Wednesday, March 30, 2016

Clerical Work: Specialty Priests of Daemonaga, Hellwyrm Helpmate of Malraug for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And recently Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  








DAEMONAGA, HELLWYRM HELPMATE OF MALRAUG
Nagawhisperer
Prerequisite: Cleric with the Tempest Divine Domain
The Hellwyrm Helpmate always accompany a Hellberdier.

Thanks to your devotion, you gain the following benefits:

• You have advantage on all melee attack rolls when you are within 5 feet of a Hellberdier of Malraug.

• You gain a +2 bonus to attack rolls you make to grapple and prevent a creature from escaping a grapple.

• You have 2 additional Hit Dice that may be used during a short rest.

• You learn the poison spray cantrip.  


Monday, March 28, 2016

Ravenloft: Calibans (A Race for D&D 5e) is (A)LIVE on the DMsGuild!




Do you want more races for your Dungeons & Dragons game?

Do you love Ravenloft and want to play through the Curse of Strahd?

Inside this PDF, you will find full details on Calibans, tortured souls who were marked by the Dark Powers of Ravenloft while still in their mother’s womb. Each has phyiscal disfigurements wholly distinct from the rest of their kin. But some of them are willing to stand against the darkness.


Calibans' are also presented with a stat block for use as a NPC or adversary.

The PDF is Available Here.

Sunday, March 27, 2016

A Good Day!

Happy Easter for those that observe it and well wishes for those that don't.

On top of a great day filled with my Faith, Family, and Egg Hunts, we went and saw Batman vs Superman.

I am a HUGE fan of Man Of Steel and have been looking forward to this for some time.

I don't usually notice a film's music, but BvS is PHENOMENAL.

I was shocked at the film's ending and think it is a great set-up for Justice League.  I like this film quite a bit and am curious where things are going.  It wasn't quite as good as Avengers or Avengers 2, but it also only had one film to set the stage.

I recommend seeing the film, for what that is worth.

Thursday, March 24, 2016

Forgotten Realms: Mjeledi, a magic whip for D&D 5th Edition

In my Forgotten Realms gameI'm creating some magic items to seed my campaign with:





A gift from the treant, Kloryfon, to the Tong tribe in Chult.  The Tong have always allowed their craftiest warrior to wield their most prized trophy.


MJELEDI
Magic weapon (whip), rare (requires attunement)

You gain these benefits while wielding this magic item:

• You gain a +2 bonus to attack rolls and +1d4  to damage rolls.


 When you roll a 19-20 on your attack roll, you may knock your target prone.






  

Tuesday, March 22, 2016

Ravenloft: Specialty Priests of Belenus for D&D 5th Edition

I've begun development of Deities and Domains 4, it might have something to do with this place:



The deity's name is in yellow and the feat's name is bolded.  






BELENUS, the god of sun, light, and warmth (Worshiped in Tempest and the Shadowlands)

Dawnbringer
Prerequisite: Cleric with the Light Divine Domain

Thanks to your devotion, you gain the following benefits:

• When you use your Channel Divinity for Radiance Of The Dawn, each goblinoid and fey creature in the vicinity is dealt maximum radiant damage.

• You gain resistance to fire damage.

• Continual flame is a domain spell for you.

• You learn the sun bolt cantrip.  

• You learn the aganazzar’s scorcher* spell and it is a domain spell for you.

* Found in the Elemental Evil Player's Companion.

Monday, March 21, 2016

Psionics Unearthed: The Soulknife, A Martial Archetype for D&D 5E is Now LIVE on the DMsguild.Com!




Do you want more martial archetypes for the fighter class?

Then look no further than Psionics Unearthed: Soulknife!

Inside this PDF you will find full details on the Soulknife, a psionic martial archetype, that can generate its own weaponry with merely a thought.

A to Z Challenge Them Reveal!



It's that time of year again! 

Starting on April 1st, I will be joining in on the BLOGGING FROM A TO Z CHALLENGE FOR 2016.  Check it out on Facebook, G+, and on Twitter.

My Theme this year is the A to Z of Grave New World.

Many, many years ago I was a fan of the early Anita Blake books, I really enjoyed the fact that Laurell K. Hamilton's setting featured supernatural creatures "living" out in the open with human beings.
I've spent many years brainstorming a similar setting to run Role Playing Games in and Grave New World is my take on that concept, my A to Z will introduce my readers to the world and provide material for Monte Cook Games' Cypher System.

