Monday, May 9, 2016

Bard: College of the Muses

Designer's Notes: This is my first time creating a Bard College. I found this process significantly more difficult than creating cleric domains. Firstly, there are only 2 examples provided in the PHB, and they provide very few  guidelines as to what sorts of abilities are appropriate. Design-wise I am considered switching the levels of the mercy for heroes and true masterpiece features. As always feedback is welcome, even if it's only to tell me that I need to take the whole thing back to the drawing board.




College of the Muses
While all bards find inspiration in the world around them, only a select few are blessed with the gift of the Muses. Whether in art, poetry, or sculpture some bards find ways to express themselves beyond a simple song.  It is an even rarer gift, however, for your action and succeeds to become an inspiration for others. Like how the Muses serve to inspire you, your achievements serves as a motivation and impulse that stirs other to even greater success.


Bonus Proficiencies
When you join the College of the Muses at 3rd level, you gain proficiency with any three tools of your choice.


Font of Inspiration
Starting at 3rd level, whenever you score a critical hit or roll natural 20 on an attack roll, ability check, or saving throw you have proficiency with, you can immediately grant any creature other than yourself within 60 feet you who can hear you an inspiration die without expending one of your uses.


Mercy for Heroes
At 6th Level, the presence of the muses raises your allies’ courage to new heights. A creature that has a Bardic Inspiration die from you can roll that die and regain hit points equal to the result + proficiency bonus + your Charisma modifier.


True Masterpiece
At 14th Level, you have advantage on Charisma (persuasion) checks when interacting with anyone who has viewed any work of art you have created using a tool with which you are proficient within the last 10 minutes. This effect lasts until you finish a short or extended rest.



Download the PDF Here!

Saturday, May 7, 2016

Barbarian: Path of the Thaneborn v.2

Yesterday, after seven hours in labor, my wive gave birth to out first daughter, Elizabeth. Needless to say, I am dreadfully behind on my blogging. For that, I apologize. Instead of offering up a new batch of monsters (that will have to wait for another day), I would like to present the next draft of the Thaneborn Barbarian.

Designer's Notes: The new draft replaces the level 10 feature, which before gave proficiency with an additional skills (chosen from history, insight, intimidate, and persuasion), now gives the barbarian advantage on intimidate, and persuasion rolls made for a short time after raging. Theaneborn charge proved too finicky during our playtest of this subclass and has been replaced with a defender-like ability, furious challenge.

As always, let me know what you think. Feedback is always welcome and appreciated.




Path of the Thaneborn v.2

While most barbarians unleash their inner rage through destruction, others are born leaders, holding positions of great prestige in their tribe. These thanes are not only ruthless warriors, but inspirational war-leaders, whose furious tendencies serve not only to devour their foes, but also to inspire their allies.


Triumphant Shout
Starting when you select this path at 3rd level, your battle prowess begins to inspire those around you. Whenever you reduce a creature to 0 hit points, you and a number of allies equal to your Charisma modifier (minimum 1) within 30 feet who can see and hear you gain temporary points equal to your barbarian level + your charisma modifier.

Inspiring Presence
Beginning at 6th level, your presence and headfast resilience allows your allies stand in the face of fear and uncertainly, never surrender, even under the effects of charms and enchantments. Whenever you are raging, you and all allies within 30 feet gain advantage on saving throws to against being frightened or charmed.


Words of the Victor
Starting at 10th level, you fighting prowess and reputation begins to give you an edge in diplomacy and negotiation. After you finish raging and until your begin your next short rest, you have advantage on all Charisma (Intimidation) and Charisma (Persuasion) checks.


Furious Challenge
Starting at 14th level, whenever you are raging, you can let out a furious challenge that calls an opponent to arms as a bonus action. Choose a creature within 30 feet of you that can see and hear. That creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. One a failed save, any attacks that do not include you as a target are made with disadvantage and cannot willingly move away from you. This effect ends whenever you stop raging or if you willingly move more than 30 feet away from the target.

Wednesday, May 4, 2016

Cleric: Revelry Domain



Revelry Domain

The revelry domain embodies deities associated with wine, feasts, merriment, drunkenness, gluttony, debauchery, and ritual madness, including Dionysus, Olidammara, and the Devourer. It reflects both the fleeting joy and unshakable depression and confusion of drinking, feasting, and carousing. Here nature and civilization collide, turn men into beasts and beasts into men – exploring all of the indulgences that life has to offer, from feats and drunkenness, to heroism and ravenous bloodshed.


