(PDF is Here)
One thing I’ve always liked are critical hit and injuries tables. Generally they swing toward the severe or the superfluous too easily, and the one in the Dungeon Master’s guide for 5th edition has this same swingy problem. The first four or so injuries are major, losing a foot or an eye, then they immediately become easy to solve with a simple cure wounds spell.
Continue reading “Injuries”
Using Skills is a series of posts that delves into and discusses each skill in 5th Edition Dungeons and Dragons. This index is meant to make this series easier to navigate for anyone wishing to look up a particular skill. Below the list is a lengthy Afterword in which I discuss the series, my thoughts on it, and the future of this blog. Lastly, there is a poll at the bottom in which I ask what content you are most interested in seeing.
Continue reading “Using Skills – Index, Afterword, and a Poll”
And now we finally come to the last part of our ongoing series on the skills of 5th edition Dungeons and Dragons. Last time we covered Stealth, and for this final discussion we’ll be going over that friend of rangers and barbarians: survival.
Using Skills – Survival
The bent blades of grass. The occasional broken dead twig from the surrounding autumn forest trees. A slight smell still on the air; of horse sweat and steel.
“Less than an hour,” the tracker said, brushing dead grass out of the way of the muddy hoof-print. “Riding east hard, though they’ll need to be turning south-east to get around the river.”
Survival is the skill of thriving outside the confines of civilization.
Continue reading “Using Skills – Survival”
Back in September I released an alpha version of the Automaton race for 5th edition D&D, which was meant to bring a more universal “warforged” like race to the table. Not liking the current warforged available via the Unearthed Arcana series because it was both under-powered and boring, I decided to work on something that I thought would be more fun to play.
I received a lot of great feedback last time, as well as a lot of grief because I had made it overpowered. My thinking in this was that I wanted to make it overpowered to scale it back, but (rightly) people pointed out that I had taken this too far and it was pretty broken as a result.
Using the feedback I have received I have made a number of changes. This included reducing the number of subraces to three, moving the balance of functionality into the subraces, and overall lowering the power level all around. I think I have made it more balanced and playable. You can check out the new Automaton below. I hope you enjoy!
Continue reading “Race: Automaton (Updated)”
Last week we covered Investigation in our Using Skills series. This week we’re back with Medicine. Enjoy!
Using Skills – Medicine
A city watchman brings his torch closer to the body in the alley, trying to figure out how the person died. A cleric prays over an ill peasant while taking note of her symptoms to develop a diagnosis. The barbarian gingerly wraps the wounds of his unconscious companion to stop the flow of blood in an attempt to keep him from death’s door. Medicine is the science of health.
Continue reading “Using Skills – Medicine”
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”
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”
Thrusk upended the horse leather pouch and several small humanoid figurines tumbled out onto the rough dirt floor of his tent. The orc studied them where they lay, noting the ones laying on their backs, on their sides, and the few who landed standing up.
Watching closely were Hruk the warchief and his five advisors. They were silent, letting the shaman study the idols with anticipation. Thrusk closed his eyes for two breaths, then scooped the figures up and put them back into the pouch.
“Well?” asked Hruk, his knuckles turning white as he gripped the arms of his wooden chair.
“The omens… are not in our favor,” said the shaman. The advisors looked to each other worriedly, murmuring. Thrusk continued. “However, with a proper sacrifice, the spirits may aid us.”
The following is very much a work in progress. While some eye has been kept on balance, it is entirely non playtested. This is my attempt at bringing in a Shamanic archetype into 5e using the Warlock. I wanted it to feel very different from a Druid or otherwise Nature based class with divine magic. Instead I wanted to give it a primal feel, giving hints to a primeval spirit otherworld.
I would really appreciate your feedback. Currently I am hoping to replace some the additional spells (drawn from the Cleric and Druid spell list) with new Warlock spells meant specifically for the Spirit patron. Please tell me what you think!
Continue reading “The Spirit Patron and the Pact of the Totem”
So, the last playtest packet (10/14/13) has been released by Wizards of the Coast That means that from this point on all playtests will be done in a closed manner, in house or among handpicked volunteers. (Pick me, pick me!)
I’d like to both discuss this particular packet and how I feel about Dungeons and Dragons Next as a whole in today’s post. I’d also love to hear your thoughts on the matter!
So let’s have a discussion.
Continue reading “Dungeons and Dragons Next and the End of the Playtest”