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Saturday, December 3, 2022

Ranger Subclass: The Hobelar [5e]

Not part of the blitz of "subclass as multiclass", the Hobelar is a ranger whose focus is on horsemanship. Their Mount feature mimics the Paladin's Find Steed spell, and their 11th level Primal Steed comes from the Beast Master ranger's alternate class feature, the primal companion.

Hobelar - Ranger Subclass

The Hobelar is a ranger whose focus is horsemanship. Lightly armed and armored, they serve as scouts, skirmishers, or, not infrequently, simply mounted wanderers, ranging across prairies, even through bogs and forests, wherever their needs take them.

New Fighting Style:
*Horsemanship Fighting Style: While mounted, you gain at +1 to hit and +1 to damage. Most rangers who will become Hobelars will have chosen either Horsemanship, Dueling, or Archery fighting styles. This fighting style is available to Fighters, Paladins, and Rangers.

***

3rd level - Mounted Combatant: A consummate horseman, the Hobelar has advantage on melee attack rolls against targets smaller than their mount. If their mount is targeted by an attack, the Hobelar can choose for the attack to target the Hobelar themselves. Mounting requires only 5’ of movement. Lastly, if the mount is subjected to an effect which allows a Dexterity saving throw to take half damage, the mount takes no damage if the saving throw succeeds, and only half if it fails. If your game uses feats, and you have already selected Mounted Combatant, you may replace that feat with this feature.

3rd level - Horse Whisperer: A Hobelar is proficient in Animal Handling, and has advantage on Animal Handling checks regarding mounts. If the Hobelar was previously proficient in Animal Handling, they may choose another ranger skill to become proficient in.

3rd level - Hobelar’s Steed: At the end of a short or long rest, a Hobelar may declare one beast they are capable of riding as their Steed. Their Steed is charmed by them, can understand the Hobelar’s speech, and the Hobelar is mounted, they may choose to have any spell that they cast upon themselves also affect their steed. The Steed adds the Hobelar’s proficiency bonus to its AC, attack rolls, and saving throws, and has bonus hit points equal to the Hobelar’s level; these bonus hit points function like temporary hit points, in that they are deducted first, but may be healed with healing magic. Once the animal ceases to be the Hobelar’s steed, they lose any bonus hit points that may remain, as well as other bonuses. A Hobelar may have only one steed at a time.

The Steed may be any Large or Medium beast with no more than a ½ CR, and without a swimming or flying speed. Note that Medium characters cannot select a Medium beast.

7th level - Enhanced Mounts: The Hobelar excels at getting the most out of any mount. At the end of a short or long rest, the Hobelar may extend the following benefits to mounts that they cared for during that rest.
-+5 to speed
-Temporary Hit Points equal to the Hobelar’s proficiency bonus.
-+1 bonus to Armor Class
-The mount is under the effect of an Animal Friendship spell
The Hobelar may grant these bonuses to a number of mounts equal to their Proficiency Bonus, plus their wisdom bonus, in addition to their own mount. The bonuses last until the next short or long rest the Hobelar takes.

7th level - Ostler: Hobelars have a talent for dealing with horses, mules, and other riding beasts (including unusual or fantasy creatures, such as trained riding dogs, elk, or pegasi). When tending them with a healer’s kit during a short rest, they may expend a use of the kit to heal 1d6+4+mount’s Hit Dice worth of HP, in addition to any HD the mount may have spent to heal themselves. They may instead dispel one level of exhaustion, but cannot use a healer’s kit to dispel exhaustion from that mount again until the mount has completed a long rest. The Hobelar may treat a number of animals during a short rest equal to their proficiency bonus, but each will require a separate use of a healer’s kit (so, treating 4 horses requires 4 uses of the kit).

11th level - Primal Steed: The Hobelar draws upon their connection with nature, greatly enhancing their steed. They infuse their steed with primal energy, granting it abilities far beyond a normal beast of its type. The steed is friendly to the Hobelar and their companions and obeys the Hobelar’s commands. The animal now bears primal markings denoting its mystical nature.

The steed uses the statistics of a Primal Steed, below, or its own statistics, whichever are better; for example, if the steed usually has a strength of 18, it will use that instead of the Primal Steed’s 14; if it usually has a 13 Constitution, it will use the Primal Beast’s Constitution of 14. Items worn by or attuned to the steed disappear when the steed reaches 0 HP, but reappear when the next steed is empowered. When the Hobelar finishes a long rest, they may continue with their current steed, make changes to the optional abilities of their steed, or designate a new Primal Steed.

In combat, the steed acts on the Hobelar’s turn. It may move and use its reaction on its own, but the only action it takes is the Dodge action, unless the Hobelar uses their bonus action to direct it to take another action. That action can be one in its stat block, or some other action the steed is capable of. The Hobelar can also sacrifice one of their attacks when making the Attack action to command the steed to take the attack action. If the Hobelar is incapacitated, the steed may take any action of its choice, not just Dodge.

15th level - Master of Horses: While mounted, the Hobelar is a fearsome combatant. They cannot be dismounted against their will, and neither they nor their mount may be knocked prone. As a bonus action, the Hobelar may cast Cure Wounds, Jump, Longstrider, Barkskin, Lesser Restoration, Water Walk, and Stoneskin on their mount, provided they know the spell. They must still expend spell slots to do so. If their mount is their steed, these spells affect the Hobelar, as well.


