Friday, December 19, 2014

5e Playtest: The Celestial, Warlock Patron


This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

There aren't many warlocks who would take up the mantle of all that is good and righteous but for the few who do are blessed with the power of their patron.  The patron is usually a good or neutral in alignment.

The Celestial
  • Expanded Spell List
    • First: bless, shield of faith
    • Second: lesser restoration, prayer of healing
    • Third: beacon of hope, daylight
    • Fourth: death ward, divination
    • Fifth: commune, dispel good or evil
  • Angelic Presence: At 1st level the warlock is suffused with the righteous glory of their patron that it shines through in the mortal realm.  Using a bonus action when a creature that is within 30 feet of the warlock makes an attack against her.  They must make a Wisdom saving throw.  On a failed save the creature must choose a new target or loose the attack.  Being warded in such a way does not save the warlock form area effect effects.  The effect lasts for 1 minute or ends before hand if the warlock makes an attack or casts a spell that effects an enemy creature.  Once you use this feature, you can't use it again until you finish a short or long rest.
  • Providence of Angels: Some call it luck, others call it providence, some call it fate, whatever it is called it further protects the warlock.  At 6th level, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.  Once you use this feature, you can't use it again until you finish a short or long rest.
  • Celestial Resistance: At 10th level the warlock gains resistance to radiant damage.
  • Halo of Radiant Fire: At 14th level the warlock can project around herself ring of fire as a bonus action.  Any enemy creature that is within 10 feet of the warlock is consumed by fire.  Any creature that is within the ring of fire and attacks the warlock will take 2d6 radiant damage.  Undead and fiends who are merely within 10 feet of the warlock will take 2d8 points of radiant damage per round.  



Saturday, December 13, 2014

5e Playtest: Fey Bloodline, Sorcerous Origin


This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

The Fey are powerful, and at times immemorial they have spread their seed to those of the mortal realms.  In the 4e version of the game I really (and I mean REALLY) liked how they have made the primal aspects and pitted them against the divine.  When I first created my game world of Eave, I had the druids collected about in great Circles and they were at times at odds against the new gods that the clerics worshiped.  They really brought it out in 4e.  Anyway, I see the Fey Bloodline as being in touch with the primal side of creation.  They are generally friendly with the druids of Eave as they do not generally worship the gods.


Fey Bloodline
  • Fey Presence: Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. 
  • Fey Ancestry: The blood of the fey runs strong in the sorcerer.  At 1st level, the sorcerer gains an advantage to saving throws against being charmed.  In addition, you can speak, as well as read and write Sylvan.
  • Misty Resurgence: Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see.  You regain half of your sorcery points, up to the maximum allowed for your class, rounded down.  Once you use this feature, you can't use it again until you finish a long rest.
  • Fey Magicks: At 14th level, the sorcerer can spend 6 sorcery point to cast conjure fey as the spell.  At 16th, they may spend 7 points to cast the spell as a 7th level spell.  At 18th level they may spend 8 points to cast the spell as an 8th level spell and at 20th they may spend 9 points to cast the spell as a 9th level spell.
  • Fey Resistance: At 18th level the sorcerer gains advantage on saving throws against spells and other magical effects.

Kekai Kotaki



5e Playtest: Circle of Beasts


This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

The Circle of Beasts came about because the druid's animal companion in the old 3.0/3.5e games where missing in the 5e games.  So here we have them.

What is coming up that I am doing for 5e: the Moon Domain for the clerics, the Fey Bloodline for the sorcerers and the Celestial otherworldly patron for the warlock.  I want to do more backgrounds and I am going to make other magic items that pertain to the world of Eave.


The Circle of Beasts
  •  Druid's Companion: At 2rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
  • Friend of Beasts: At 2nd level, the druid can speak with animals at will without casting the spell.  They also have advantage on all social skill checks with animals.
  • Symbiotic Actions: At 6th level the druid's connection with her companion is so great, that whenever the druid makes and Attack, Dash, Disengage or Dodge action, the animal companion makes the same action on the same target.
  • Share Spells: At 10th level when the druid cast a spell targeting herself, it will effect you animal companion with the spell if it is within 30 feet of you.
  • Primal Savagery: At 14th level the beast companions attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.



