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Sunday, May 31, 2015

A Personal Milestone

I'm glad to announce that a proposal I submitted to ENWorld's EN5ider, their magazine for DnD 5th Edition, has been accepted!

I'll officially be a paid writer!!

As an aside, I can't recommend EN5ider enough, its a great resource for DnD 5th Edition and is funded through Patreon, so it's very reasonable.

I'll update you more as we get closer to publication.

I'd like to offer anyone reading this a huge thanks, if it wasn't for this blog, I would never had the courage to submit this proposal.
By Cross Planes at May 31, 2015 No comments:
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Labels: Publishing

Friday, May 29, 2015

Clerical Work: Specialty Priests of Umberlee for D&D 5th Edition

I'm importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Umberlee


Waveservants Feat
Prerequisite: Cleric with Tempest Divine Domain

• You may breathe underwater.

• Undead that were killed at sea or are aquatic in nature have disadvantage on their saving throws against your Turn Undead.
By Cross Planes at May 29, 2015 No comments:
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Labels: Clerical Work, DnD, Specialty Priests

Thursday, May 28, 2015

Thor's Day: Specialty Priests of Odin for D&D 5th Edition


Specialty Priests of Odin



Odin Brotherhood Feat
Prerequisite: Cleric with Knowledge or War Divine Domain

• You gain a +1 to Constitution

• You gain a +1 to damage rolls with melee weapons.

• You gain proficiency in the Deception or Persuasion skill.
By Cross Planes at May 28, 2015 No comments:
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Labels: DnD, Thor's Day

Shaking Things Up

I've changed the appearance of Cross Planes, yet again.

Thoughts?

Too much going on?

Too DnD?

Please, let me know.
By Cross Planes at May 28, 2015 No comments:
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Labels: Me

Wednesday, May 27, 2015

Antagonist Anthology: The Lady of the Wall for D&D 5th Edition

Six years have passed since Nesme began yet another round of rebuilding after falling to Warlord Hartusk and the machinations of Matron Mother Quenthel of Menzoberranzan.  While the city's folk face many dangers outside their walls, one of the most malignant is inside the city's walls, hunting those charged with keeping watch on Neme's high walls. 

The Lady of the Wall is responsible for the disappearance of over thirty-five of Nesme's Sentinels, always striking around the full moon, some months not appearing at all and other months striking multiple times on the same night. According to Corinth the Pale, a necromancer of some repute hailing from Melvaunt, the Lady of the Wall was in fact a final trap laid upon Nesme by House Baenre.  Apparently, a necromancer in service to the drow cursed the soul of a Sentinel named Selena Myrran to hunt and murder her compatriots forevermore.



LADY OF THE WALL                                                                                    Medium undead, chaotic evil                                        ________________________________________________

Armor Class 11
Hit Points 55 (10d8+10) 
Speed 0 ft., fly 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)     13 (+1)     12 (+1)     11 (+0)    13 (+1)     15 (+2)
________________________________________________

Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified , poisoned, prone, restrained Senses Senses darkvision 60ft., passive Perception 11
Languages Common
Challenge 4 (1100 XP)

________________________________________________


Ethereal Sight. The Lady of the Wall can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The Lady of the Wall can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
________________________________________________


ACTIONS

________________________________________________


Death Rattle (Recharge 6). Ranged Attack: Each creature in a 15-foot cone must make a DC 12 Constitution saving throw.  A creature takes 3d10 necrotic damage on a failed save, or half as much on a successful one.

Spectral Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.


Enthralling Appearance. One non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute . If the save fails by 5 or more, the target has disadvantage on saving throws until the end of their next turn. The charmed target can repeat the saving throw at the end of each of its turns, ending the charmed condition on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the Lady of the Wall's Enthralling Appearance for the next 24 hours. 


By Cross Planes at May 27, 2015 No comments:
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Labels: Bestiary, DnD, Forgotten Realms

Tuesday, May 26, 2015

Clerical Work: Specialty Priests of Illmater for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Illmater


Painbearer Feat
Prerequisite: Cleric with Life Divine Domain

• You have a +1 bonus to Constitution saving throws.

• You have proficiency in Constitution ability checks.