Primal Steed
Medium or Large beast

Armor Class: 11 + Dexterity Bonus + Proficiency bonus
Hit Points: 5 + (3+Constitution Bonus) times the ranger level; the steed has hit dice equal to the Hobelar’s ranger level.

Speed: 40’

Str 14 (+2)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 14 (+2)
Cha 11 (+0)

Senses Darkvision 60’, passive perception 12+PB
Languages: Understands the language spoken by its summoner
Challenge –
Proficiency Bonus: equal to summoner’s

Primal Bond: The Primal Steed adds its summoner’s proficiency bonus to any ability check or saving through the steed makes

Natural Bond: The Primal Steed is able to use the following abilities, when its Hobelar acquires them: Land’s Stride, Hide in Plain Sight, Vanish, Feral Sense, and Foe Slayer (using the Hobelar’s Favored Enemies).

Optional Features (choose 2; may choose those marked * twice)
*Agile: Add +2 to the Steed’s Dexterity.
Aquatic: The Steed has a swimming speed equal to its base speed. It can breathe underwater, and so may its Hobelar, so long as they remain mounted.
Armored: The Steed’s Armor Class increases to 13 + Dexterity Bonus + Proficiency Bonus
Charger: The Steed may make a charging attack. If they move at least 20 feet in a straight line towards the target, then hits with an attack that same turn, the target takes an additional 1d6 damage (of the type of the attack). If the target is a creature, it must succeed on a Strength saving throw against the Hobelar’s spell save DC or be knocked prone.
*Fast: The Steed gains a +10 to their speed
Flyer: The Steed has a flying speed equal to its base speed.
Quick: The Steed may Disengage or Dash as a bonus action
*Strong: Add +2 to the Steed’s Strength.
*Tough: Add +2 to the Steed’s Constitution.
*Vicious: The Steed does an additional die of damage with its attacks.

Optional Actions (choose 1)
*Hooves. Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
*Claws: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus slashing damage.
*Bite: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning, piercing, and slashing damage.
*Tail Slap: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.

Bard Subclass: The Thane [5e]

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Bard/Barbarian.

The Thane

Thanes are war-leaders; individuals of power and persuasion who inspire the best in their warriors, and strike fear into the heart of their foes.

3rd - War Cry - As an action, a Thane may issue a War Cry, emboldening their allies to the fight. Each use of War Cry gives all allies within 30’ of the Thane, who can hear their voice, a bardic inspiration die to be used. The die is one size smaller than the bard’s Bardic Inspiration die (so, d6 becomes d4), but while the ally holds it, they add +1 to saving throws v. the frightened condition. These Inspiration dice last until used, or 10 minutes have passed.

Each use of this power consumes one use of the Thane’s Bardic Inspiration ability. Thanes may still choose to use Bardic Inspiration in the usual fashion.

3rd - Warrior-Bard - The Thane gains proficiency in Intimidation. If they already have that proficiency, they may choose another from among the Barbarian skills. They additionally gain proficiency in medium armor, shields, and martial weapons.

6th - Extra Attack: Starting at 6th level, the Thane can attack twice, instead of once, whenever they take the Attack action on their turn.

14th - Battle Chant - At 14th level, a Thane may begin a Battle Chant as an action, which they may maintain from round to round as a bonus action or reaction; Thane’s choice, round to round. Subjects of the chant must be within 30’ of the Thane, and be able to hear them. Each round of the Battle Chant, the Thane may add one of the following effects to the chant, which continue until the chant is not maintained, or the subjects can no longer see or hear the Thane.

-One half the Thane’s proficiency bonus added to allies’ weapon attacks
-One half the Thane’s proficiency bonus added to allies’ weapon damage
-One half the Thane’s proficiency bonus added to allies’ saving throws
-The Thane’s proficiency bonus in Temporary HP to allies(this will only be added to any ally once per chant; leaving then re-entering the area of effect will not provide them anew).
-Enemies of the Thane must make a Wisdom saving throw or become Frightened of the Thane while in the area of effect. This save is made once per round while within the area of effect, but successfully saving against it renders the creature immune to the effect until they next complete a long rest.

If an ally chooses to join in the chant, then they add +1 to the bonuses above, and, if the Thane is making the opponents Frightened, the opponents are also Frightened of the ally. Joining the chant requires spending a bonus action or reaction; if the ally does not join the chant on a given round, the additional bonuses end after the turn they did not maintain it (so, if during a round, the ally chooses not to maintain the chant, they will not have the additional saving throw bonus between their turns, nor the additional attack or damage bonuses, nor the bonus Temporary HP, nor will enemies be Frightened of them. Rejoining the chant next turn will resume those bonuses).
A Thane may only use the Battle Chant once per long rest.

Fighter Subclass: The Bandit [5e]

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Fighter/Rogue.

The Bandit

3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty blow once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit has disadvantage on the attack roll. One additional die is added at 7th, 10th, 15th, and 18th level in this subclass. If the attack also meets the conditions of a sneak attack (ranged or finessable weapon), then any sneak attack dice possessed by the bandit may be added to the dice from Dirty Blow.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in two skills, or a single skill and thieves tools, and expertise with one skill or with thieves tools.


10 - Cunning Defense. At 10th level, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll. They also gain proficiency in Dexterity saving throws.


15 - Bonus Surge: At 15th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Dirty Surge: Once per long rest, when using the attack action during an action surge, Dirty Blow damage applies to all attacks made in that round.