My blog is dedicated to creating material for Role Playing Games, like Dungeons and Dragons, the Cypher System that powers Numenera and The Strange, or 13th age.  Currently MCG is running a Kickstarter creating more worlds for the Cypher System and if their fans can generate enough support, they will open up PDF publishing using their system.  I've already dove into this segment of the market for the last two months after Wizards of the Coast, the publishers of Dungeons and Dragons, did something similar.  If the fans can open up publishing for the Cypher System, my ultimate goal is to create a PDF product to sell on a site such as RPGNow.com.

Saturday, March 19, 2016

Forgotten Realms: Gond's Boomstick for D&D 5E

In my Forgotten Realms gameI'm creating some magic items to seed my campaign with:





Gond's Boomstick is a double-barreled musket crafted by Diego de Esteban, a chosen of Gond, almost 80 years ago. Gond orders His Church to gift it to a particular Gondswright every few years.  The weapon is known to disappear from its wielder upon their death and return to its resting spot with the Church's vault.


GOND'S BOOMSTICK
Weapon (musket), legendary (requires attunement by a Cleric of Gond)

You gain these benefits while wielding the Boomstick :


 You gain a +2 to attack and damage rolls. Additionally, the musket deals thunder damage. 

 You can fire both barrels as a single attack that deals 5d6 thunder damage, but you must use your reaction to steady yourself against the recoil. You will need to use an action to load both barrels of the Boomstick before you may fire them simultaneously again.

• If you roll a natural 18-20 on the attack roll, the target is knocked prone.





  

Friday, March 18, 2016

Forgotten Realms: Girdle of the Storm for D&D 5E

In my Forgotten Realms gameI'm creating some magic items to seed my campaign with:





Only one of Talos' Stormcallers, in each generation, are granted the knowledge to craft a Girdle of the Storm. The Girdle's powers return to the Stormlord upon his chosen's death. It is a secret weapon that Talos guards closely.


GIRDLE OF THE STORM
Wondrous item, legendary (requires attunement by a cleric with the tempest divine domain)

You gain these benefits while wearing the girdle:

• You may use your Wrath Of The Storm feature 2 additional times.


 Wrath Of the Storm's damage increases to 2d10.

 When you use your Wrath Of the Storm feature you gain resistance to lightning or thunder damage (your choice) for 1 minute.



  

Thursday, March 17, 2016

Forgotten Realms: Cenobite for D&D 5E





Cenobites are monks whose ki has become corrupted. Wether they have chosen this path or events pulled them along, their corruption  festers inside them, yearning to despoil and destroy.  On the Sword Coast, the Order of the Asp is the most prominent clan of cenobites.



CENOBITE
Medium humanoid (any race), any evil alignment
________________________________________________

Armor Class 17 (Monastic training)
Hit Points 98 (15d8+30) 
Speed 50 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
13 (+1)        18 (+4)        14 (+2)        12 (+1)      17 (+3)      11 (+0)
________________________________________________

Skills Acrobatics +8, Athletics +5, Stealth +8
Damage Resistances acid, poison
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 11 (7,200 XP)

________________________________________________


Evasion. If the cenobite is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cenobite instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Stunning Strike (1/Turn). When the cenobite hits another creature with a melee weapon attack, attempt a stunning strike. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of it's next turn.

________________________________________________________________________

ACTIONS

________________________________________________ 


Multiattack. The cenobite makes three unarmed strike attacks.

Unarmed Strike. Melee Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10+4) bludgeoning damage. 

Ki (Recharge 4-6). The cenobite may take the dash, disengage, or dodge action as a bonus action on it's turn.

(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)

The Old World: Skaven Plague Monk for 13th Age




The Plague Monks of Clan Pestilen are fanatical zealots who are utterly dedicated to the spreading of corruption and decay in the name of their Clan and that of the Horned Rat. The Monks are readily recognized by their signature apparels, such as ooze-dripping robes, soiled shrouds, bony growths and fluid-filled blisters are but one of many ways to distinguish their kind from all other Skaven. It is easy to discount their abilities, given their sicknesses, yet it seems that they find solace in their constant pain. To all reasonable creatures, and to an extent, even other Skaven, the Plague Monks are a horror to all the senses.

