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.
Sunday, May 31, 2015
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.
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.
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.
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.
Shaking Things Up
I've changed the appearance of Cross Planes, yet again.
Thoughts?
Too much going on?
Too DnD?
Please, let me know.
Thoughts?
Too much going on?
Too DnD?
Please, let me know.
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.
Armor Class 11
Hit Points 55 (10d8+10)
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)
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.
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.
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.
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.
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.
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.
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 ________________________________________________
Skills Athletics +6
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.
Medium humanoid, Evil ________________________________________________
Armor Class 15 (natural armor)
Hit Points 85 (10d8+40)
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)
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)
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.
________________________________________________________________________
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.
Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 8 (1d6+4) slashing damage.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
Dragon #387 (4E)
Dragon #388 (4E)
Dungeon #189 (4E)
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.
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.
Saturday, May 16, 2015
Prime Materials: Shadowfang, a magic dagger for D&D 5th Edition
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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 ________________________________________________
Skills Perception +5
X-Ray Vision. Buzz-Off ignores cover.
Medium humanoid, Good ________________________________________________
Armor Class 16 (natural armor)
Hit Points 55 (10d8+10)
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)
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)
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.
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.
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.
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.
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.
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.
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.
Wednesday, May 6, 2015
Prime Materials: Bludgeons of the Great Auk, druidic magic clubs for D&D 5th Edition
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.
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.
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)
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!
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!
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)
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)
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)
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.
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.
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 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.
Languages. You can speak, read, and write Common and one extra language of your choice.
Vetala-Born Dhampir
Vetala-Born Dhampir TraitsYour 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.
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.
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.
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:
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.
Languages. You can speak, read, and write Common and one extra language of your choice.
Nosferatu-Born Dhampir
Moroi-Born Dhampir TraitsYour 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.
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.
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.
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 ________________________________________________
Skills Intimidation +4, Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Armor Class 14 (natural armor)
Hit Points 51 (6d10+18)
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)
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)
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.
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.
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.
Subscribe to:
Posts (Atom)
Monster Monday: Obstrevoi for Shadowdark
You can download a PDF here.