The following is a beta-test version for a race of sentient constructs. I am not a fan of the Warforged we have seen so far, and I wanted something a little more universal that could be used easily in home-brew campaigns. As a first pass, I intended to overpower rather than under-power them as a race so that I could make cuts rather than have to add in more abilities. Please enjoy, and any feedback would be extremely valuable to me.
Feedback: So far from feedback I have lowered the subrace ABIs, took away the armored ability, and pared down the Upgrades feature so that you get one instead of two.
Automatons are sentient constructs, built for a specific purpose using either magic or advanced technology. They can think and act independently, but are still bound by whatever purpose was given to them by their creator.
Particularly ancient automatons, awakened after centuries of a death-like inactive state might not know their purpose or may have somehow forgotten it in the long years. These automatons are driven then to find out what their purpose was or is, and to find out who built them and why.
The Automaton is an optional race built for 5th Edition Dungeons and Dragons. How exactly they fit into your campaign setting is up to you. It is purposefully left vague so that you can expand and detail out their place in the world, whether they are common or rare, or whether they are magical in nature or the result of advanced technology.
Continue reading “Beta: Automaton Race for 5th Edition”
The questing grail knights of Arthur, the paladin Roland in the Matter of France, Sir Gawain and his trial against the Green Knight – all of these are knights who travel through strange lands on adventures in search of something. A divine relic, a crusade to protect their homeland, or the meaning of bravery.
This Oath of the Quest option represents a more “chaotic good” sort of knight, used to the freedom of the road. They seek something, and along the way they help who they might. Not tied down by a lord or a strict religious order, they are free to go where they may, spreading their influence and forging their own legends to be told by the smallfolk for generations to come.
This is a play-test version of this paladin option. It has not been tested extensively and feedback is both sought and appreciated.
update: Based on feedback from Reddit and Twitter, the Oath of the Quest has been tweaked! I adjusted power levels across the board. I got rid of Mark the Craven and instead have Pilgrim’s Rebuke. Enjoy!
Oath of the Quest
The Oath of the Quest represents the Paladin’s pursuit of a sacred task, binding them to a life of travel and adventure. Seeking a holy relic, attempting to pilgrimage to a sacred land, seeking the favor of a powerful fey lord or lady, or crusading into the unknown to defeat a particular foe are all impetus for a Paladin to take up this oath. As constant travelers, they tend to gain a love for the freedom of the road and rapport with commoners. Sometimes called Knight-Errants, Free Knights, or Questing Knights, those of this oath typify the ideal of the traveling roads-worn knight unbound from their home to seek that which will bring salvation, honor, or glory.
Continue reading “Paladin Option: Oath of the Quest”
PDF – Optional Rules Skill SpecialtiesPlease enjoy a new optional rules module, Skill Specialties! (PDF of the rules module here.) Did I miss a specialty? Let me know and I’ll add it! And some background…
OPTIONAL RULES: SKILL SPECIALTIES
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I have for you today three subraces for Fifth Edition Dungeons and Dragons. They’re based on my want of something a little less Faerunian for players when choosing these races. The Dark Elf especially is my attempt to come up with an elven subrace more connected with the unseelie side of the fairy/elf mythos than the now ubiquitous drow.
The Brownie Halfling is a classic take on the halfling based on fairy myth. I enjoy the image of a furry halfling, similar in my mind to the Orlan from Pillars of Eternity. Brownie tales were some of my favorite ones from my childhood.
The Dark Elf is a bit of a gothy-take on bad elves. I like the idea of not-good elves that have a code of honor and are very orderly. Living in stone fortresses among the cold highlands, wearing heavy cloaks and thick sable boots and looking around haughtily.
The Deep Dwarf is just an update of a subrace that often gets overlooked in favor of the Duergar. Not all deep delving dwarves are evil illithid-slaves that can inflate like Mario.
Update: And now a River Gnome for your perusal!
Anyway, enough gabbing. Here you go! (Expect a PDF version later today for those that like that sort of thing.)
A Selection of Subraces
Continue reading “A Selection of Subraces”
Too long in the making, here is my playtest/WIP Backgrounds and Station module for my re-imagined Al-Qadim campaign world.