SKAVEN PLAGUE MONK

3rd level [HUMANOID] 
Initiative: +2


Spread Corruption +8 vs. PD (1d3 Nearby Enemies) -10 damage
        Natural Odd Roll: 4 ongoing damage 

Oozing Attack +18 vs. PD  - 10 damage
        Miss: 3 damage

       Natural Roll of 16+: Target must succeed on an easy save or
                                         becomes vulnerable.

Nastier Specials
Vomit Illness +8 vs. PD - Target is weakened.

        Natural Odd Roll: 5 ongoing damage 


AC 19

PD  17               HP 45

MD 13


Fear Threshold: 18













Tuesday, March 15, 2016

Clerical Work: Specialty Priests of Malraux, Hell Halberd-Wielding Champion of Evil from the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And recently Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  







MALRAUG, HELL HALBERD-WIELDING CHAMPION OF EVIL
Hellberdier
Prerequisite: Cleric with the Trickery or War Divine Domains
The Hell Halberd-Wielder is ever vigilant for his chance to spread evil and chaos.

Thanks to your devotion, you gain the following benefits:

• You gain proficiency with halberds.

• When your roll damage for a halberd, if you roll a 1, add your wisdom modifier (minimum of 1) to the damage roll.

• Your halberd attacks score a critical hit on a roll of 19 or 20.  
• You gain resistance to fire damage.

Monday, March 14, 2016

Deities and Domains 3: Specialty Priests of the Drow and Elven Pantheon is NOW LIVE!

Deities and Domains 3: Specialty Priests of the Drow and Elven Pantheon is Now Available on the DMsguild.Com!

The gods are pulled from the Sword Coast Adventurer's Guide.  There are 19 feats for 17 gods, in the style of Clerical Work Series.

Here is a preview of two Deities:

The first is a revision of the previous preview:

ANGHARRADH
CIRCLE SINGER
Prerequisite: Cleric with the Knowledge Divine Domain
You are a servant to the elven triple goddess of wisdom and protection. Your robes blend the holy colors of the Triune, pink, pale yellow, and light blue.

Thanks to your devotion, you gain the following benefits:


  • You may cast the protection from energy spell as a 3rd level spell. Wisdom is your spellcasting ability for this spell. Once you use this ability, you must finish a short or long rest before you can use it again.
  • You gain proficiency in Performance. You have advantage on Performance skill checks that involve singing.
  • Protection from evil and good is a domain spell for you.
  • You can cast the magic circle spell  once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.

LABELAS ENORETH
CHRONOLOGIAN
Prerequisite: Cleric with the Arcana or Knowledge Divine Domains
You are a student of the the elven god of time, history, and philosophy. Your vestments are light gossamer robes of red, purple or orange.

Thanks to your devotion, you gain the following benefits:

  • You reduce the casting time of a spell by 1/2 it’s casting. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action. Once you use this ability, you must finish a long rest before you can use it again.
  • You age at half the normal rate.
  • You can cast the haste spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.
  • You can cast the slow spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.
  • At 17 level you learn the time stop spell.

Forgotten Realms: Gi of the Elemental Master for D&D 5E

In my Forgotten Realms gameI'm creating some magic items to seed my campaign with:





Decades ago, a Master of Dragons whose ki had been corrupted, hid this powerful gi away. Only recently was it discovered to be hidden in the land of Chult, within the Peaks of Flame. Those seeking it must endure the jungle, the Peaks, the ancestor spirits set to guard it and possibly the Dragon of the Peaks, itself.


GI OF THE ELEMENTAL MASTER
Wondrous item, legendary (requires attunement by a monk)

This traditional gi is made from golden silk and the shoulders are adorned with scales freely given by the gold dragon, Nyrosaki of Kara-Tur.

You gain these benefits while wearing the gi:

• If you aren't wearing armor, your AC increases by 2.

 Your maximum ki points you can spend to cast a spell increases by 2.• Your ki save DC by 2.

• You martial arts attack bonus and damage bonus each increases by 2.
 


Sunday, March 13, 2016

Forgotten Realms: Ancestor Spirit for D&D 5E






Some spirits choose to haunt places of importance from their days among the living. They guard family secrets, places of power, and items of great importance. Their task is eternal and their fervor even greater.



