until it's been etched on you. When you draw a ball out, it looks like a slack, boneless version of your head. The "animals" it summons are amalgams of your body parts.
  6. Spell Scroll, Cantrip (Light). Vellum. Wraps itself around a tiny, held creature that can't resist. It glows like a torch until it dies. If you eat the scribed creature you'll puke up a fresh version of the scroll in a day or two.
61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.
  1. Ioun Stone, Awareness. A tiny constellation of whirring blue threads and lenses. They can't be used as thieves' tools while in orbit. They give you advantage on saves against any traps triggered while using them as such, though.
  2. Spell Scroll, Cantrip (True Strike). This ratty scroll is wrapped around an ordinary set of thieves' tools. If you pick a lock with them, you can cast the scroll (once) as a bonus action against the last person who locked the lock.
  3. Boots of Levitation. While you're floating, you can spend an action to tease the laces out of these boots to act as squiggly thieves' tools. Putting them back in takes an action, too. Moving with unlaced boots reduces your speed by 10.
  4. Spell Scroll, 8th Level (Mind Blank). Etched on the inside of a roll of fine thieves' tools. While the scroll is unused, anyone passing a trap or lock bypassed by the tools must pass a DC 15 Charisma saving throw to notice they've been sprung.
  5. Staff of Fire. This flanged staff can also spend 1 charge to attempt to melt a lock. Make a spell attack roll against the DC thieves' tools would be required to pick it. On a success, the lock is bypassed, but very obviously ruined and cannot be relocked.
  6. Rod of Absorption. The shaft of this rod is hollow and holds a set of thieves' tools. You can expend up to 5 levels of the rod's energy to get the same bonus to a check with those tools.
62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.
  1. Amulet of the Planes. A circle of teeth, whose center suggests a vague peristaltic pulse. If this portal would send you to a random plane, it instead sends you to The Gullet.
  2. Oil of Slipperiness. Rattles when shaken. If a creature under the effects of freedom of movement from this oil escapes a grapple, the grappler takes d6 piercing damage. Same to anything that falls in the oil spilled by it.
  3. Alchemy Jug. A eyeless skull with 10. Orifices. Uncomfortably round. Every quart of fluid it creates has a tooth in it.
  4. Potion of Climbing. Rather than a potion, a tiny, grinning money skull full of spiders. That you eat.
  5. Frost Brand. Carved from the jaw of a frost dragon, the extra damage it deals is piercing rather than frost. Also extremely evident it's a dragon jaw.
  6. Boots of Levitation. Just a pair of flayed beholder larvae you're wearing like sandals.
63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.
  1. Spell Scroll, 3rd Level (Major Image). A law so momentous was passed that it embedded a memory of itself onto the court scribe's scroll. The spell can be cast from this scroll once per day without expending it to create a vision of that specific event. However it is cast, Intelligence checks to examine it have disadvantage, so long as the spell is recreating that court at that moment.
  2. Helm of Brilliance. This looks new, but seems to have come from a land only referenced in children's' stories. The light it casts is tinged with green and gold, and the dedication is to a well-known folk hero. The opals cast sending instead of daylight, and their messages arrive as a nursery rhyme.
  3. Crystal Ball of True Seeing. The final prize in a centuries-long trial between diviners to write the most perfect future. Similar to the philosopher's stone, it finally came into the possession only of the one who no longer needed it. It was etched with their name all along.
  4. Spell Scroll, 7th Level (Conjure Celestial). A stone tablet etched with runes filled with gold. It dates back millennia, if anyone can even understand the archaic figures and ancient calendars referenced. The contest was for "the heart of the sun". This was granted to one of the judges.
  5. Ioun Stone, Intellect. Only a decade or so old, this was awarded to a researcher who invented a new form of siege weapon. It wishes the bearer "future brilliance".