Design Notes:


3rd level: This is a half-damage sneak attack. I did not want to do the “Only 1d6 damage, but applies to every hit”, because that would be a big damage bonus, so I left it as-is, but, with the alteration to 18th level, it can become a pretty potent ability.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up some skills, bringing them more in line with the rogue.


10th - Another “bring in line with the rogue” feature; while Rogues have Uncanny Dodge, letting them cut damage in half once a round, bandits impose disadvantage once a round. Additionally, they pick up Dex saves. I know some will call this boring, but it ties in with them being a roguish subclass of the fighter.


15th - Combined with Skirmisher, this lets them capitalize on their mobility… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons), though they can’t dance in and out of combat if they do that.


18th - This lets them get pretty scary on damage… once per long rest, they’ll be able to throw weapon damage plus 5d6, possibly up to 8 times (attack action + bonus action for off-hand weapon, action surge, attack action + bonus action). I had considered making it every action surge, but since they'd be able to action surge twice per rest at 17th level, that would be potentially 16 attacks doing 5d6 extra damage... I don't know if 80d6 extra damage per short rest is the best of ideas, and it would go up at level 19 to a potential 20 attacks (4 attacks per attack action, bonus action for off-hand weapon, action surge, 4 attacks + bonus, and can do that twice), so 100d6. And that could be done in 2 rounds, and be on top of weapon damage and any bonus damage from magic and the like.


Original Version


3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty hit once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit have disadvantage on the attack roll. This ability does not stack with Sneak Attack, but a character with both may make use of each, if they are able to make two or more attacks in a single round.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in a single skill or thieves tools, and expertise with a single skill or thieves tools (either the one they just selected, or another they had previously)


10 - Cunning Defense. At 10th level, a bandit gains advantage on saving throws and checks to avoid the Blinded, Deafened, Frightened, Restrained, Paralyzed, Prone, Restrained, Stunned, or Unconscious conditions.

Additionally, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll.


15 - Bonus Surge: At 10th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Hindering Blow. At 18th level, a bandit can choose to forgo the bonus damage from a dirty blow, and instead inflict the Blinded, Deafened, Frightened, Prone, or Stunned condition on the target. To resist, the target must make a Constitution save against 8 + the bandit’s proficiency bonus + the bandit’s Strength or Dexterity (whichever is higher). A successful save limits the effect to 1 round; on a failed save, the effect will last for 1d6 rounds.





Design Notes:


3rd level: This is slightly better than a 1st level rogues’ sneak attack, as it can be used with any weapon, not just finesseable or ranged. However, it explicitly cannot stack…. No multiclassing shenanigans.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up another skill (or thieves tools), and expertise in a single skill. Well behind a full rogue, but certainly in line with their abilities.


10th - This emphasizes that bandits like to move; they’re there for a good time, not a long time, as it were. It’s hard to pin them down or stop them. Add in the ability to impose disadvantage on one attack per round, and it’s a good level for the Bandit (Note: A 1st level fighter with Protection and a shield can extend the same protection to others; a 5th level rogue can halve the damage)


15th - Combined with Skirmisher, this is probably their greatest ability… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons).


18th - I wanted to diverge from “You get thief class abilities” and into the idea of a bandit… someone who is going to be a bit of a thug and a dirty fighter. This somewhat gets into the Battlemaster’s territory, and is arguably better than the Trip Attack for Battlemasters (since it requires no superiority die), but reinforces, also, their tactical abilities.


Fighter Subclass: The Skald [5e]

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Fighter/Bard.

The Skald

 First note: Why isn’t this a Barbarian subclass?

  1. I kinda hate the Barbarian class

  2. I do not want the Skald to have the rage mechanic

  3. If I’m going to make a Barbarian subclass that emulates the Bard, it will be called Gonagall, and based off Pratchett’s Nac Mac Feegles.


Current Version:


3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.

Additionally, the Skald learns two bard cantrips of choice, and gains proficiency with two musical instruments or languages of choice.


7 - Exhortation. As an action, the Skald may encourage an ally (including themselves) in an ability check. This encouragement adds one-half the Skald’s proficiency bonus (rounded up) to a check made before the end of the Skald's next turn. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each time the skald gains a level in this class, they may change one of the spells, but they must always be of levels 1-3. These are cast as Bard spells, and require use of components as detailed in the spells themselves.

Each day, the Skald has spell levels equal to their Proficiency Bonus + their Charisma bonus. Casting a spell requires expending these spell levels equal to the spell slot to be used by the spell for that casting. At 10th level, this can be no higher than 2nd level spell slots; at levels 12, 14, 16, and 18, this limit increases by 1, so an 18th level skald may use a 6th level spell slot, expending 6 of their available spell levels. These spell levels return at the end of a long rest.

If feats are being used, and the Skald has the Magic Initiate: Bard feat, then the spell learned from that feat is a bonus to the spells known, and the feat adds 1 additional spell level per long rest. A Skald may take the Magic Initiate: Bard feat as many times as they wish, if feats are in use.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As an action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so. This ability requires concentration, like a spell. If concentration is lost, then Greater Exhoration must be restarted as an action.


18 - Skaldic Curse. As a bonus action, a Skald may lay a curse (as bestow curse) on a target within 60'. The target is allowed a Wisdom saving throw to avoid the curse. The curse is not subject to Counterspelling, and requires only Verbal components (the laying of the curse). This curse will last for up to 1 minute, subject to concentration, but the skald can extend that duration to 10 minutes (with concentration) by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic, 24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent when the curse is laid, and are lost if the Wisdom saving throw is made. The Skald regains the use of this ability after a short or long rest.


