Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Monday, May 2, 2022

The Red Door


The Red Door are slavers who terrorize the countryside looking for victims to fulfill contracts with individuals and nations throughout the Realm. The organization is comprised entirely of shapechangers and it  often uses religious rites to transform its members into shapechangers upon completion of their training, though other existing shapechangers are known to join as well. Recruits spends a full three months being training in battle, espionage, the worship of Malar, and alchemy. Those recruited have to finish a final test to prove their worth to the Beastlord and their pack members by hunting and killing a loved one to show that the Red Door is their new family. Those that aren't yet shapechangers are required to eat the heart of their victim to gain the gift of changing shape from Malar himself. Those who aren't able to finish their training or fail the final test are violently murdered and feasted upon by Red Door pack members.

The leader of the Red Door is known as the Alpha and his real identity  is Luvell Der Quince, the Viscount of  Odegg. He studied with his maternal grandmother from a very young age in magic, battle, diplomacy, and blackmail. He lived with his Gram because his mother died giving birth to him and subsequently his father, Viscount Hume Der Quince, could barely stand the sight of his fourth child and was glad to send him to his grandmother to be raised. His Gram, Eviyaa Ignnon, was rumored to be a witch of considerable power and rigorously trained her grandson to one day grab the title of Viscount from his brothers and sister. To this end his grandmother gave him a copy of the vile grimoire known at the Dtoome which legend says was dictated to Kalimanzos by Iuz while still in Iggwilv's womb. After studying the tome he was an accomplished Enchanter by twelve and at fourteen was accepted as a member of the Steel Chateau, an ancient order of spies and assassins.

By nineteen he had dispatched his three siblings and became Viscount after poisoning his father. By the time he was twenty-one he had formed the Red Door and began to reveal Malar to those he chose to join his pack. Luvell tells his pack members that Malar revealed the vision of the Red Door to him during the longest night of the year when he was twenty-five. The vision was Malar's gift to Luvell after he hunted his Gram down and consumed her heart and it was that night the Beastlord transformed him into a loup garou.

Those that were shapechangers before finding the Red Door hold a position of extra prominence within the organization. Even the Alpha praises them for their abilities which they had before they served Malar. Within the organization they are treated as priests of Malar, beings who knew the Beastlord's love before joining his pack. Though the final test doesn't give them access to shape changing it helps them focus and better control when they shape change and reduces the virulence of their ability to create others of their kind. They speak of Malar's song in reverent tones and explain that Malar is very particular about who should gain these gifts and it should only be those that are chosen by him.

The Red Door are vicious and cunning slavers who zealously follow Malar's will as dictated by the Alpha. Though slaving is their primary business, Luvell's position with lands and title and his past as a member of the Steel Chateau has allowed the group to have a say in politics all throughout the Realm and its members will blackmail sovereign rulers to create and enforce rules that the Red Door benefits from. The current Claymore, the leader of the Steel Chateau, is Wenthy Perlmutter who mentored Luvell in his time with the Chateau and he has always been willing use the Red Door to her advantage as Luvell has no interest in leading the Chateau and Perlmutter knows this allowing them to keeps their relationship harmonious. In fact, on two separate occasions she has used the organization to further her standing within the Chateau and to become Claymore.

Saturday, April 30, 2022

Red Door Wereboar Slaver for Dungeons & Dragons 5th Edition

 




The Red Door is led by the Alpha, an mysterious arcanist of considerable power and dark genius. Those that are willing to join the Red Door must participate in a ritual that alters their gifts, making it harder to pass on their nature if applicable. The Alpha tells his pack mates that each of them are blessed and not cursed and that the Red Door are family who accept them for who they truly are. Further, he instructs them to guard any ability they possess to create other shapeshifters, saving it for the truly worthy. 

Monday, December 24, 2018

Flashback to the Forgotten Realms: Phlan's Leviathan

Phlan has been destroyed and rebuilt dozens of times in its long history, which created haphazard catacombs below it.  However, when Abeir Returned over a century ago, those tunnels were replaced by the dragonborn city of Zolgotha.  Weirdly though, when Abeir and Toril were finally freed of each other during the Sundering, Zolgotha did not retreat from the Realms.