  6. Spell Scroll, 1st Level (Bane). This certificate was a dummy prize, awarded to the last-place of a long-vanished village's seasonal games centuries past. Their shame and humiliation still soaks the parchment.
64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.
  1. Ring of Fire Elemental Command. This ring has a mote of sloshing magma set into a groove. While the ring's low note sounds, the magma orbits the ring at a slow pace, and small, nonmagical fires within 100' stream towards the wearer.
  2. Mirror of Life Trapping. Each of the mirror's 12 cells corresponds to a note on a dissonant scale. The cell can be activated by playing that note. The creatures within the cells can also trigger the note, having it sound in any other cell, allowing a crude form of communication within the mirror.
  3. Carpet of Flying. Fringed with tiny tinkling bells instead of tassels. It can't fly silently, but while its note is ringing the bells align, and the carpet glide on a wave of sound, increasing its speed by 10.
  4. Wand of Lightning Bolts. The forked branch of a lightning-struck oak. Within the radius of its rumbling note, hair stands on end, dogs whine, and doorknobs and cutlery spark to the touch.
  5. Potion of Hill Giant Strength. Ting the empty bottle of this potion with your fingernail to make any hill giant who can hear its piercing chime very, very angry.
  6. Well of Many Worlds. Sensitive to the planar tuning forks older versions of the plane shift spell used. You can make a Charisma (Performance) check with the appropriate instrument to force the gate to open to the tuned plane.
65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.
  1. Potion of Greater Healing. The twinning works on both the bearer of the potion and anyone who has been healed by in the past week. Also a powerful aphrodisiacal if both parties have imbibed.
  2. Spell Scroll, 2nd Level (Flaming Sphere). One scroll summons a miniature sun. Its twin summons a miniature moon. The lunar version deals cold damage, and only sheds dim light in a 10-foot radius, but otherwise behaves the same.
  3. +1 Arrows (20). Any of these arrows that retain their magic can be spun to point the way to the nearest of its set, even if the target's magic has been expended.
  4. Potion of Healing. Drinking either causes the other to start to vibrate, regardless of the distance. If not consumed within a round after the vibrations start, it will explode for 2d4+2 piercing damage to all within 5 feet (DC 13 Dexterity saving throw for half).
  5. Dwarven Thrower. Long ago owned by a pair of quarrelsome dwarven siblings. They are slightly intelligent magic items sworn to defeat giants, who will drive their bearers to greater and greater feats of one-upmanship to that end.
  6. Spell Scroll, 7th Level (Divine Word). Each of these scrolls holds part of a divine chord. Effective by themselves, but if cast together (one caster triggers to the other) the hit point caps for all effects are doubled, and creatures that would be forced out of the plane have disadvantage on their saving throws.
66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.
  1. Animated Shield. A wooden shield. When activated it sprouts roots and branches to animate itself. It is fixed in place and will protect you or return to your hand only while you remain adjacent to it.
  2. Figurine of Wondrous Power, Marble Elephant. Carved from ivory wood rather than a tusk. The elephant it becomes is a hollow wooden construct instead of a beast, with a hatch in its belly. Up to six medium creatures can fit inside, and the mouth slit lets one see outside with three-quarters cover. The elephant is vulnerable to fire damage.
  3. Deck of Illusions. Printed on slips of bark. Any illusion summoned by one of the cards appears in a vegetable form, woven of vines instead of flesh, sprouting leaves instead of hair, bark instead of scales, and so on.
  4. Spell Scroll, 1st Level (Hellish Rebuke). This spell is encoded in the the needle patterns of a prickly, potted cactus.
  5. Robe of the Archmagi. Smells like generations of tobacco and soup. Loose bits of parchment poking out the sleeves and collar at all times. At the end of a long rest pull a random wizard scroll out. D6: 1-3, cantrip; 4-5, level 1; 6, level 2.
  6. Spell Scroll, 2nd Level (Blur). A sash of rustling, varicolored autumn oak leaves with a bronze squirrel clasp.