Version 2:

3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.

Additionally, the Skald learns two bard cantrips of choice, and gains proficiency with two musical instruments or languages of choice.


7 - Exhortation. As an action, the Skald may encourage an ally (including themselves) in an ability check that will take place this round or the next. This encouragement adds one-half the Skald’s proficiency bonus (rounded up) to the check. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each day, the Skald is able to use up to proficiency bonus + Charisma Bonus in spell levels of these 6 spells, using no more than 6 levels at a time. A Skald with Proficiency + Charisma Bonus of 7, for example, may cast a single Cure Wounds as with a 6th level spell slot, and then a single casting with a 1st level spell slot, or may cast a 3rd level spell, a 2nd level spell, and two 1st level spells. These are cast as Bard spells, and require use of components as detailed in the spells themselves. These spell levels return at the end of a long rest.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As an action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so. This ability requires concentration, like a spell. If concentration is lost, then Greater Exhoration must be restarted as an action.


18 - Skaldic Curse. As the first attack of an attack action, a skald may lay a curse (as bestow curse) upon a target against whom the skald succeeds in touching. Each curse allows the victim a Wisdom saving throw to avoid that curse. This curse will last for up to 1 minute, subject to concentration, but the skald can extend that duration to 10 minutes (with concentration) by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic, 24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent before the touch attack is resolved, and are lost if the touch is unsuccessful, or if the Wisdom saving throw is made.



Original Version:


3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery, plus two other Bard cantrips of choice. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.


7 - Exhortation. As a standard action, the Skald may encourage an ally (including themselves) in an ability check that will take place this round or the next. This encouragement adds one-half the Skald’s proficiency bonus to the check. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each day, the Skald is able to use up to proficiency bonus + Charisma Bonus in spell levels of these 6 spells, using no more than 6 levels at a time. A Skald with Proficiency + Charisma Bonus of 7, for example, may cast a single Cure Wounds as with a 6th level spell slot, and then a single casting with a 1st level spell slot, or may cast a 3rd level spell, a 2nd level spell, and two 1st level spells. These are cast as Bard spells, and require use of components as detailed in the spells themselves. These spell levels return at the end of a long rest.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As a standard action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so.


18 - Skaldic Curse. As the first attack of an attack action, a skald may lay a curse (as bestow curse) upon a target against whom the skald succeeds in touching. The skald may lay multiple curses, one per attack action. Each curse allows the victim a Wisdom saving throw to avoid that curse. This curse will last for 1 minute, without concentration, but the skald can extend that duration to 10 minutes by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic,  24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent before the touch attack is resolved, and are lost if the touch is unsuccessful, or if the Wisdom saving throw is made. 


Fighter Subclass: Warden [5e]

 As part of my "subclasses as multiclasses" (see the multiclass label), the Warden is a fighter/druid, with some druid spellcasting, but their main ability is to burn those spell slots to assume animal aspects... a partial wildshape.

The Warden

3 - 

SPELLCASTING

When the Warden reaches 3rd level, they augment their martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. The Warden learns two cantrips of their choice from the druid spell list. They learn an additional druid cantrip of their choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table (PH 75) shows how many spell slots the Warden has to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spell's level or higher. The Warden regains all expended spell slots when they finish a long rest.

For example, if they know the 1st level spell Cure Wounds and have a 1st level and a 2nd level spell slot available, they can cast it using either slot.

Spells Known of 1st-Level and Higher. At 3rd level, the Warden knows 3 spells from the Druid list of 1st level. At levels 4, 7, 9, 11, 13, 14, 16, 19, and 20, they add additional spells known, of a level they can cast.

Whenever the Warden gains a level in this class, they can replace one of the druid spells they know with another spell of their choice from the druid spell list. The new spell must be of a level for which they have spell slots.

Spellcasting Ability. Wisdom is the Warden’s spellcasting ability for their druid spells, since their magic draws upon their devotion and attunement to nature. Wardens use their Wisdom whenever a spell refers to their spellcasting ability. In addition, they use their Wisdom modifier when setting the saving throw DC for a druid spell they cast and when making an attack roll with one.

Spell save DC + 8 + their proficiency bonus + their Wisdom modifier

Spell attack modifier = their proficiency bonus + their Wisdom modifier

Wild Skills: At 3rd level,the Warden gains proficiency in one of the following skills: Animal Handling, Perception, and Survival. They also gain proficiency the Druidic language

Animal Aspects, 1st level: At 3rd level, the Warden gains the ability to partially take on the aspect of an animal. By expending a 1st level spell slot as a bonus action, they may gain one of the following abilities for 1 minute (abilities marked with a * are instant):

-Temporary Hit Points equal to their Wisdom

-The ability to Dash as a bonus action

-Advantage on all Athletics, Acrobatics, and Stealth Checks

-Natural weapons (most often teeth or claws) that inflict 1d4+strength damage. These may be used for two-weapon combat.

-Immediate recovery of 1d8+Wisdom Bonus hit points*

All Animal Aspects result in a visible, physical change in the Warden; they grow claws, their legs transform to be digitigrade and muscular; whatever the warden feels is appropriate. As with a druid’s Wild Shape, the Warden has the option for gear to fall to the ground, merge with their body, or remain worn. These changes are noticeable, but not so severe that they preclude continuing to wear the gear. This is not spellcasting, these changes only affect the warden (and their gear), and these abilities do not require concentration. While the warden may assume multiple animal aspects at once, each requires a separate bonus action and spell slot.