• You can survive without food and water for a number of tendays equal to your level.  Every three tendays you gain a level of exhaustion.
By Cross Planes at May 26, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Monday, May 25, 2015

Masters of the Universe Monday: Beast Man for D&D 5th Edition

After being banished from his home in the Vine Jungle, the beast man named Raqquill Rqazz joined up with a young alchemist named Keldor during a skirmish in the Berserker Islands.

Like others of his race, Rqazz has the ability to control beasts and monsters. He currently uses this particular talent as chief henchmen to Skeletor, the Overlord of Evil.











BEAST MAN
Medium humanoid, Evil                                        ________________________________________________

Armor Class 15 (natural armor)
Hit Points 85 (10d8+40) 
Speed 35 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
19 (+4)     17 (+3)     18 (+4)     10 (+0)    16 (+3)     10 (+0)
________________________________________________

Skills Athletics +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Gnoll
Challenge 4 (1,100 XP)

________________________________________________

Beast Speech.  Beast Man can speak with animals at will.

Beast Master.  Beast Man can cast conjure animals twice per day.

Whip Fighter.  Beast Man has advantage and reach when using an action to grapple a creature.

________________________________________________________________________


ACTIONS

________________________________________________


Multiattack. Beast Man makes two whip attacks.

Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 
Hit: 8 (1d6+4) slashing damage.
By Cross Planes at May 25, 2015 No comments:
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Labels: Bestiary, DnD, Masters of the Universe

A Thank You

Everything I cherish and believe in was made possible by the sacrifice of men and women fighting the good fight, putting someone else before themselves, leaving their families--maybe for good, and standing up for something much, much bigger than themselves.

I'm so very, very thankful for everyone who has ever served this beautiful country that I love, and yet those words are so small and frail compared to the sacrifices those men and women made for all of us.

We remember you and we will never forget you.

Those words aren't nearly enough either, but they are all that I have.  And I give them to each of you freely.
By Cross Planes at May 25, 2015 No comments:
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Labels: Me

Saturday, May 23, 2015

Clerical Work: Specialty Priests of Azuth for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Azuth


Magistrati Feat
Prerequisite: Cleric with Knowledge Domain

• This ability allows you to learn the prestidigitation cantrip . You can also cast each of the following spells once with this ability: comprehend languages and magic missile. You regain the ability to cast these spells when you finish a long rest.  Wisdom is your spellcasting ability for these spells, and you cast them at their lowest possible levels. 


By Cross Planes at May 23, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Friday, May 22, 2015

Clerical Work: Specialty Priest of Mystra for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Mystra


Dweomerkeeper Feat

Prerequisite: Cleric with Knowledge Domain

• You have advantage on Intelligence (Arcana) skill checks.

• You have a +1 bonus to saving throws against any sort of magic.

• You may cast both the detect magic spell and the dispel magic spell once per day.

• Your magic functions normally in both dead magic and wild magic zones.
By Cross Planes at May 22, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Thursday, May 21, 2015

Thor's Day: Light Elves for D&D 5th Edition


LIGHT ELVES

In Norse paganism, Light elves were beautiful creatures and were considered to be “guardian angels”. The god Freyr, was the ruler of Alfheim, the home of the light elves. In terms of hierarchy, Light elves were minor gods of nature and fertility; they could help or hinder, humans with their knowledge of magical powers. They also often delivered an inspiration to art or music.

Ability Score Increase. Your Charisma score increases by 1.

Light Elf Magic. You know the Guidance cantrip.  When you reach 3rd level, you can cast the Speak with Animals spell once per day. When you reach 5th level, you can also cast the Spike Growth spell once per day. Charisma is your spellcasting ability for these spells.

Extra Language. You can speak, read, and write one extra language of your choice. 

By Cross Planes at May 21, 2015 No comments:
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Labels: DnD, Races, Thor's Day

Wednesday, May 20, 2015

Clerical Work: Specialty Priests of Lathander for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Special thanks to Ben Bach, of Tales Over Tankards, for his help and input.

Specialty Priests of Lathander


Morninglord Feat
Prerequisite: Cleric with Life or Light Divine Domain

• You are proficient in two of the following: Carpenter's tools, Cook's utensils, Juggler's props,  Leatherworker's tools, a Musical instrument, Painter's tools or Potter's tools.