Wednesday, September 23, 2020

Some 5e "NOPE" spells

 Idle thought given too much time, but counterspells could be nicely handled by lower-level spells that cancel out their effects, and are only circumstantially useful the rest of the time. Here are some low-level ones.

Lead-Line

1st-level conjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: SM (a pinch of lead dust)
Duration: 24 hours

An item that fits in a 5' cube, or suit of human-sized armor, becomes lined in a thin layer of lead, enough to block many divination spells.

Armor gets +1 AC, and is considered heavy armor. It gets +2 to its Strength requirement, or acquires a Strength requirement of 13 if it didn't have one.

Tracer Missile

Evocation Cantrip
Casting Time: 1 action
Range: 180 feet
Components: VS
Duration: Instantaneous

A glowing, pulsing dart of magical force streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+1 force damage, and the next magic missile spell that targets the target uses the tracer missile's range and ignores any effects of the shield spell.

This spell's range increases by 30' when you reach 5th level (210'), 11th level (240'), and 17th level (270').

Swallow Lie

Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: VSM
Duration: 1 hour

You touch the mouth of a willing creature and speak a phrase of up to 10 words, which it then swallows. Until the spell ends, the target can reply to any question with the swallowed phrase - doing so doesn't count as a lie to magic which detects such, if it was spoken outside its effect.

A human-sized target can only swallow one lie at a time, and can't eat while it has one swallowed.

Perilous Path

1st-level divination
Casting Time: 1 action
Range: Self
Components: VS
Duration: 8 hours

You and any party you travel with suffer a significant penalty to random encounter rolls for the spell's duration.

If you are trying to follow the path of someone trying to evade you, they rise to the top of your random encounter roll.

Vigilance

1st-level abjuration
Casting Time: 1 action (ritual)
Range: 30 feet
Components: VSM (a burning feather)
Duration: 8 hours

Any number of creatures you choose within range (including yourself) gain advantage on Wisdom (Perception) checks if standing watch for an hour or more. In addition, they have advantage on saving throws against spells or effects that would put them to sleep, and their HP counts as double when determining the effects of sleep spells.

Ghoul-Brained

1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: VS
Duration: Concentration

You and up to two other creatures you can see within range become immune to paralysis. Affected creatures' natural attacks deal an extra d4 damage against living creatures.

Casting this spell at higher levels: Another target for each spell level.

Undead and constructs are not affected by this spell.



Thursday, August 20, 2020

5th Edition Pit Fights

Some quick rules for a one-on-one pit fight tournament.

During a Bout

  • One-on-one. No weapons. No armor. No magic.
  • You lose if you leave the ring, submit, or fall to 0 HP.
  • Unarmed strikes deal half your largest hit die as a damage die. (Barbarians deal d6; wizards, d3).
  • Grappling is fine.
  • Roll initiative each round.
  • On the first turn, and the turn after neither fighter takes damage in a turn, each can do one of these actions. (Roll initiative normally during these turns.)
    • Call to the crowd - Any Charisma check. DC 15 - the bout number. Succeed, get d6 temporary HP.  (Both you and your opponent can succeed. You "know" how many temp HP the other got.)
    • Circle - Dexterity (Acrobatics), DC 10 + your opponent's HD. If you succeed, advantage on your next attack, or disadvantage on their next attack. If both succeed, cancel out.
    • Rally - Spend a Hit Die (plus Con modifier).
    • Rush - Attack anyway, and your opponent makes checks for these other actions with disadvantage. (Generally considered unsporting.)
    • Size up - Wisdom (Insight), DC 10 + your opponent's HD. Succeed, get a d4 you can use add to or subtract from a roll (yours or theirs) after it is made (d20 or damage).

Between Bouts

  • Entry stake is 50 GP. Basic brackets. (There are lots of bracket-making tools online.)
  • Your pot doubles for every bout you win, and you lose it all if you lose. You can quit before you know your opponent to keep your current pot.
  • There's opportunity for a short rest.
  • If anyone forgoes a short rest to get drunk, in the next bout they have disadvantage on initiative checks, but start with d6 temporary HP.
  • The DM rolls any NPC's HD at the start of each bout. Each that comes up lower than the bout number is expended.

Pit Fighters

Some opponents for the PCs (current players, spoilers if you click that):

https://docs.google.com/spreadsheets/d/11n5a8wVdU28uvWuV_R7nf1PkOBsmtGHXKAjF4FPoTUM/edit?usp=sharing

Monday, January 20, 2020

d66 Magic Item Features

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.