Animal Aspects, 2nd Level: At 7th level, the warden gains additional abilities from Animal Aspects, by spending a 2nd level slot with a bonus action.

-Temporary Hit Points equal to their Wisdom + their Constitution

-Double one of the Warden’s natural movement speeds

-A swimming or climbing speed equal to their walking speed. This also allows them to breathe underwater (swimming speed) or resistance to falling damage (climbing speed)

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden does not have disadvantage on any of these checks.

-Natural weapons (most often teeth or claws) that inflict 1d6+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Cure one disease from themselves.*

-End the poisoned, paralyzed, deafened, or blinded condition on themselves.*

-Use the fighter’s Second Wind ability. This does not consume the Warden’s normal use of Second Wind.*

Homeland: At 7th level, choose one of the Circle of the Land Druid’s land types (Arctic, Desert, Mountain, usw). Beginning at 7th level, the Warden may choose spells from that land type as their druid spells for each new level level. Unlike Circle of the Land Druids, Wardens do not always have both spells prepared; they are merely available as choices for the Warden’s Spells Known.

Improved Animal Aspects: Beginning at 10th level, the Warden can combine several animal aspects into a single bonus action. They may spend no more spell levels than their proficiency bonus on a single bonus action, to acquire multiple animal aspects at once. So, the Warden might spend one 2nd level and two first level spell slots, gaining their Wisdom and Constitution as temporary hit points, as well as the ability to Dash as a bonus action, and grow claws that do 1d4+strength damage. Note that temporary hit points from Animal Aspects do not stack.

Additionally, the Warden may spend an additional 1st level spell slot to increase the duration of any non-instant animal aspect to 10 minutes. However, this counts against the limit of their proficiency bonus, and only applies to a single aspect, no matter how many are assumed at once; so, the Warden might spend one a 2nd level slot to use their Second Wind, a 1st level slot to Dash as a bonus action, and another 1st level slot to have the Dash ability last for 10 minutes instead of one.

Animal Aspects: At 15th level, the Warden gains the ability to spend 3rd level spell slots on additional animal aspects.

-Resistance to one sort of damage; fire, electricity, piercing, bludgeoning, poison, etc. Only one may be selected for each 3rd level slot.

-A flying speed equal to one of the Warden’s natural movement speeds.

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden has advantage on any of these checks, and any roll of less than 10 is considered 10.

-Natural weapons (most often teeth or claws) that inflict 1d8+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Use the fighter’s Action Surge ability. This does not consume the Warden’s usual use of Action Surge, and also does not require a bonus action.*

-Enact Freedom of Movement on the Warden (though subject to the Animal Aspects duration, not that of the spell).

Supreme Aspects: At 18th level, the Warden begins to make alterations to their body with longer durations. As a 10-minute ritual each day, they may sacrifice two slots of a given spell level to make one non-instant animal aspect last until the end of their next long rest. They may spend no more than their proficiency bonus in spell levels in this way (so, they may spend 2 3rd level slots to be able to fly for the day, or have resistance to fire, or the may spend 2 2nd level slots to allow them a day of swimming speeds, and 2 1st level slots to allow a full day of Dashing as a bonus action), and spell slots so invested cannot be regained until after their next long rest.

Monk Subclass: Way of the Gun [5e]

In my "subclass as multiclass" series (see the multiclass label), this is a monk/artificer. It's loosely based on the satirical "Dawn Marshall", about a young Chinese woman who crashes in Texas, and learns the mystical art of firearms from a wise old sheriff, returning to China as the superhero, Dawn Marshall.

Monk Subclass: Way of the Gun

Why is this a monk? Because other classes will have their own relationship with firearms, but a monk with a touch of artificer should definitely be a mixture of John Wayne and John Woo.

Gunsmith’s Tools:

Gunsmiths tools have the necessary tools to clean and service a firearm, as well as create ammunition, provided a supply of brass cartridges, powder, percussion caps, and lead for the projectile. With these supplies, 20 rounds of ammunition may be crafted on each short rest, or 100 rounds on a long rest. Each 20 rounds of ammunition requires 5gp worth of supplies and a DC 10 Intelligence check. Crafting a firearm requires 1 week of work, and a DC 20 Intelligence check.

***

3 - Way of the Gun - At 3rd level, the Monk becomes proficient with firearms and gunsmith’s tools. They consider firearms to be monk weapons, and have crafted their first firearm; a revolver or a hunting rifle, per the DMG p. 268. Experts with firearms, the Monk ignores the loading and reloading property of firearms, and being within 5 feet of a hostile creature does not impose disadvantage on ranged attacks with a firearm. At the end of a short or long rest, a monk with less than 12 rounds of ammunition will have created their proficiency bonus + their wisdom bonus in ammunition, at no cost.

Way of the Gun monks also add their Wisdom bonus to their initiative, in addition to their Dexterity bonus. For 2 ki points, they may cast Magic Weapon on a firearm.

6 - The Gunfighter - The monk begins to view the weapon as an extension of their body. As such, they may use monk abilities which refer to monk and melee weapon strikes with their firearms, including abilities listed under Martial Arts, Stunning Blow, and Ki-Empowered Strikes.

For 1 Ki, the monk may now perform the Dodge action as a reaction.
For 1 ki, the monk may remove disadvantage for long-range shots (other sources of disadvantage may still apply).
For 1 ki, the monk may make an attack with a firearm as a bonus action.
For 3 ki, the monk may cast Elemental Weapons on their firearm, with the additional option to add bludgeoning or piercing damage, instead of elemental damage.