• Undead affected by sunlight have disadvantage on their saving throws against your Turn Undead.
By Cross Planes at May 20, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Tuesday, May 19, 2015

DnDClassics.com New Releases for 5/19/15


This week's new releases on DnDClassics.com are:
(A shout out to this great thread on RPG.Net).


Races of Ansalon (3.5E)


Lost Leaves from the Inn of the Last Home (3.5E)

Dragon #387 (4E)

Dragon #388 (4E)

Dungeon #189 (4E)


Also a big thanks to the terrific spreadsheet about all of the releases created and maintained by Jurgen Hubert (creator of Urbis)



By Cross Planes at May 19, 2015 No comments:
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Monday, May 18, 2015

Motu Monday: Power Sword for D&D 5th Edition REVISED

The Power Sword 
Magic weapon (longsword), legendary (requires attunement)

You gain a +4 bonus to attack and damage rolls with this magic weapon.

In addition, while attuned to the longsword you have advantage on saving throws against spells and other magical effects.  Further, when you roll a natural 20 on a saving throw against a spell, the creature who cast the spell becomes a target of the spell instead of you.
By Cross Planes at May 18, 2015 No comments:
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Labels: DnD, Magic Item, Masters of the Universe

Saturday, May 16, 2015

Prime Materials: Shadowfang, a magic dagger for D&D 5th Edition


Shadowfang
Magic weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with this magic weapon.

In addition, when you deal damage while attuned to the dagger, as a bonus action you may utter a command word and gain 20 temporary hit points.  This ability may not be used again until you complete a short or long rest.

The Queen of Terror, Coaxoch Ixklurio, presented Shadowfang to Jafar Qane, a Golden Legionnaire of Amn for betraying his entire company to the maztican vampire.

By Cross Planes at May 16, 2015 No comments:
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Labels: DnD, Magic Item, Prime Materials

Friday, May 15, 2015

Clerical Work: Specialty Priests of Bane for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Bane

Dreadmaster Feat
Prerequisite: Cleric with War Divine Domain

• You learn two of the following languages: draconic, deep speech, goblin, High Shou, Midani, Mulhorandi, orc, undercommon, or Untheric

• You know the thorn whip cantrip and can also cast the fear spell once with this ability. You regain the ability to cast this spell when you finish a long rest.  Additionally, you are immune to the fear spell.
By Cross Planes at May 15, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Thursday, May 14, 2015

Thor's Day: Laevateinn for D&D 5th Edition


LAEVATEINN
Magic staff, artifact (requires attunement by a spell caster)

Your spell save DC and spell attack bonus each increase by 3.

In addition, while attuned to the weapon you may utter a command word and transform Laevateinn into a a longsword as a bonus action.  You gain +3 to attack and damage rolls with this magic longsword. 

"Lævatein is there, that Loki with runes once made by the doors of death; In Lægjarn's chest by Sinmora lies it, and nine locks fasten it firm."

By Cross Planes at May 14, 2015 No comments:
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Labels: DnD, Magic Item, Thor's Day

Wednesday, May 13, 2015

Clerical Work: Specialty Priests of Gond for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Gond


Gondsmen Feat
Prerequisite: Cleric with Knowledge Divine Domain

• You gain proficiency in one tool of your choice.

• You gain proficiency in either renaissance firearms or one skill of your choice.

• You have advantage on Intelligence (Religion) skill checks.

• You can add half your proficiency bonus, rounded down, to any Thieves' tools check you make that doesn’t already include your proficiency bonus.
By Cross Planes at May 13, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Tuesday, May 12, 2015

DnDClassics.com New Releases for 5/12/15


This week's new releases on DnDClassics.com are:
(A shout out to this great thread on RPG.Net).


Dungeon Master's Guide (3.5E)

Player's Option: Heroes of the Elemental Chaos (4E)

Dragon #385 (4E)

Dragon #386 (4E)

Dungeon #188 (4E)


Also a big thanks to the terrific spreadsheet about all of the releases created and maintained by Jurgen Hubert (creator of Urbis)



By Cross Planes at May 12, 2015 No comments:
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Labels: DnDClassics.com

Monday, May 11, 2015

A to Z 2015 Reflections



Sadly, I'm running late with this post, my wife was ill for part last week and this weekend, but I figure its better late than never.