Today, those catacombs below Phlan are known as Leviathan.  Those aware of the network of tunnels just below the city's streets wisely avoid them. They warn that only the truly foolish would brave those darkened hallways of peril and pain.  Leviathan is filled with monstrous creatures and wicked defenses that have protected most of it's secrets for over a century.

However, in the last year, the catacombs has been invaded by the Cult of the Dragon, hoping to find treasure and weapons in their newfound goal of freeing the Mother of Dragons, Tiamat.

There are even rumors that the Harpers have have lost agents in the bowels of Leviathan.

The monstrosity that resides below Phlan is a lasting and deadly menace, indeed.

Sunday, September 30, 2018

Waterdeep: Settling In



As Episode Two of the Prelude begins, our Druid, Fighter, and Paladin chased a slaver named Erskine into the sewers to find a curly-haired sculptor for the Lord's Alliance. They had captured the slaver's leader, a woman named Melody who forgot to mention there were traps down there. Threats and a bit of violence got her to tell them how to disarm them, but not before the characters down below heard a knocking sound.

As they find Erskine, he is talking to four very tough looking operatives: a sullen man, a dangerous woman, an angry barbarian, and a watchful tabaxi. The sullen man, the apparent leader, is yelling at Erskine because that isn't the right target and Erskine keeps mentioning a hat.

The tabaxi cautions the characters to stay back and (amazingly) a negotiation takes place. The four toughs, dissapointed that the sculptor isn't the right target only want to leave but promise Erskine there will be recompence for his mistake.

While this going on, the Bard is above them "interrogating" Melody by stabbing her. Melody offers her up to 80 gold to let her and Moby, her henchman go. But no deal is reached.

Soon, all the players are back upstairs and not only do they have the sculptor they are looking for, but four other victims, as well.

It's a this point that Melody reveals herself as a spiderwere and Moby reveals himself as a werebear.

The fight is short, Melody falls, Erskine is knocked out, and Moby simply flees without attacking.

Soon, Alliance "cleaners" Crockett and Abernathy arrive and sort things out.  The Paladin arranges for the sculptor to be handed over to their handler, a female halfling named Chestnut Boykin. The exchange occurs at the Yawning Portal and our Bard pitches woo Chestnut's way and there seems to be interest there.

They find out the sculptor is a man named Floon and he has friends in high places who have promised an extra reward for them.

The players turn over all the information they have including the name of Councilwoman Aria Frond.

Meanwhile, the next day our Bard, after a date with Chestnut, gets some forgery work, a project that needs fast turnaround, papers for a false identity, Saturnine Bacchanal.

A few days later, Chestnut wants another meeting at the Portal.
It's there that the meet Volo, Rennar Neverember, and Floon. They learn that Rennar and Floon were out carousing and a bit drunken, Floon took Rennar's hat. It was then they were jumped and Floon was abducted. Volo is a good friend to both and is very glad to have the Alliance at his back. As a special reward, Volo donates a piece of property he had acquired to ascertain if it is haunted and Rennar takes care of all of their taxes on it.

After a nice dinner, the author, the noble, and the sculptor depart and Chestnut asks if they are up for another assignment. When they agree they are, she tells them that Councilwoman Frond is trying to leave the city with some forged paperwork and she has a tip on where she will be. However, she cautions them that the Alliance is certain the Zhentarim is involved and since they are war with the Xanathars, it could be a very dicey situation.

And that is where we ended for the evening.

Tuesday, September 25, 2018

Waterdeep: Not A Human in the Bunch



Last week, I began the prelude to Waterdeep: Dragon Heist for DnD 5E. It's a prelude because one of our players is out for three weeks, but I really wanted to get the game going.

The Characters are 1st level and are made up of a Loxodon, Minotaur, Triton, and Tiefling.

I decided that Waterdeep would be very cosmopolitian, so it wouldn't be a big deal (for instance, instead of being from Ravnica, Loxodons are from Chult and make their home in Ivorytown in the City of Splendors).

The characters have all been recruited by the Lord's Alliance and meet up, not knowing each other, to follow a scrawny rat-faced human and rescue a human, male sculptor.

Great roleplaying and hi-jinks ensue, of course. An urban druid who seemed dead set on not letting the slavers of the Red Door, who rat-face works for be disturbed was stabbed through the heart, his corpse left in the alley by their HQ, moments before the players raided the place.