11 - Bullets Don’t Argue - While many monks prefer to manufacture their own cartridges, they may rely on their technical skill, and their ki, to create bullets where there are none. The monk learns the Repeating Shot infusion of the artificer, and can apply the infusion to up to three weapons. Additionally, the monk gains Expertise with Gunsmith’s tools.
The Monk may now spend 5 ki points to cast Elemental Weapons as if with a 5th level slot, or 7 points, to cast it as with a 7th level slot..
The Monk may also spend 1 ki after rolling initiative to roll again; they may take the better of the two rolls.

17 - The Marksman - Through intense concentration, the Monk can achieve incredible feats of marksmanship. As an action, they may make a single shot, and spend 1 or more ki points and add them as a natural bonus to both the attack and damage rolls of that shot. If at least 1 ki is spent, the attack does not have disadvantage. There is no limit to the amount of ki that may be spent this way, up to how much the monk possesses. As a natural bonus, this effectively changes the number rolled on the die; a 10 on the die, plus 10 ki points would result in a natural 20, and the shot would have an additional 10 points of damage added to it. This ki must be spent before the die is rolled, and is wasted if the shot misses.

Warlock Pact: Great Wyrm [5e]

Part of my series of "subclasses as multiclasses" (see the multiclass label), this is a Warlock/Sorcerer multiclass.

Great Wyrm Pact


Pacts with Great Wyrms vary as much as the wyrm itself. A pact with an ancient gold dragon is far different, in particulars, than the pact with a blue, or a brass, or a green. Each wyrm has its own touch, its own desires and goals, even its own view of the relationship between the dragon and its disciple, but a dragon is a being of Power, and that power will attract those who crave it, for good or for ill.

Like other dragon-related characters, a warlock whose pact is with a Great Wyrm must know the type of dragon to which they are linked. This link dictates the element which various spells and powers use.

Dragon Patron/Damage Type
Black/ Acid
Blue/Lightning
Brass/Fire
Bronze/Lightning
Copper/Acid
Gold/Fire
Green/Poison
Red/Fire
Silver/Cold
White/Cold

Great Wyrm Expanded Spell List
1st Detect magic, Heroism
2nd Dragon’s Breath, See Invisibility
3rd Clairvoyance, Glyph of Warding
4th Compulsion, Leomund’s Secret Chest
5th Dominate Person, Summon Draconic Spirit

1st
Dragon Sight: Adepts of the Great Wyrms can call upon their patrons, allowing the wyrm to see through their eyes, while also gaining the sight of a dragon. As a bonus action, they gain blindsight 60’ for one minute. They may use this a number of minutes per day equal to their proficiency bonus, and regain lost uses after a long rest. The minutes do not need to be consecutive, but they are used in full-minute increments.

6th
Dragon’s Bite: As a bonus action, the warlock may grow claws and a maw with which to attack. The claws deal 1d4 slashing damage + Charisma Modifier elemental damage with each attack, and the warlock may attack once with each claw (twice total) in an Attack action. The bite does 1d6 piercing and slashing damage + Charisma Modifier elemental damage with each attack, and inflicts the grappled condition on the target. On their next action, and in subsequent rounds, the Warlock may use a bonus action to inflict bite damage again, and may use their claws against the grappled opponent, but cannot cast spells or attack other creatures. Grappled creature may use their reaction at the beginning of each of their turns to attempt a Strength (Athletics) test to free themselves from the grapple. The DC to escape the grapple is equal to the DC to resist the Warlock’s magic; the attack roll with either claws or bite are equal to the Warlock’s magical attack bonus.

Additionally, while Dragon’s Bite is active, the Warlock adds their Charisma bonus to their AC. Dragon’s Bite may be used once for proficiency bonus + charisma bonus rounds. Use is regained after a short or long rest.

10th
Dragon’s Flight: As a bonus action, the warlock may grow dragon wings and gain a flight speed of 60’. These wings cannot be grown if the warlock is wearing armor not specifically designed for them. The warlock may manifest these wings for a number of rounds equal to their level. If there is no duration remaining and the warlock is still in flight, then they will be affected by feather fall until they reach the ground. Uses of this power are replenished with a short or long rest.

14th
Dragon’s Might: As an action, the warlock may polymorph themselves into a wyrmling dragon of their patron’s type, as the spell. This transformation lasts a number of rounds equal to the warlock’s level, and requires concentration. They may do this once per day, and used rounds are reset after a long rest.

Wizard Subclass: Song Mage [5e]

Part of my "sublcasses as multiclasses" series (see the multiclass label), this is a wizard/bard.

Song Mage

Where a bard feels the music of the creation of the universe, a Song Mage studies it, learning by scholarship what a bard knows by intuition. Song Mages are wizards who have embraced the magic of music, and who use their voices to weave songs into magical spells. This allows them to accomplish great feats of magic, but makes them more dependent than other spellcasters on their voice.

Several features of a Song Mage are enhanced by their Charisma bonus; while Intelligence governs their magic, virtuosity can aid a Song Mage. All DCs against a Song Mage’s abilities are the standard 8 + Intelligence Bonus + proficiency bonus.


2nd

Lyrical Savant: The Song Mage halves the time and gold cost of scribing spells from the School of Song into their spellbooks. A spell that is only partially in the School of Song (such as elemental spells that have a thunder damage option) benefits from this, as well. Additionally, if they choose a spell from the School of Song when they level up, they may learn an additional Song School spell that level, but of a lower level (minimum 1), thus learning 3 spells at this level. Song Mages are proficient in the Performance skill; if the skill was already selected, choose another wizard skill to gain proficiency in.