The A to Z Blogging Challenge is fairly close to my heart because I participated in my first one within a short time of starting up Cross Planes.  Also its generally around my vacation and it gives me something extra to do with my time off (not that I really need anything else to do).

It's been a great way to meet people, follow new blogs, and gain followers.  Its also a great way to really put your planning and implementation skills as a blogger to the test.

I can proudly say, that each year I get some new skill set out of the Challenge and in many ways its like the beginning of a new phase in my blog's existence.  Its basically Cross Planes new year, for lack of a better description.

I'm already planning for 2016.



By Cross Planes at May 11, 2015 No comments:
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Labels: A to Z

Masters of the Universe Monday: Buzz-Off for D&D 5th Edition


Buzz-Off


    
 Tzzzzt zzz zzTTTzz is the noble leader of Eternia’s Bee People, a colony of humanoid bees. 

As leader of the Bee People, Tzzzzt zzz zzTTTzz is the main representative for his race and enjoys a good relationship with King Randor. He often speaks with the King regarding matters of urgency. 

As a Heroic Warrior, he has a lot of support and has taken Buzz-Off as a nick name. His greatest power is his ability to fly, which allows him to scout over large territories and report back to his allies. He occasionally acts as a spy possessing X-Ray vision via his goggles. Buzz-Off's antennae are highly sensitive and can often sense danger. He is mostly paired with Mekaneck on missions.



BUZZ-OFF

Medium humanoid, Good                                  ________________________________________________


Armor Class 16  (natural armor)
Hit Points 55 (10d8+10) 
Speed 30 ft., flying 60 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
16 (+3)     12 (+1)     13 (+1)     13 (+1)    15 (+3)     16 (+3)
________________________________________________

Skills Perception +5
Senses passive Perception 15
Languages Common
Challenge 4 (1,100 XP)

________________________________________________

Danger Sense.  Buzz-Off has advantage on initiative rolls.

X-Ray Vision. Buzz-Off ignores cover.

________________________________________________

ACTIONS


________________________________________________


Multiattack. Buzz-Off can make two attacks.

Poleaxe. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (1d10+3) slashing damage.

Hand Axe. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6+3) slashing damage.  
By Cross Planes at May 11, 2015 No comments:
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Labels: DnD, Masters of the Universe

Saturday, May 9, 2015

Clerical Work: Specialty Priests of Tyr for D&D 5th Edition

I'm tinkering with importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.

Specialty Priests of Tyr

Holy Justice Feat
Prerequisite: Cleric with War as Divine Domain

• You gain a +1 to damage rolls with longswords.

• You have advantage on Intelligence (History) and Wisdom (Perception) checks.

• You can also cast the hold person spell once with this ability. You regain the ability to cast this spell when you finish a long rest. 
By Cross Planes at May 09, 2015 No comments:
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Labels: Clerical Work, DnD, Forgotten Realms, Specialty Priests

Friday, May 8, 2015

Class Warfare: Psychic Warrior Revised (Monk Sub-Class) for D&D 5th Edtiion

Waaaaay back in August, I worked up the Psychic Warrior Monk Sub-Class.  Since then, I've learned a few things and this is my revision.


Psychic Warrior Monastic Tradition

Way of the Psyche


Psychokinetic Gift (3rd level)


• When using deflect missiles you may add your wisdom modifier to reduce the damage you take from an attack.

• Your flurry of blows have a range of 30 feet.

• You know the Mage Hand cantrip and if you spend 1 Ki point, you can lift up to your level x 20 lbs., but requires concentration.

Poltergeist (6th level)
You may spend 3 Ki points to cast telekinesis.

Mind Over Matter (11th level)
You may spend 5 Ki points to cast animate objects.

Brainstorm  (17th level)
You may spend 7 Ki points to cast reverse gravity.








By Cross Planes at May 08, 2015 No comments:
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Labels: Classes, DnD

Wednesday, May 6, 2015

Prime Materials: Bludgeons of the Great Auk, druidic magic clubs for D&D 5th Edition


Bludgeons of the Great Auk
Magic weapons (clubs), rare (requires attunement by a druid)

You gain a +1 bonus to attack and damage rolls with both of these clubs.

In addition, while attuned to the clubs, when you are holding both clubs and cast shillelagh, the cantrip imbues both clubs with nature's power for the one minute duration.  Per the cantrip, you may use Wisdom for attack and damage rolls for each club and each weapon's damage die becomes a d8.