Though heavy-handed their plan worked out, but a human got away, escaping through a hatch in the floor that leads into the sewers and presumably the man they are hunting for.

I have bright hopes for this game. I don't know how long the Factions will be at the front, but I'm hoping to get some intrigue going as one player has ties to another Faction besides the Alliance.

Saturday, July 28, 2018

D&D 5th Edition: Shadowrock





In the last decade the trading post of Shadowrock, which once had  a very active silver mine, has recently become the headquarters of the Thunderstone Mercenary Company. The presence of the mercs has led to Shadowrock becoming a boomtown which lies along the River Road, which traces the River Stojanow. 

Merick Stonecunning, great great grandson of Old King Tragar Stonecunning of long, lost Hammerfall, co-founded the Company with his older sister Magenta over two decades ago and made a name for himself and his crew in the tumult and chaos of the waning days of Returned Abeir and its Sundering from Toril.  The Ironheart's have several permanent contracts and inevitably take on several shorter term contracts each spring.  The Company is renowned for their discipline and loyalty.

Recently, Merick was severely wounded while slaying a black dragon, but has settled in as the "mayor" of Shadowrock very easily. This change led to his daughter, Ophelia, taking over as  Commander of the Thunderstones.  Merick has grown content running the Graveltongue Supply Depot, knowing his daughter's time has come.

The Thunderstones, as a company, own the town which is mostly populated by its members and their families. Most members stationed there are recuperating from injuries or are veterans who now perform administrative duties.  

While there is plenty of housing, the town itself is made up of the Saloon, Minda's Place (a brothel), Graveltongue's, the Mine, the School (for the kids), Shepherd's Forge, Cooty's (a tavern) and Dowd's Inn. The boomtown has earned a reputation as being a tough place for troublemakers or scoundrels to stick their necks into.

The Mine was reopened about six months ago by Magenta after several veins of mithral were discovered deep into the mine.  The upper level also serves as storage and an headquarters for the Company.  While Merick is given a great deal of respect by the Thunderstones, he is content to reinforce Ophelia's position as Commander and takes Magenta's counsel very seriously.

All healthy Company members spend at minimum two hours a day training under the watchful eye of Bale Leadhawk, a half-elf ranger who helped Merick and Magenta found the group.

Friday, March 24, 2017

Flashback Friday: Phlan's Leviathan for the Forgotten Realms and D&D 5th Edition

Phlan has been destroyed and rebuilt dozens of times in its long history, which has created haphazard catacombs below it.

However, when Abeir returned to Toril over a century ago, those tunnels were replaced by the ones found below the dragonborn city of Zolgotha.  Weirdly, when Abeir and Toril were finally freed of each other during the Sundering, the Zolgothan tunnels did not return..

Today, those catacombs below Phlan are known as Leviathan by those who use the network of tunnels just below the city's streets. Rumors insist that only the truly foolish would brave those darkened passages of peril and pain.  Leviathan is filled with monstrous creatures and wicked defenses that have protected most of it's secrets for over a century.

However, in the last year, the catacombs has been invaded by the Cult of the Dragon, hoping to find treasure and weapons in their newfound goal of freeing the Mother of Dragons, Tiamat.

There are even rumors that the Harpers have have lost agents in the bowels of Leviathan, in their mysterious duties.

The monstrosity that resides below Phlan is a lasting and deadly menace, and a reminder to the misfortunes of magic gone awry.

Tuesday, May 3, 2016

Forgotten Realms: Serpent Ring for D&D 5th Edition

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

A gift of the Yuan-ti trueblood, Ssyrus Ssssobek, to Warlord Lydda Ironspur. Ssyrus claimed that Seth, himself, gave the ring to his family and assured Lydda that he would see her take the Throne of Cormyr. She was dead within a month.


SERPENT RING
Ring, Rare (requires attunement by a monk)

You gain these benefits while wearing the ring:

• You have immunity to poison damage.



 You have advantage when using the attack action to grapple a creature and escaping from a grapple.

• You gain a +1 to AC
  

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.






  

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.)

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.)

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)
________________________________________________

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)

________________________________________________

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
 

________________________________________________________________________

ACTIONS

________________________________________________ 


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


(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.)