Revelry Domain Spells

Cleric Level
Spells
1st
Goodberry, Sleep
3rd
Enthrall, Suggestion
5th
Create Food and Water, Plant Growth
7th
Confusion, Polymorph
9th
Awaken, Dream


Bonus Cantrip
At 1st level, you learn the vicious mockery cantrip if you don’t know it already. It counts as a cleric spell for you.


Gift of Merriment
At 1st level, whenever an ally within 30 feet of you that you can see makes a weapon attack roll, you can use your reaction to instill in that ally the spirit of merriment, giving your ally advantage on the attack roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: Spirit of Intoxication
Beginning at 2nd level, you can use your channel divinity as an action on your turn to disorient one creature within 30 feet overcoming that creature in a fit of uncontrollable drunkenness. The creature must make a Wisdom saving throw. On a failed saving throw, the creature is put under the effects of the confusion spell. It cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature may repeat this save at the beginning of each of its turn. This effect requires concentration to sustain and lasts for a maximum of 1 minute. Creatures immune to the charmed condition are immune to this effect.


Channel Divinity: Feast of Slaughter
Beginning at 6th level, you can use your Channel Divinity as an action on your turn to invoke the spirit of delicious slaughter and madness. For the next minute, any time a creature, friend or foe, within 30 of you that you can see is reduced to 0 or fewer hit points, you and all allies within 30 feet regain hit points equal to your proficiency bonus + Wisdom modifier.


Divine Strike
Starting at 8th level, You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Reason Through Madness
Starting at 17th level, you gain resistance to psychic damage and have advantage on saving throw to avoid becoming frightened or charmed or to avoid the effects of confusion.

Furthermore, whenever you succeed a saving throw to resist psychic damage or becoming frightened or charmed or to avoid the effects of confusion, you may use your reaction to force the attacker to repeated the same save throw. On a failed save, the spell or effect is reflected back upon the attacker.



Download the PDF Here!

Monday, May 2, 2016

Barbarian: Path of the Thaneborn

The Updated Version of this subclass can now be found here.

Path of the Thaneborn
While most barbarians unleash their inner rage through destruction, others are born leaders, holding positions of great prestige in their tribe. These thanes are not only ruthless warriors, but inspirational war-leaders, whose furious tendencies serve not only to devour their foes, but also to inspire their allies.

In terms of the Heroic Age, the thaneborn represents the northern Celtic warlords and wild amazons who eventually earned the respect of the civilized world through force of arms, despite their barbaric upbringing.


Triumphant Shout
Starting when you select this path at 3rd level, your battle prowess begins to inspire those around you. Whenever you reduce a creature to 0 hit points, you and a number of allies equal to your Charisma modifier (minimum 1) within 30 feet who can see and hear you gain temporary points equal to your barbarian level + your charisma modifier.


Inspiring Presence
Beginning at 6th level, your presence and headfast resilience allows your allies stand in the face of fear and uncertainly, never surrender, even under the effects of charms and enchantments. Whenever you are raging, you and all allies within 30 feet gain advantage on saving throws to against being frightened or charmed.


Words of the Chieftain
Starting at 10th level, your growing reputation and experience begins to give you an edge in diplomacy and negotiation. You gain proficiency in two of the following skills: history, insight, intimidate, or persuasion.


Thaneborn Charge
Starting 14th Level, your sheer force of will refuses to let go  - driving your allies ever forwards towards victory. Whenever you hit an creature with a melee attack after moving 10 or more feet on your turn, you can use a bonus action to allow a number of allies equal to your Charisma modifier (minimum 1 ally) within 30 feet who can see and hear you to use their reactions to move up to their speed and make a melee attack against the same creature.

You may not use this path feature again until after you finish a short or extended rest.



Download the PDF Here!

Sunday, May 1, 2016

Domains of Myth Updated



All of seven Domains of Myth have been updated to their current version, including their downloadable PDF companions. Most of the domains enjoyed only minor updates with the exclusion of the Love domain, which has been completely overhauled. In my own opinion, the Love domain is the real winner here.

While waiting for new Heroic Age updates, go ahead and check out any of the domains you may have missed.


Creation Domain

The gods and goddesses of creation can be separated into two categories: those deities who created the world or the cosmos, or else they are the gods of the smith, craftsmen, or some sort of trade – including Hephaestus, Ptah, or Cissonius. Clerics of these deities are capable for amazing feats of craftsmanship and  artistry, both magical and otherwise, able to create tools and weapons out of thin air and mend cracks and splinters with a word. Read more.