12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily

13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.

14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.

15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.

16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.

21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.

22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.

23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.

24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.

25 - Illustration. Appears to have been drawn rather than crafted.

26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.

31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.

32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.

33 - Lascivious. The item enhances feelings of desire or lust in its bearer.

34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.

36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.

41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.

42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.

43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.

44 - Photonic. The item requires light to work and will not function in darkness.

45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.

46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.

51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.

52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.

53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.

54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.

55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.

56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.

61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.

62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.

63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.

64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.

65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.

66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.

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.

Survivalist

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.

Traps

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.

Trailblazer

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.

Saturday, February 3, 2018

Hit Dice and Magic

I have written before about finding more uses for Hit Dice in 5th edition D&D. Here are a couple more ideas.

These make more sense if you consider a HD to be some manifestation of your will. Normally you use it to pull your own body back together from injury, but why not spread it around?

Wizards Copying Spells

Instead of spending 50 gold per spell level on rare inks and such to copy a spell into a wizard's spellbook, spend 2 HD per spell level.

You can split the effort across multiple rests. (1st-level wizards must do this.)

Specialists only need to spend 1 HD per spell level for spells in their school.

This seems like a reasonable extension of the wizard's will. I also tend to play in resource-scarce settings where there's never an opportunity to buy or make these inks. Also makes wizards a bit squishier, or opens up interesting possibilities around periods of vulnerabilities for wizards.

Instead of Costly Components

I've never really been a fan of the component system for magic since 3rd edition. That's probably a different post.

Require the caster to expend HD instead of requiring material components with a gp cost for spells. Most spells which require costly components are creating some kind of lingering effect or awareness or imposition of will - if you think of spending HD as imbuing something else with a sliver of yourself this works out fine.

Quick look at the spells with costly components in the SRD, I would break them down like this:
  • 1 HD: Arcane Lock, Augury, Divination, Find Familiar, Guards And Wards, Illusory Script, Magic Mouth, Magnificent Mansion, Nondetection, Programmed Illusion, Project Image, Teleportation Circle, True Seeing
  • 2 HD: Arcane Sword, Circle Of Death, Clairvoyance, Continual Flame, Find The Path, Glyph Of Warding, Greater Restoration, Identify, Legend Lore, Magic Circle ,Magic Jar, Raise Dead, Revivify, Stoneskin, Warding Bond
  • 3 HD: Awaken, Contingency, Forbiddance, Forcecage, Hallow, Heroes' Feast, Holy Aura, Instant Summons, Planar Binding, Reincarnate, Resurrection, Scrying, Shapechange, Simulacrum, Symbol
  • 4HD: Clone, Gate, Sequester
Then there are are a few weird ones:
  • Astral Projection: 2 HD per subject
  • Create Undead: 1 HD per corpse
  • Imprisonment: 1 HD per HD
  • Secret Chest: Breaks all the rules. At a wash, the creation of the miniature chest takes a HD, and the creation of the large chest takes another, which it keeps. If you lose the large chest you lose a HD. Adventure onto the ethereal plane to get it back.
  • True Resurrection: 1 HD per HD 
Your wizards will look at this change like some kind of godsend, until an expedition doesn't go as planned, or an assassin sneaks into their home following the theft of a spellbook.

Monday, January 29, 2018

Low-HP 5e

Some quick ideas on how to lower the HP cap for PCs and NPCs. There's lots of discussion around why you'd want to do this, but some reasons you might consider:
  • De-emphasizes combat.
  • Emphasizes social solutions and creative problem solving.
  • Encourages DM to come up with interesting interactions with NPCs.
  • Up the realism.
  • Monsters stay monstrous.
  • Don't have to worry about balancing encounters.
Some relevant discussion here. I also swear I read a good article about capping HP in LoTFP or other such OSR recently but I can't find it for the life of me.

Note that while these changes should be applied to most NPCs and humanoids if they're being applied to the players, they should not be applied to monsters.