ANCESTOR SPIRIT
Medium undead, any alignment
________________________________________________

Armor Class 17 (natural armor)
Hit Points 68 (15d8) 
Speed 0 ft., fly 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
9 (-1)        13 (+1)        10 (+0)        12 (+1)      17 (+3)      15 (+2)
________________________________________________

Skills History +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, poisoned, prone, restrained
Senses darkvision 600 ft.; passive Perception 12
Languages Any languages it knew in life.
Challenge 12 (8,400 XP)

________________________________________________

Consume Life. As a bonus action, the ancestor spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the ancestor spirit regains 14 (4d6) hit points.

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

Incorporeal Movement. The ancestor spirit 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.

Turn Resistance. The ancestor spirit has advantage on saving throws against any effect that turns undead.

________________________________________________________________________

ACTIONS

________________________________________________ 
Traumatic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage. The target must succeed on a DC 15 Constitution saving throw or lose 1 hit die.

Frightening Gaze. The ancestor spirit fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end ofeach ofits turns, ending the effect on itselfon a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ancestor spirit's gaze for the next 24 hours.

(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)

Friday, March 11, 2016

M.A.S.K.: Matt Tracker for the Cypher System



MATT "HUNTER" TRACKER 5 (15)


Motive: Protect the world from terrorists.
Environment: Anywhere
Health: 15
Damage Inflicted: 5
Armor: 2
Movement: Short or Long (in Thunderhawk)
Modifications: Leadership 6, Mind defense 6, Tactics 6
Combat: Matt relies on his mask, Spectrum and Thunderhawk, his flying camaro.
Spectrum: The mask Matt wears allows him to view the entire electromagnet spectrum, fire lasers, and to glide with an electromagnetic sheath.  Spectrum inflicts 5 damage and grants an asset on perception based checks.
Thunderhawk: It has 20 Health and Armor 3. It can move a Long
range in either mode.
   Wing Cannons: Inflicts 4 points of damage within Short
   range.
   Stun Bomb: Inflicts 6 points of damage to all targets within
   Immediate range of detonation.
Use: Matt is a brilliant inventor and engineer and a natural leader.
Loot: A defeated Matt Tracker has Spectrum and Thunderhawk.








Thursday, March 10, 2016

The Old World: Skaven Grey Seer for 13th Age



The Grey Seers of the Order of the Grey Seers are the chosen grey-furred emissaries of the Great Horned Rat, unholy prophets of ruin and destruction capable of channeling eldritch energies in destructive ways, leveling armies with lightning, or summoning ravening swarms of rats, all for the sake of furthering the Skaven cause and bring about the Great Ascendency of their foul deity. As chief agents for the Horned Rat and the Priesthood dedicated to his worship, Grey Seers wield tremendous influence amongst the clans, and only a fool would ignore their council and to inquire the wrath of the Horned Rat's chosen.

SKAVEN GREY SEER

5th level [HUMANOID] 
Initiative: +6

Prophet: The grey seer uses the escalation die.

Agent of Change  +10  vs. AC -18 damage
        Natural roll of 16+: 10 additional poison damage

Eldritch Forces +10 vs. PD of 1d3 Nearby Enemies - 15 damage
        Miss: 5 damage

        Natural Even Roll: An additional 5 lightning damage

        Natural Roll of 16+: An additional 15 damage from a swarm
                                          of rats.

Nastier Specials
Warpstone: All attacks gain Natural Odd Roll: 5 ongoing damage.



AC 21

PD  15               HP 72

MD 19











Wednesday, March 9, 2016

Back This: A Cypher System Creator Program at DriveThruRPG



As Monte Cook Games' Worlds of the Cypher System Kickstarter moves along, we as fans have the chance of earning Achievements based on tweets and blog posts and other ways to share this awesome project on Social Media.

If we reach 24 Achievements, the wonderful people at Monte Cook Games will work out a Cypher System Creator Program at DriveThruRPG, much like the DMsGuild.Com for DnD 5E.

And I need your help to make this happen.

I've thoroughly enjoyed creating material to publish for DnD 5E, but I think I'd enjoy creating Cypher System products even more.  Honestly, one of the reasons I've been publishing is to build up money to do a licensed Cypher System PDF.

This solution might allow me to reach my goal even sooner.

So spread the word! Tweet, Like, Share, post a Haiku on twitter.  Let's expand all of our opportunities to create incredible Cypher System Material.

Tuesday, March 8, 2016

M.A.S.K.: Brad Turner and Condor for the Cypher System

M.A.S.K. (Mobile Armored Strike Kommand) is a secret counter-terrorism unit focused on combatting the criminal organization V.E.N.O.M.. It is led and financed by Matt Trakker, and has ties to the Peaceful Nations Alliance.