Friday, December 12, 2014

5e Playtest: Path of the Totem Warrior, Lion


This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

Another V'tar holdover I am using are the Snow Lion clan.  In what I had originally written for the old 3.0 edition, the Snow Lion clan was one of the most powerful of the V'tar clan, second only the the Wyrm Clan.  In the story line I had written, a long time ago, the chief of the Snow Lion Clan captured a Cleric of the God Mitra in a mighty fight.  Over time, the Snow Lion chief listened and eventually converted the worship of Mitra.  Mitra was the god of the sun, the strength of law and the steadfastness of justice.  So was born the Theocracy of the Sun.

That was my old game.  In my 5e game I am going for a more darker edge.  I like the remnant of war, empires in decline, a creeping evil.  I like it and that is what I am trying to do and take up that challenge.  The (Snow) Lion clan is the most advanced of the barbarian clans.  I was thinking that the Clan of the Snow Lion lies closest to the civilized world.  They have access to arms and armor that a normal clans does not have.

Path of the Lion
  • Spirit Seeker: As described in the PHB.
  • Totem Spirit: While you are raging, if you move at least 20 feet straight toward a creature then hit it with a melee attack in the same turn, the target must succeed on a Strength saving throw or be knocked prone.  The barbarian may a single melee attack on the target as a bonus action.  The DC for the Strength saving throw is 10 + Strength modifier.
  • Aspect of the Beast: With a 10-foot running start, the barbarian can make a long jump up to 25 feet.
  • Spirit Walker: As described in the PHB.
  • Totemic Attunement: While you are raging the barbarian has advantage on an attack roll against a creature if at least one of the barbarian's allies is within 5 feet of the creature and the ally isn't incapacitated.

Now I had a paladin of Mitra in my 3.0/3.5e game and they rode great dire snow lions as part of their special mount.  Here they are.  Dire Lions are a hearty beast that the Clan of the Snow Lion catch while they are young and train them to be ridden.

Dire Lion
Large beast, unaligned
Armor Class 14
Hit Points 48 (6d10 + 12)
Speed 50 ft.
STR 18 (+4), DEX 15 (+2), CON 15 (+2), INT 3 (- 4), WIS 12 (+1), CHA 8 (-1)
Skills Perception +4, Stealth +7
Senses passive Perception 14
Languages --
Challenge 2 (450 XP)
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target., Hit: 8 (1d8 + 4) slashing damage.



Alice Rangel




Thursday, December 11, 2014

5e Playtest: Path of the Totem Warrior, Fox


This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

When I first made my world of Eave, the 3.0 version, I had the V'tar Warriors that took the place of vikings and Native Americans.  There were 17 different V'tar Clans: the Wolf, the Wyrm, the Bear and Eagle, to name a few.  There were also the Snow Foxes.  They were the smallest of the V'tar Clans and the only ones that allowed women to become warriors.  I have always liked the Foxes and the witchboats that they sailed in under the command of their masked witches.

The Path of the Totem Warrior has given me a chance to recreate them.  The Fox totem uses cunning and wiliness to confound their foes.


Path of the Fox
  • Spirit Seeker: As described in the PHB.
  • Totem Spirit: While you are raging and as long as you arent wearing heavy armor, other creatures have a disadvantage on opportunity attack rolls against you.  In addition, while raging the barbarian may use their Strength or their Dexterity in making a melee attack, they will gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.  They will gain this when they are using Reckless Attack.  The spirit of the fox makes the barbarian a vexing foe.
  • Aspect of the Beast: You gain the advantage on all stealth rolls.
  • Spirit Walker: As described in the PHB.
  • Totemic Attunement: While you are raging and also not wearing heavy armor, the barbarian gains the Evasion ability as a Rogue.


tiger1313/deviantArt