Constitution == Max HP.

Probably the most drastic change. A 1st-level character under this option is likely to be a little tougher than by default, but it's slow going from there. Only by increasing your Constitution score will your max HP increase, and even then it's a soft cap of 20 and a hard cap of 30.

I would probably limit characters to a single HD under this system.

This has the added benefit of being simple to apply to NPCs.

Ability Score Increase == HD.

Every four levels or so, you get another HD. Your max HP increases like the default rules.

This should produce gradual progress, and not require many other changes, but still have PCs with only about a fifth their default HP resources.

For NPCs you could probably just divide their HP and HD by 5 (round up).

Interesting side effect: High-level Fighters will end up with more HD than other classes.

Front-Loaded

You get HD and max HP normally until level 4 or so. Then you stop.

Pretty easy to eyeball this for NPCs. Since there's a cap you could even make a little table of Level/Con Modifier. Like this!


Con \ HD
1
2
3
4+
-2
2
5
7
10
-1
3
7
10
14
0
4
9
13
18
+1
5
11
16
22
+2
6
13
19
26
+3
7
15
22
30

You'll never have to track more than 30 points of damage on an NPC under this approach.

Small Max HP Per Level

Your max HP increases each level, but only by an amount fixed by your class, or your Constitution modifier, whichever is greater (minimum 1).

I'd probably set the per-class level based on a ranking of HD, so:
  1. Sorcerer, Wizard
  2. Bard, Cleric, Druid, Monk, Rogue, Warlock
  3. Fighter, Paladin, Ranger
  4. Barbarian
NPCs that use d8 for HD end up with about 40% of their default HP.

Magic Considerations

Under any of these, spells that grant HP increases like aid and heroes' feast become much more powerful. I would consider reducing any increases to max HP based on the spell level, or they'll likely become something the party feels like they always have to cast, and that's not interesting. Aid might grant 2 HP per level of casting instead of 5, for example.

Low-level healing spells remain useful for much longer, which means more high-level spell slots are available for other types of magic.

High-level destructive spells become one of the few hopes of defeating high-level monsters in direct combat, which feels right in a certain kind of game. Wizards and sorcerers become more like the glass cannons of older editions.

Thursday, September 14, 2017

Brenton's Isle

Here is a 3-hour, 5th-edition D&D adventure I ran for my brother and his 3 friends, none of whom had ever played a pen-and-paper game before.

We had an email thread beforehand to make 1st level characters. There is still a lot to figure out for character creation in 5th edition. Some influences as to what D&D might look like were Record of Lodoss War and some images from the grindhouse edition of Lamentations of the Flame Princess.

The characters were all great, with interesting backstories and personalities that were not overbearing. It was a group of naturals. Maybe it helps that they all play Gloomhaven a lot?

My brother had also mentioned the desire to do an "iconic" adventure as his first. After discussion with some friends, and the email thread, I decided D&D couldn't get more iconic than a dragon in a dungeon. So here it is - maybe it will be a first adventure for someone else.

https://drive.google.com/file/d/0BwlOCsl0BgaoMTNwbTBvRWdxWHM/view
 


Cartography by Dyson Logos is licensed under a Creative Commons Attribution 4.0 International License.

Saturday, January 28, 2017

Keeper & Son

This is a 5th-Edition D&D encounter set to The Shape by Dance With The Dead.

Since the action moves with the tracks, it's built as a Google Presentation where each slide should have all the information needed to run the fight for that track. A lot of the undead abilities unlikely to come up in the scenario have been tweaked or omitted to try and speed up play.

It's probably for levels 5-7, and is a place to stash the McGuffin of your choice behind a fun, combat-heavy encounter set to music.


Keeper & Son (slides)

Thursday, July 7, 2016

Other uses for 5e Hit Dice

Hit Dice in 5e seem underutilized as a resource. I have no idea if this is intentional design, but here are some other possibilities.