Click to expand the photo in a new window.






BRAD "CHOPPPER" TURNER 4 (12)


Motive: Protect the world from terrorists.
Environment: Anywhere
Health: 12
Damage Inflicted: 4
Armor: 2
Movement: Short or Long (on Condor)
Modifications: Musician 6, Social interaction 5, Speed defense 5
Combat: Brad relies on Hocus Pocus, his mask and the capabilities of Condor, his motorcycle/assault chopper. 
Hocus Pocus: The mask Brad wears cybernetically interprets his thoughts into realistic holograms. Hocus Pocus' holograms require a Level 4 Mental defense roll to see through. On a roll of 1-2, a creature loses its next action. A creature cannot Die from a hologram.
Condor: It has 15 Health and Armor 2. It can move a Long range in
               either mode.
   Headlight Laster: Inflict 2 points of damage within Immediate
                                 range.
   Dual Heavy Laster: Inflict 4 points of damage within Short
                                 range.
Use: Brad is very likable and famous and an expert at social interaction and manipulation.  Condor is a great reconnaissance vehicle.
Loot: A defeated Brad Turner has Hocus Pocus and Condor.






Clerical Work: Preview of Deities and Domains 3

I've begun working on Deities and Domains 3: Specialty Priests of the Drow and Elven Pantheons and here is a preview:






ANGHARRADH
CIRCLE SINGER FEAT
Prerequisite: Cleric with the Knowledge Divine Domain
You are servant to the elven triple goddess of wisdom and protection. Your robes blend the holy colors of the Triune, pink, pale yellow, and light blue.


Thanks to your devotion, you gain the following benefits:


  • When you cast a spell you may ignore an somatic components
  • When you use your Channel Divinity for Knowledge Of The ages, you may give one creature that you can see and can hear you a luck point, per the Lucky feat, that lasts for 1 minute.
  • You gain proficiency in Perform. You have advantage on Perform skill checks that involve singing.
  • Protection from evil and good is a domain spell for you.
  • You can cast the magic circle spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.

Friday, March 4, 2016

Clerical Work: Specialty Priests of Heldrak, Demon Dragon of Destruction for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And recently Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  






HELDRAK, DEMON DRAGON OF DESTRUCTION
Demoniac
Prerequisite: Cleric with the Tempest or Death Divine Domains
The Demon Dragon of Destruction is the final moment of the Polyverse and actively seeks It's time.

Thanks to your devotion, you gain the following benefits:

• As a bonus action, you may cause up to three creatures within 30 feet that have disadvantage on saving throws. You may not use this ability again until you finish a short or long rest.

• You are immune to being frightened.

Inflict harm and protection from energy are domain spells for you.  You may cast protection from energy as a reaction.

• You learn the burning hands and shatter spell and they are domain spells for you.

Back This: World of the Cypher System - Bruce R. Cordell Talks About Gods of the Fall




Here is a great rundown of the Gods of the Fall setting, from the Worlds of the Cypher System Kickstarter, by its creator Bruce R. Cordell.

The notion of becoming gaining a divine spark and becoming a god really taps into my love of the DnD Rules Cyclopedia and my hopes for White Wolf/Onyx Path's Exalted game.  While I know I could get a Rules Cyclopedia game going, inevitably my players would rather play DnD 5E and I'm simply not prepared to wade into the heavy crunch and enormous dice pools of Exalted.

But, my players are already fans of the Cypher System and running a game that reaches "god level" is both a nice change to the average fantasy game I run and emphasizes the strengths of the Cypher System.

What sets the Cypher System apart, to me, is the flavorful character creation the Noun Adjective Verb creates for players and the ease of GameMastering baked into the system.

I simply can't wait to get my paws on this setting in June.


Thursday, March 3, 2016

No Thank You, Evil!: Knight Noun

Here is a Noun for No Thank You, Evil!




KNIGHT

Knight Trait Pools     Starting Value
Tough                                       5
Fast                                          1
Smart                                       2
Awesome                                 2

Fun 3
Defense 1 Armor (Protects you against 1 point of damage from attacks)

Knack
Shield (1 Tough) Your a noble warrior. When you yell "Shield!" you give a friend an extra point of Armor (This protects them against up to 2 points of damage from attacks).


Stuff: Armor, a melee weapon, an I Gotchyer Back pack, Hero Stuff, and 1 coin.