Destruction Domain
Deities of destruction and chaos tend to be vengeful, malicious even capricious by nature, but the one thing they all have in common is a unhealthy relationship with violence. Many clerics of these deities often relish in the pure act of destruction while some few see destruction as a necessary part of the cycle of ruin and rebirth, or simply as a tool to put an early end to something much worse. Read more.


Love Domain
Nearly every pantheon has a god or a goddess devoted to the concept of love. Examples include Aphrodite, Freya, Hathor, and Sune. Like their divine patrons, clerics of the love domain are often torn between the desire to find, cherish, and protect the a single beloved and the craving for lust, passion, intrigue, and the search for a new object of their attentions. Read more.


Sea Domain
While the tempest domain represents the power of the thundering Stormcaller and Lord of the Sky, the sea domain embodies the might of the crashing, whirling sea. Sailors and merchants often find themselves in the hands of the Sealord - deities such as Posidon, Ă†gir, and Ler - whose gentle embrace can guide them safely to port and whose fits of anger can send them topping overboard into unknown depths. Read more.


Travel Domain
The realm of vagabonds, merchants, messengers, and adventurers, the gods of the travel domain – including Hermes, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. The traveling priests of inhospitable regions also tend to represent the gods of travel. Read more.


Underworld Domain
The underworld, the realm that houses the tortured and senseless spirits of the dead is an image universal to real world mythology and distinct from the Death domain presented in the Dungeon Masters Guide. While there is some amount of overlap, the death domain focuses on the creation of undead servants, while the underworld domains is much subtler in its approach, bringing the sickness, disgust, and plagues that haunts the underworld into the mortal realm. Read more.


Winter Domain
Deities whose portfolios include the winter domain – Hoder, Boreas,  the Raven Queen, and others – govern over all aspects of sickness, cold, ice, and frost, and those creatures and peoples who dwell in cold, icy environments such as the northern reaches and high mountains. Read more.

Saturday, April 30, 2016

May Theme: The Heroic Age



This month's theme, in honor of these ever-increasing temperatures that make me want to walk around shirtless, is the Heroic Age. In the coming weeks, you will find a whole host of resources and articles for swords and sandals gaming with 5e Dungeons and Dragons. For players, we'll have another 3 cleric domains, a barbarian path, new bard college, and at least one (and possible many more) new sorcerer origins. On the DM's side of the screen, we'll focus more on monsters of myth along with a new mysterious island and heroic adventure generator.


May 2 - Barbarian: Path of the Thaneborn

May 4 - Cleric: Revelry Domain

May 6 - Monsters of Myth (Part 1) [Postponed]

May 9 - Bard: College of the Muses

May 11 - Cleric: Strength Domain

May 13 - Monsters of Myth (Part 2)

May 16 - Sorcerer: Zodiac Mage

May 18 - Cleric: Fortune Domain

May 20 - Mysterious Island Generator

May 23 - TBA

May 25 - TBA

May 27 - Heroic Adventure Generator

May 30 - TBA

Friday, April 29, 2016

Cleric: Travel Domain

Travel Domain

The realm of vagabonds, merchants, messengers, and adventurers, the gods of the travel domain – including Hermes, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. The traveling priests of inhospitable regions also tend to represent the gods of travel.


Travel Domain Spells

Cleric Level
Spells
1st
Feather fall, jump,
3rd
Find steed, suggestion
5th
Fly, haste
7th
Dimension door, freedom of movement
9th
Hold monster, passwall


Blessing of Travel
When you select this domain at 1st level, you gain proficiency in one of the following skills of your choice: athletics, perception, or persuasion.

Also, while you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Clever Escape
Also at 1st level, you are granted a knack for wiggling and scrapping your way out of trouble. Whenever, you make a Strength or Dexterity saving throw, you may grant yourself advantage as a reaction.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: Fleet of Foot
Starting at 2nd level, you can use your Channel Divinity class feature as a bonus action to double your normal movement rate for 1 minute. During this period, your high and long jump distance is also doubled.


Channel Divinity: Missed Step
Starting at 6th level, you use your Channel Divinity class feature as a reaction when a creature within 60 feet of you that you can see moves, hopefully causing the creature to stumble and fall. The target must make a Dexterity saving throw. On a failed save, the creature is knocked prone and its movement ends.


Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.


Perfect Travel
At 17th level, add the teleport spell to your list of domain spell. It is always considered prepared and counts as a cleric spell for you. When you cast teleport, you are always considered very familiar with the destination via the will of the god of travel.



Download the PDF Here!