Continue reading “Al-Qadim: Station and Backgrounds”
I’ve been running Al-Qadim (well I have ran one session anyway) converting on the fly to 5th edition. I soon realized that I wanted to get a weapons, armor, and gear list set up for use with it, as a lot of the weapons and armor you see in Al-Qadim are different and there is quite a bit of variety in their goods and services.
So, I’ve spent two manic days putting this monstrous PDF together. I’ve come up with the items and prices based on scouring through the Al-Qadim books, the 2e Player’s Handbook, comparing it to the 5e Player’s Handbook, and a good bit of my own fiat. I’ve added even more items to the lists from the 2e Al-Qadim books that I felt were missing (no coffee beans listed for trade goods? come on!). I also made a table of clothing sets to give examples of how the clothing listed before that might be used by different people in the Land of Fate.
Anyway, here it is in one giant WIP PDF. Enjoy!
The next part of the Role Play Craft Factions series will be focusing on the quintessential wizard’s academy. Like the knighthood featured last time, this should very easily be re-fluffed to represent any sort of magical place of learning or group of learned magic-users.
The Gilded Lyceum
Continue reading “Factions: The Gilded Lyceum”
There are a few things in D&D Fifth Edition which I feel could be expanded upon to great effect. One of these is Downtime (which I have attempted to expand on here), and another is Factions.
In the base D&D rulebooks, factions are a bit of an abstract. In Organized Play they are a bit more structured, but even then gaining reputation within the faction is a linear process that happens automatically as you play in the Adventurer’s League rather than being an entity in the world that you can choose to interact with (or not) for mutual benefit.
This rules module attempts to expand this idea by presenting an example faction, the Knights of the Towerwatch, that as the PCs gain renown with various privileges and amenities are unlocked. However, this goes both ways, and the PCs can get negative ranks with this faction, which could cause some complications for the PCs. This faction could be easily renamed for use in your world.
Eventually I would like to come up with multiple factions that are a bit archetypal (a knighthood, a thieves’ guild, a mage university, etc.) so that players could take those and shape them to their world with minimal effort.
The Knights of the Towerwatch
(pdf coming soon)
Continue reading “Factions: The Knights of the Towerwatch”
You are led down a spiralling stone staircase, far beneath the unassuming house near the outside of the village. Your eyes are covered, and you have to grasp the shoulder of the masked Gatekeeper as he leads you forward towards your fate. You are cold and tired, but in your heart anxiety wrestles with excitement.
There is the sound of a door opening and a rush of warm air, and you step forward. It shuts behind you with a soft click. Around you is the thick perfume of incense, and you feel hot flame on your face as the blindfold is taken from your eyes. Finally you behold the inner sanctum, the secret circle of power for higher initiates.
Finally you are being given the secret that binds your soul to the order.
Hidden from the eyes of official authority, below the lazy vigil of noble and king and the blind eyes of the temples, lay the secret path to true power. One need only seek it out, to walk the hidden path of illumination. Continue reading “As Above, So Below: The Cultist Background”
In 5th edition Dungeons and Dragons, the subclass structure of classes is where you’ll find a lot of the variety that helps make a class your own. As it stands, between released products, there are around 2 to 4 subclasses per class, not including the 8 or so domains and traditions given to Clerics and Wizards. It is clear that these subclasses will be doing a lot of the heavy lifting when it comes to defining these classes in the context of campaign worlds, as well as fulfilling certain character builds from past editions.
The Warlock patron and pact item of my last post inspired me to look at the subclasses we have so far and try to come up with some solid ones for classes that are lacking. The Ranger is one class that is sorely lacking in a good variety of archetypes, so I decided to ruminate and try to come up with a couple that I found interesting. Hopefully you will too!
The following subclasses are works in progress, thoroughly not playtested and more than likely overpowered. The reason for this is that I prefer to scale back then forward. I will be updating this post as I have been the Shamanic Warlock one as I get feedback and am able to test them. (A special shout out to those on Reddit who helped me with your generous feedback!)
The Manhunter is a ranger archetype that focuses around grappling and incapacitating creatures. The One of the Ancient Order is a more mystical style ranger, getting a couple of rituals and a druid cantrip that they can use once per rest. Hopefully I can work these into good subclasses for a class that is sadly lacking those at the moment.
Continue reading “Ranger Archetypes: Manhunter and One of the Ancient Order”