Knight Background Choose one of these as a background, or make up your own:

1. You have always been very brave.

2. You’re swing a sword like your were born to do it.

3. You found your suit of armor in your parents' closet.




DMsGuild.Com: Character Crucible: The Wyrm A Warlock Otherworldly Patron for D&D 5E is Now LIVE!





My 10th product for the DMsGuild.com is now LIVE!

Do you want more otherworldly patrons for the  warlock class?


Inside you will find full details on the wyrm, an draconic  otherworldly patron, who wishes to give you the power to facilitate its unusual needs.

Wednesday, March 2, 2016

Clerical Work: Specialty Priests of Yazu, Ooze Worm of the Underworld for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And recently Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  






YAZU, OOZE WORM OF THE UNDERWORLD
Oozeliege
Prerequisite: Cleric with the Trickery Divine Domain
The Ooze Worm is the oblivion that awaits. It is the final torment that melts away all but a soul's sins.

Thanks to your devotion, you gain the following benefits:

• When you use Blessing of the Trickster on a creature, attack rolls that target it have disadvantage until the end of its next turn.

• You have resistance to acid damage.

• You learn the acid splash cantrip. 

• You learn the melf's acid arrow spell and it is a domain spell for you.

Tuesday, March 1, 2016

Forgotten Realms: Jungle Hag for D&D 5E

My Out of the Abyss game is headed to Chult.



We finished up the main arc for Out of the Abyss as my players hit 12 level and Shrike, an arakokra Elemental Monk has to restore his honor after a Yeenoghu-possessed former PC interrupted his duel with the Master of Dragons (Shrike had lost) AND recover the Gi of the Diamond Mind from a cave in the Peaks of Flame in Chult.  

Upon arriving in Port Castigliar, the group learned that this is a time known as the Season of the Witch, when a coven of jungle hags hold a sacred and deadly ritual to appease Uluu Thalongh.

Travel is extra dangerous and the coven's exaltations of Uluu Thalongh produce nefarious and nasty obstacles.





Did you hear that? Was it the wind blowing the grass of the savannah or Nika Noruu, Witch of the Stolen Breath? 

Did you see that? Was it merely sunshine shimmering along the River Olung or Sssar Lolok, Witch of the Dying Light? 

Tread carefully, for not knowing will be your doom!

In this jungle, the Coven is second only to Uluu Thalongh, and they honor and appease him every seven years.  Its that time, that season now. Danger lurks everywhere.

Especially in a mortal's heart.



JUNGLE HAG
Medium fiend, neutral evil
________________________________________________

Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 72) 
Speed 30 ft., fly 60 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
18 (+4)        16 (+3)        18 (+4)        15 (+2)      17 (+3)      18 (+4)
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Skills Deception +8, Insight +7, Perception +7, Stealth +7, Survival +7
Damage Resistances cold; fire; necrotic; bludgeoning, piercing, and slashing from nonmagicalweapons that aren't silvered
Damage Immunities poison
Condition Immunities charmed; poisoned
Senses darkvision 120 ft.; passive Perception 17
Languages Abyssal, Common, Infernal, Primordial
Challenge 12 (8,400 XP)

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Heart of the Jungle. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make
a DC 15 Wisdom saving throw. On a failed save, the creature enters a frenzy with little regard for its safety for 1 minute and creatures have advantage on attack rolls against it. A creature can repeat the saving throw at the end of each of its turns , with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. 
   Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Magic Resistance. The jungle hag has advantage on saving throws against spells and other magical effects. 

Mimicry. The hag can mimic animal sounds and humanoid voices. Acreature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Spellcasting. The jungle hag is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The jungle hag has the following sorcerer spells prepared:

Cantrips (at will): dancing lights, eldritch blast, minor illusion,
   poison spray 
1st level (4 slots): charm person, detect magic, ray of sickness,

   shield
2nd level (3 slots): detect thoughts, mirror image, shatter,
   suggestion
3rd level (3 slots): counterspell, fireball
4th level (3 slots) : banishment, blight
5th level (2 slots) : dominate person, telekinesis 
6th level (1 slot): eyebite
7th level (1 slot): finger of death
8th level (1 slot): power word stun
 

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ACTIONS

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Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 


Hex. The hag targets one creature caught up in its frenzy that she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 15 Wisdom saving throw against this magic or have disadvantage on saving throws for 1 minute.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
   The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as ifconcentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her


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