Tuesday, February 9, 2016

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

I'm starting development of Deities and Domains 2 and here's a preview, all of my previous feats are firmly rooted in ADnD 2E, but this one comes straight out of DnD 4E:





BAHAMUT
CHROMATIC BANE
Prerequisite: Cleric with the Life or War Divine Domain; Paladin with the Oath of Devotion
You have been called to serve the dragon god of good's banner. The Platinum Dragon demands intolerance for evil’s repugnance and tugs at your conscious so that the guilty do not go unpunished. Your vestments are metallic armor and a hooded cloak of light blue.

Thanks to your devotion, you gain the following benefits:
  • All allies within 5 feet of you have advantage on saving throws against being charmed or frightened.
  • When you are hit with an attack or a spell, as a reaction, you may roll a d6.  You and each ally within 10 feet gain a bonus equal to the number rolled to AC and saving throws until the end of your next turn. Once you use this ability, you can not use it again until your finish a short or long rest.
  • As a reaction, you may free one ally that can see and hear you from the incapacitated or stunned condition. Once you use this ability, you can not use it agin until you finish a long rest.
  • You learn the absorb elements spell and it is a domain spell for you.

Wednesday, February 3, 2016

Clerical Work: The Evolution of the Magistrati Feat

As I mentioned last week I'm heavily revising and greatly expanding my Specialty Priests of the Forgotten Realms Volume 1 PDF on the DMsGuild.com.

I've come pretty far and I decided to show off the evolution of a Feat from the Clerical Work blog posts, to the original PDF and where it stands in the Revised PDF.


Here is how Magistrati Feat for Azuth originally appeared as part of the Clerical Work blog posts:

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. 
______________________________________________________

This is how Magistrati Feat for Azuth appeared as part of the original PDF currently on the DMsGuild.com:

AZUTH
MAGISTRATI
Prerequisite: Cleric with the Arcana or Knowledge Divine Domain


You learn the mage hand cantrip. Additionally, comprehend languages and unseen servant are domains spells for you.
______________________________________________________

And here is how Magistrati Feat for Azuth currently appears in the Revision that is not quite finished, but is evolving very quickly:

AZUTH
MAGISTRATI
Prerequisite: Cleric with the Arcana or Knowledge Divine Domain

You are a devoted apprentice to the god of wizards and mages. The Lord of Spells has taught you that reason is your greatest weapon. 
Every twilight you pray to Azuth and are expected to attend holy revels when a new Magister is chosen.
   Your vestments are shimmering gray and typically silk.  You alway wear Azuth’s symbol on your chest and the aura’s color around the symbol denotes your rank, which is typically yellow for adventuring clerics.
   Thanks to your devotion, you gain the following benefits: 
  • When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can’t use this ability again until you finish a short or long rest.
  • You learn the mage hand cantrip. 
  • You learn the comprehend languages spell and it is a domain spell for you. 



Saturday, December 5, 2015

Elemental Evil: Deadfall, a magic arrow for D&D 5E

In Princes of the Apocalypse, there is a black arrow found pinning a skull to a tree in The Last Laugh side trek.  Here is how it has taken shape in my campaign:

There are many legends surrounding the arrow known as Deadfall. The most prominent is that it was used to slay the dracolich, Xemni, by the half-elven reaver known as Tarnaris Deadeye. Supposedly, the arrow gained a portion of the dracolich's wickedness when it pierced the monster's unliving heart.





DEADFALL
Magic Ammunition (arrow), rare (requires attunement)


When this magical arrow is placed in your quiver, all other arrows within it deal an additional 1d6 necrotic damage.


In addition, when you shoot Deadfall from your bow, you gain advantage on your attack roll and it deals an additional 3d6 necrotic damage.

Wednesday, October 28, 2015

Clerical Work: Specialty Priest of Dumathoin 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.  I'm using Faiths and Avatars from ADnD 2E for inspiration.





Specialty Priests of Dumathoin

Delvesonns Feat

Prerequisite: Dwarf Cleric with the Knowledge Divine Domain

• You gain proficiency in Survival and either Cartographer's tools, Mason's tools, or Smith's tools.

• As a reaction, you may spend a Hit Die to gain immunity to the effects of a mind-affecting spell or psionic power.



Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...