Myra Windsong, a Druid of the Blue Rose Circle, was awarded these magical clubs from the Great Auk of the Western Horizon.  He bore witness to her moment of need as she battled a scouting party for the Bone-Eater Legion of hobgoblins, all alone, battered and unarmed.  The Great Auk of the Western Horizon transformed two branches of a nearby ceil tree into magic bludgeons, allowing Myra to defeat the scouts and warn her Circle. 


By Cross Planes at May 06, 2015 No comments:
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Labels: DnD, Magic Item, Prime Materials

Tuesday, May 5, 2015

Class Warfare: Monster Hunting Options for the Hunter Ranger


Options for the Hunter Ranger Archetype

Hunter's Prey (3rd level)

Night Stalker.  You are a living weapon against creatures that stalk the night.  Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage against shapechangers and undead.

Defensive Tactic (7th level)
Blessed Fortitude.  You have advantage on Constitution saves against disease and effects from undead.

Superior Hunter's Defense (15th level)

Chosen. You have no need to fear the rot of undeath.  You have immunity to necrotic damage.







By Cross Planes at May 05, 2015 No comments:
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Labels: Classes, DnD

DnDClassics.com New Releases for May 5th, 2015


This week's new releases on DnDClassics.com are:
(A shout out to this great thread on RPG.Net).



Monster Manual (3.5E)

Towers of High Sorcery (3E)

Knightly Order of Ansalon (3E)


Dragon #381 (4E)

Dragon #382 (4E)

Dragon #383 (4E)

Dragon #384 (4E)

Dungeon #186 (4E)

Dungeon #187 (4E)

Also a big thanks to the terrific spreadsheet about all of the releases created and maintained by Jurgen Hubert (creator of Urbis)
By Cross Planes at May 05, 2015 No comments:
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Labels: DnDClassics.com

Monday, May 4, 2015

Unearthed Arcana Waterborne Adventures is out!

I can't gush about Wizards of the Coast's support of DnD enough.

Free playlets material every month.

Free crunch and player's stuff for their campaigns.

Dragon+.

Its all been awesome.

And now Waterborne Adventures.

I might just have to make a Minotaur Swashbuckler!
By Cross Planes at May 04, 2015 No comments:
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Labels: DnD

Masters of the Universe Monday: Clamp Champ for D&D 5th Edition


Clamp Champ (Raenius)

After Duncan was captured and permanently turned into one of the Snake Men, Raenius, former Body Guard to King Randor, stepped in as the new royal Man-At-Arms. Although lacking Duncan’s skills as an inventor, Raenius proved his worth to the Masters of the Universe with his ferocious hand-to-hand combat and extensive knowledge of almost every weapon, including his favorite, the techno clamp, for which he earned the nickname “Clamp Champ”.

He continued to lead the Masters all the way to the Second Ultimate Battleground. Clamp Champ surprises his enemies with his clamping action.





CLAMP CHAMP

Medium humanoid, Good                                  ________________________________________________


Armor Class 17  (scale mail)
Hit Points 65 (10d8+20) 
Speed 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
15 (+2)     13 (+1)     14 (+2)     14 (+2)    16 (+3)     15 (+2)
________________________________________________

Skills Athletics +4
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 XP)

________________________________________________

Weaponmaster. Clamp Champ is considered proficient in all weapons and improvised weapons.

________________________________________________

ACTIONS


________________________________________________


Multiattack. Clamp Champ can make two attacks and one Clamp attack.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.  
Hit: 4 (1d4+2) bludgeoning damage.

Vice Saw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) slashing damage.

Clamp. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d10+2) piercing damage.  On a hit, the target is grappled.


By Cross Planes at May 04, 2015 No comments:
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Labels: DnD, Masters of the Universe

Sunday, May 3, 2015

Dhampir Heritages: Vetala-Born for D&D 5th Edition

My conversion of Pathfinder's Blood of the Night to DnD 5th Edition continues:


Vetala-Born Dhampir

Vetala-Born Dhampir Traits


Your dhampir character has certain traits deriving from your vampire ancestry. 

Ability Score Increase. Your Dexterity score increases by 1, your Constitution score increases by 1, and your Wisdom score increases by 1.