  • To power class abilities.
    • Berserker barbarians' Frenzy ability could burn HD instead of causing exhaustion.
    • A paladin's lay on hands ability could let them spend HD on another's behalf. That seems a little more sacrificial to me, and is swingier that picking an exact number of HP.
    • Probably some sorcerer abilities, but who cares.
    • Maybe a warlock invocation that lets you burn HD into spell slots. Seems like an appropriate risky sacrifice for power for that class.
  • Magic item fuel. I did this once already.
    • You could make attunement to an item in general require investing a HD in it, if you wanted to reduce magic item use a bit.
    • Healing potions that let you spend hit dice would scale automatically to the character using them, based on HD size and Con modifier.
    • Ring of X-Ray vision could eat HD instead of inflicting exhaustion.
  • Instead of reducing max HP, damage caused by certain undead could also use up a hit die. They come back on their own at a long rest already, so no special rules needed on the monster. If the undead can create spawn, they do so by killing a creature with no HD remaining.
  • Potions that restore HD.
  • Diseases could eat away at HD.
  • Spells that allow HD to be used, like 4e healing surges. Healing Word seems like an interesting candidate.

Monday, July 4, 2016

Path of the Pact-Maddened

Whispers and promises from impossible voices drive the pact-maddened barbarian into a supernatural frenzy. They surprise their opponents by weaving arcane magics among their formidable physical prowess.

When you first choose this path, choose a patron from the Warlock class.

3rd level - Pact Magic

You can cast a small number of spells granted by your patron. Charisma is your ability modifier for these spells.

You learn a warlock cantrip of your choice which you can cast at will.

You learn a warlock invocation of your choice.

You can cast one of the 1st-level spells from your patron's expanded spell list. Choose which at the time of casting. Your spell slot level is 1 when you cast a spell this way. Once you use this feature you can't use it again until you finish a short or long rest.

At higher levels more spells from the extended spell list become available, and your spell slot level for all such spells increases.
  • 6th level - 2nd level spells become available, and your spell slot level becomes 2. You learn a warlock invocation of your choice.
  • 10th level - 3rd level spells become available, and your spell slot level becomes 3. You learn another warlock cantrip of your choice.
  • 14th level - 4th level spells become available, and your spell slot level becomes 4. You learn a warlock invocation of your choice.

3rd level - Conduit of Rage

You can cast warlock cantrips while raging, and add your barbarian rage damage to damage dealt by your warlock cantrips while doing so.

Casting a warlock cantrip counts as attacking a hostile creature for purposes of maintaining your rage.

6th level - Paroxysm

If you hit with two melee weapon attacks using Strength in a single round, you can use your bonus action to cast a warlock cantrip.

10th level - Lucid Rage

While raging, you may cast an available spell from your patron's expanded spell list. Doing so counts as attacking a hostile creature for purposes of maintaining your rage. (This is a separate spell than the one granted by Pact Magic.)

Once you use this feature you can't use it again until you finish a short or long rest.

14th level - Induct by Force

If you score a critical hit while raging, the target must make a Charisma saving throw (DC 8 + your Charisma modifier + your proficiency bonus). If it fails, it becomes charmed by you.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

The target can act normally on its turn if you choose no creature or if none are within its reach.

All charm effects end when your rage ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the charm ends.

Saturday, July 2, 2016

Metastus

Here is an NPC party led by a disease-infatuated mage, Metastus. There's a sprinkling of OSR in here, as some of the mage's daily spells have been removed to grant resistances and a weird magic effect of becoming an infection upon death.

Voice suggestions are provided for each NPC.

Metastus

Metastus is not immediately hostile to the party, but he is not a pleasant man.

The mage Metastus is infatuated with disease, both its infliction and its treatment. He appears as an older man in a dingy, off-white cloak with sparse hair to match. His skin is pallid and parchment-like, and he has no mustache or beard because he has no lip or chin, their having rotted off in some failed experiment years past.

His knowledge of sickness has won him many wealthy patrons through his treatments. In their turn he has extracted many favors and subjects. He never willingly lets a patient perish, but he will also infect a subject with an unknown strain in order to test the efficacy of his treatments.