Song Magic: All spells of the Song Magic school are added to the Song Mage’s spell list (though not their spellbook). Those that are not wizard spells may be learned upon gaining a level, or from scrolls, spellbooks, or another Song Mage. Those spells not on the wizard spell list may not be learned by standard Wizards.

Song mages must sing to continue concentration; the magic protects their voices from extremely long durations. This requirement applies to all spells, not only their spells from the School of Song. During their songs of concentration, they may make a Charisma (Performance) test to alter the song, allowing them to converse (in song) or cast another spell that does not require concentration. The DC for this 12 plus level of the spell being concentrated on. If needing to maintain Concentration after being Deafened, the Performance DC is equal to the DC of the effect that caused deafness, or 12 + spell level if no DC is given. If wishing to sing sotto voce to allow stealth, then the DC is the listener’s passive Perception. It requires no Performance check to sing louder.

Vocalize Magic: A song mage can tap into the magic of music to sing a spell, requiring no somatic components, and no material component which can be replaced by a focus or spell component pouch. At 2nd level, the spell must belong to the School of Song. A spell partially in the School of Song may only be cast in the way it is within the school (for example, an elemental spell may only use this if being cast to provide thundering damage). The Song Mage may do this a number of times per day equal to their proficiency bonus plus their Charisma bonus; they regain all spent uses after a long rest.

6th
Voice of Thunder: Song Mages master sound, to the point where they can even create sound from other magics. When casting a spell that does damage other than thunder damage, the Song Mage may convert all or half the spell’s damage to thunder damage. If the spell already does thunder damage, they add their Charisma bonus to the damage of the spell. Additionally, they may use their reaction to gain resistance to thunder damage until the end of their next turn. They may do this a number of times per long rest equal to their proficiency bonus plus Charisma bonus.




10th
Entrancing Music: As an action, a Song Mage can weave a song so beautiful that it will entrance a creature. Choose one creature within 60’ who can hear the Song Mage. Until the end of the Song Mage’s next turn, that creature is Stunned if they fail a Wisdom saving throw against the Song Mage’s magic. The Song Mage may use this power a number of times per day equal to their proficiency bonus, but once a creature has saved against the Entrancing Music, they cannot be affected again until they have completed a long rest. The Song Mage, likewise, regains spent uses of this power at the end of a long rest.

At 10th level, Vocalize Magic can be done with any wizard spell.

14th
Master of Song: Song Mages of this level know the music of the world so well that they can improvise and sing songs that they do not even know. They may sing any spell of the School of Song without having prepared it, or without even having to know it. However, the song requires a slot one level higher than normal, and cannot be otherwise upcast. They may use this feature a number of times per long rest equal to their proficiency bonus plus Charisma bonus.

The School of Song
The traditional wizard schools; Divination, Transmutation, Evocation, etc., are known as Schools of Philosophy; they judge magics by how they affect the world; a transmutation spell which turns all the air in a radius into fire is still a transmutation spell, even though the summoning of fire is usually evocation.

The school of Song, however, is what is known as a school of Thaumaturgy; a sort of magic that alters how the magic is done, not simply what it does to the world. A Song Mage sings their magic; their somatic components are dances. Unlike some other schools of Thaumaturgy (Artificers, for example), a Song Mage’s magic notations remain useful to other wizards, even if the wizards are not the virtuosos that song mages are.

Those spells marked with a - are not on the Wizard’s spell list.

School of Song spells

Cantrips
Booming Blade
Message
Toll the Dead
Thunderclap
-Vicious Mockery

1st level
-Animal Friendship
-Bane
-Bless
Cause Fear
Charm person
-Dissonant Whispers
-Heroism
Jump*
Sleep
-Speak with Animals
Tasha’s Hideous Laughter
Thunderwave

2nd level
Blindness/Deafness (Deafness)
-Calm Emotions
Crown of Madness
-Enthrall
Gentle Repose
Hold Person
-Prayer of Healing
Shatter
-Silence
Suggestion

3rd level
Bestow Curse
-Elemental Weapon (thunder)
-Fast Friends
Fear
Hypnotic Pattern
-Pulse Wave
Sending
Speak with Dead
Thunderstep

4th level
Banishment
Charm Monster
-Compulsion
Confusion
-Dominate Beast
Elemental Bane (Thunder)
Phantasmal Killer

5th level
Animate Objects
-Awaken
Danse Macabre
-Destructive Wave
Dominate Person
Dream
Geas
Hold Monster
Modify Memory

6th level
Disintegrate
Forbiddance
Globe of Invulnerability
Mass Suggestion
Otto’s Irresistable Dance
Word of Recall

7th level
-Divine Word
Power Word: Pain

8th level
Antimagic Field
Antipathy/Sympathy
Dominate Monster
Power Word: Stun

9th level
Power Word: Heal
Power Word: Kill

*David Lee Roth only

Subclasses as Multiclassing [5e]

I do not like pick-a-level multiclassing as done in 3.x and 5e. The beginning levels of classes either aren't suited to high levels, or they often contain unexpected synergy with other classes (qv the Warlock's Pact Magic with the Paladin's Smite... not an egregious example, but Pun-Pun exists in that same space, as well). To my mind, a multiclass character is better represented with a subclass, and a multiclass dip is often best handled by feats.