Age. Dampyr mature at the same rate as humans but live about twice as long.

Alignment. Due the conflicting nature of their heritage, they are often neutral. 

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your undead heritage, your darkvision has a radius of 60 feet.

Appealing.  You are considered proficient with Disguise Kits and add double your proficiency bonus to the check, instead of your normal proficiency bonus. 

Ajibachana.  You are proficient in one extra skill of your choice.

Fangs. You are proficient with your bite (melee attack, reach 5 ft., one target) which deals 1d4 piercing damage on a hit.  

Blood Drinker.  On the same turn you deal damage with your bite, you may use a bonus action to expend a hit die.  Roll that die and add your Constitution modifier. You regain Hit Points equal to the total.  After you use blood drinker, you can’t use it again until you complete a short or long rest. 

Languages. You can speak, read, and write Common and one extra language of your choice. 





By Cross Planes at May 03, 2015 No comments:
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Labels: DnD

Friday, May 1, 2015

Dhampir Heritages: Nosferatu-Born for D&D 5th Edition

My conversion of Pathfinder's Blood of the Night to DnD 5th Edition continues:


Nosferatu-Born Dhampir

Moroi-Born Dhampir Traits

Your dhampir character has certain traits deriving from your vampire ancestry. 

Ability Score Increase. Your Dexterity score increases by 1, your Strength score increases by 1, and your Wisdom score increases by 1.


Age. Dampyr mature at the same rate as humans but live about twice as long.

Alignment. Due the conflicting nature of their heritage, they are often neutral. 

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your undead heritage, your darkvision has a radius of 60 feet.

Ancient-Born. You have advantage on Charisma saving throws.

Fangs. You are proficient with your bite (melee attack, reach 5 ft., one target) which deals 1d4 piercing damage on a hit.  

Blood Drinker.  On the same turn you deal damage with your bite, you may use a bonus action to expend a hit die.  Roll that die and add your Constitution modifier. You regain Hit Points equal to the total.  After you use blood drinker, you can’t use it again until you complete a short or long rest. 

Insightful.  You are proficient in the Insight skill.

Languages. You can speak, read, and write Common and one extra language of your choice. 





By Cross Planes at May 01, 2015 No comments:
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Labels: DnD

Antagonist Anthology: Tsul'Kalu for D&D 5th Edition

The Tsul'Kalu is the great hunter of the forest.  A true apex predator, it brooks no interference or competition and while exterminate all the food in an area to drive off its rivals, be they humanoid or beast.  Then, and only then will it prey on its foes, one by one, until it has found solitude again.







TSUL'KALU                                                                                     Large monstrosity (human), lawful evil                                        ________________________________________________

Armor Class 14 (natural armor)
Hit Points 51 (6d10+18) 
Speed 40 ft., climb 20 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
19 (+4)     15 (+2)     16 (+3)     11 (+0)    14 (+2)     10 (+0)
________________________________________________

Skills Intimidation +4, Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages All (telepathic rapport)
Challenge 3 (700 XP)

________________________________________________

Keen Smell. The tsul'kalu has advantage on Wisdom (Perception) checks that rely on smell.

Forest Camouflage. The 
tsul'kalu has advantage on Dexterity (Stealth) checks made to hide in forest terrain.

Telepathy. The tsul'kalu communicates telepathically and can read a humanoid's thoughts.

________________________________________________


ACTIONS

________________________________________________


Multiattack. The tsul'kalu can make two attacks or use it's terrifying gaze.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 

Hit: 7 (1d6 + 4) slashing damage.

Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Terrifying Gaze. The 
tsul'kalu targets one creature it can see within 30 feet of it. If the target can see the tsul'kalu, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) psychic damage and then be paralyzed for 1 minute, unless it is immune to psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



By Cross Planes at May 01, 2015 No comments:
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Deadlands: From the Journal of Erebus Bullfinch - The Siege Perilous

August 15th, 1883 As autumn approaches I can scarcely guess where the spring and summer of this year have gone. It was late February when Si...

Folk Lore: Additional Races for the Shadowdark RPG

Folk Lore: Additional Races for the Shadowdark RPG
6 Additional Races

Foelio for Cepheus Sorcerey & Barbaric!

Foelio for Cepheus Sorcerey & Barbaric!
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