He meticulously records all phases of his patients' endeavors. The results of his experiments are usually shared with colleges and hospitals through the land. He is eager to hide behind this fact when defending anything which might be interpreted as a depredation. He adopts an air of clinical detachment during these times but just below the surface he enjoys dancing people along the line between life and death.

Voicewise: leave Professor Farnsworth and Peter Lorre in a sauna for a few decades until they melt together and forget their lips.

Metastus

Medium human, Lawful Evil
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (−1)  14 (+2)  11 (+0) 17 (+3) 12(+1)  11 (+0)
Saving Throws Int +6, Wis +4
Damage Vulnerabilities fire
Damage Resistances piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Skills Arcana +6, Medicine +6
Senses passive Perception 11
Languages Common, Elven, Orc, Deep Speech
Challenge 6 (2,300 XP)
Spellcasting. Metastus is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save 14, +6 to hit with spell attacks). He has the following wizard spells prepared:

  • cantrips - acid splash, light, mage hand
  • 1st (4 slots) - charm person, grease, sleep
  • 2nd (3 slots) - ray of enfeeblement, web (of sputum)
  • 3rd (3 slots) - dispel magic, stinking cloud
  • 4th (3 slots) - black tentacles, noxious form
  • 5th (1 slot) - contagion

Equipment: slippers of spider climbing, wand of the war mage +1, cloak of protection (+1 AC and saves)

He is infectious. If he is slain he can use a reaction to infect one person with a disease that will slowly turn the victim into him (Constitution save to resist). It will manifest first as the ability to cast some additional spells he knows.

2645 GP, 110 PP in a chest in his lab.

Noxious Form: 4th-level wizard spell. As gaseous form, but a creature who enters your space or starts its turn there are affected as if by stinking cloud and take d6 + your spellcasting ability modifier acid damage. You are unaffected by stinking cloud while in noxious form.

Spellbook: Memorized spells plus stinking cloud. The necessary course of treatment to preserve Unction's seething life.

Nutch-Nutch

Homunculus (MM 188)

Metastus' familiar. Balloon-like, with tiny wings, a puffy face, wiggly hands and feet, and an unfortunately placed stinger. Deflates into a snake-like creature with grabbly spindle claws.

Voicewise: Like a farting helium balloon.

Drathe

Nothic (MM 236)
Equipment: Cloak of Elvenkind

Metastus' companion of many years. The mage provides it access to any libraries he is welcomed to. In return, the creature plies minds encountered for secret, shameful sicknesses of a family which can be used as leverage in negotiations.

It has gazed at the mage in his sleep and enjoyed what it found in those gray dreams.

Voicewise: Only speak while inhaling and pretend you've got sandpaper next to your gums.

Unction

Orog (MM 247) except:
AC 20 (plate and shield)
HP 51
Equipment: sword of vengeance - longsword, +7 to hit, reach 5, d8+5 damage.

martial adept - d6 superiority die. goading attack, pushing attack (PHB 74)
parry - reaction - adds 4 to AC against one melee attack that would hit. must see attacker and be wielding a melee weapon.
Probably challenge 3?

This orog was offered into Metastus' service by a tribe of orcs whom he gifted with a maddening plague which allowed their warriors to crush a neighboring tribe before their lungs exploded. Their ravening spirits inhabit his gleaming bronze blade.

He has long stopped questioning the motivations of Metastus' company and is confident he and the mage together can face down any threat. However, an open display of hostility means he'll try to throw the offenders off the nearest ledge or alert his companions if none is available.

Metastus knows Unction has no sense of honor and so has, over the years, set up a complex system of disease and treatments within the orog to ensure his loyalty. Without a seemingly random administration of herbs and extracts known only to the mage, he would die a painful and gasping death within days. With practice and desperation he has learned many techniques to protect Metastus' life as his own.

At the moment he abides a suppurating throat affliction requiring a Constitution check (DC 10) to voluntarily make any noise louder than a whisper - a failure stuns him for a round as he hacks up volumes of loose, bloody phlegm.

Voicewise: Grisly-wet, like a raw steak has taken offense to your ability to move around without its consent.

Aubert

Guard (MM 347) - Neutral. Immune to disease.

A simple farmer whose village was struck by an unusual plague to which he was apparently immune. Metastus offered to save his kin in exchange for his servitude, and he readily accepted.

The process has been gradual - several villagers have been hauled to the band's camp for extended treatment, and drift in and out of weak consciousness. Aubert devotes every waking hour to their care

Aubert hates Metastus for the depravities he has seen, and himself for his part in them, but will take up arms to defend the mage as the last chance to save his friends and family.

Voicewise: 90% stuttering misery, 10% shrieking indignation.

Wednesday, June 29, 2016

5e Hirelings


I recently had cause to include hirelings in a 5e adventure. This is a simple class to represent them, with a feature where if a player character dies, the player can pick up a hireling and continue as a full-fledged character. Until then they are simple to play, competent but with limited options, and largely defined by their skills.

Most of my games use the standard array for ability scores, so for hirelings I just replaced the 15 with another 10. I also use feats, so one human hireling started as an initiate until picking up his second level as a 1st level wizard, and the hunter hireling had crossbow expertise.

Class Features

As a hireling, you gain the following class features.

Hit Points

Hit Dice: 1d8 per hireling level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hireling level after 1st

Proficiencies

Armor: Light armor, shields

Weapons: Simple weapons

Tools: None

Saving Throws: None

Skills: Skip choosing a background but pick any two skills.

Equipment

Start with a simple weapon and 3 days of rations wrapped in a blanket. Your skill proficiencies grant your other starting equipment.

If you roll or choose the same result twice, increase the associated ability by 2.
  1. Nothing. If you roll this twice increase all abilities by 2.
  2. Acrobatics: 50 feet of hemp rope or 10 foot pole.
  3. Animal Handling: Pack animal or trained dog.
  4. Arcana: Component pouch or arcane focus.
  5. Athletics: Climber’s kit or sledgehammer.
  6. Deception: Forgery kit or disguise kit.
  7. History: Minor icon or journal, pen, and ink.
  8. Insight: Tobacco pipe or journal, pen, and ink.
  9. Intimidation: Hourglass or manacles.
  10. Investigation: Lantern or magnifying glass.
  11. Medicine: Healer's kit or antitoxin.
  12. Nature: Herbalism kit or hunting trap.
  13. Perception: Signal whistle or steel mirror.
  14. Performance: Disguise kit or musical instrument.
  15. Persuasion: Fine clothes or bottle of fine wine.
  16. Religion: Holy water or holy symbol.
  17. Sleight of Hand: Gaming set or thieves' tools.
  18. Stealth: Caltrops or ball bearings.
  19. Survival: 50 feet of hemp rope or fishing tackle and a tent.
  20. Roll again twice.
Then choose or roll one. d4 suggestions for easy-to-run spells follow but you can choose:
  1. Leather armor.
  2. Padded armor and a shield.
  3. Light crossbow and bolts.
  4. Riding mount.
  5. Shield and three spears.
  6. Attendant (All abilities 7, 6 hp, staff -2 d8-2)
  7. Once per session, cast a warlock cantrip (prestidigitation, mage hand, eldritch blast, friends)
  8. Once per session, cast a druid cantrip (druidcraft, resistance, produce flame, mending)
  9. Once per session, cast a cleric cantrip (thaumaturgy, spare the dying, sacred flame, light)
  10. Once per session, cast a wizard cantrip (prestidigitation, message, fire bolt, light)

Level
Features
1
Aspirant
2
Exaltation
3

4
Ability Score Improvement
5

6

7

8
Ability Score Improvement
9

10

Aspirant

Every other character level, you must take a level of another class. This follows normal multiclassing rules, so hirelings don't receive saving throw proficiencies. For example, a 5th level hireling would have 3 levels of the hireling class and 2 levels of any other class.

Exaltation

If your employer perishes, you can take up one of their ideals as an action. If you do so, convert levels of hireling into levels of another, existing class. Your hit dice change to match your class, but not maximum hit points. You gain all the proficiencies a character who started in that class would gain.

You may no longer advance as a hireling.