So, I've been playing with subclasses for every class that represent a pseudo-multiclass option. Some of these already exist; the Player's Handbook has the Eldritch Knight (a fighter/wizard multiclass) and the arcane trickster (a rogue/wizard multiclass), plus Valor Bards (fighter/bard), Totem Warriors (barbarian/druids), and many more, both in the PH and other official books. Note that a fighter/wizard is distinct from a wizard/fighter... a fighter/wizard is a fighter who has picked up some wizard traits; a wizard/fighter is a wizard who has picked up some fighter traits (e.g. the Bladesinger)

I've got a number that I haven't posted yet that I am about to spam the blog with (sorry). I'm going to put them under the label multiclass, if you want to find them, and I'm going to index them here. The class down the left side is the base class, the class across the top is the class multiclassed into. Some, I've posted in the past; I'll try to add them to the multiclass label quickly.
Some of these classes are thematic models... the Great Wyrm Pact is obviously quite close to the Draconic Sorcerer in abilities and concept, but just a warlock with dragonlike abilities. The Bandit, however, borrows and modifies abilities directly from the class it emulates.

Oh, and most of them don't use the jump cut feature, because it has been borked for me for quite a while.

Saturday, October 1, 2022

Palladium Psychic Powers

This is an edited version of something from my old website; I cut out the introductory, in-character, preamble, and went straight to the rules. This is late 90s stuff, just in my defense.

The Nature and Development of Psionic Powers


Mechanics

Well, now that we've listened to Ellegon spew on in-character about psionics, let's see if we two poor mortals can actually frame all of his shit into rules, hmmm?

By and large, his divisions don't need much explanation, except for the part about latent psychics. Basically, the table in step four of creating a character should be altered to look like this:
01-09 Major Psionics
10-25 Minor Psionics
26-55 Latent Psychic (not as the BTS PCC, though)
56-00 Non-Psychic
Note that one doesn't have to take what the table says... they can always trade down, taking minor psionics instead of major, or latent instead of minor.

We never really liked that minor and major psychics had the same saving throws. After all, a major is at least twice a powerful, sometimes even more (Compare, on a psionics level only, a cyber-knight and a crazy and you get the idea). So, I altered the save tables to reflect this.
Latent and non-psychics: roll greater than 15 (e.g. 16, 17, 18, 19, 20)
Minor psychics: roll greater than 13
Major psychics: roll greater than 11 (same as always)
Master psychics: roll greater than 9
Of course, this is before all your bonuses are factored in.

Learning new powers works just like learning new skills. Whenever you have the option to learn new skills, you can instead (not always also) pick up a psionic power. This can even be done at first level, though we don't recommend it.

To get a minor psionic power (anything from the lesser categories), you just spend one skill. If its a secondary skill, you get that power at first level ability. If its an OCC related skill, it is assumed that you studied the power, so you get it at your actual level.

To get a "Super" power, you first need to have 3 minor psionic abilities. You then must spend 2 skills to master the power. If both are secondary, you get that power at first level, if both are OCC Related you get it at your own level, and if one is secondary and the other is OCC Related, you get the power at one-half your own level. Note that the rule about 3 minor powers to get a super power is just for the first one. If someone were crazy enough, they could have 3 minor powers and all the super powers.

To move up in power levels requires investing a lot of skills in gaining new powers, once you exceed the limits for your current level of power, you start acting like the next higher one. Once a latent psychic learns his first power, he gains his M.E. as an I.S.P. base. Before that time, they have no ISP and register as non-psionic to most probes, but a See Aura will show that they have psionic potential. Once that minor psychic picks up his fifth power or his first super power, he becomes a major psychic, with all the saving throw advantages that carries. Also, starting at the next level (not the one that they just got), they start gaining ISP like a member of that power level. So, if I became a master psychic by picking up some more powers at level five, I roll my 1d6+1 like all major psychics at level 5. Then, at level six, I gain 10 ISP, just like the master psychic I am.

Tuesday, June 21, 2022

Bugbears at a Glance [Hackmaster]

Bugbears at a Glance

Strength +6
Intelligence -1
Wisdom -1
Dexterity +5
Constitution +6
Looks -4
Charisma -2


Pros
*Size Large; 15 pt hit point kicker, 20 point knock-back, able to use many large weapons (except bows and polearms) in one hand.
*Claws do 2d4p damage (can use on near-perfect defense)
*Unarmored DR of 3
*Initiative Die 1 less than normal
*Free Purchases: Hiding, Listening, Sneaking, Observation
*Low-light vision

Cons
*Horrible racial reaction tables; most player character races Hate them, with gnomes, halflings, and pixie-fairies fearing them. Half-orcs and sil-karg generally merely dislike them. Even among other humanoids, feelings towards bugbears seldom rise above Dislike; they may be used, but they’re not considered allies. Even other bugbears merely Tolerate other bugbears from outside their own clan.
*Large Size: Goods and services are 5-8 times more expensive than for medium and small creatures, including, especially, food. Bugbears must consume twice the rations of medium humans, and twice the water. Seldom able to find armor that fits, resulting in piecemeal armor (which usually has the DR of its worst component, and the other penalties of its most restrictive).


Sidebar: Living La Vida Grande

Bugbears are unlike most other PC races; they are taller than most humans (averaging about 6’6”), and can weigh over 350 pounds. Despite this, their attributes are capped as with other PCs; they can have no more than 20/00 Strength, nor 22/00 Constitution. Any adjustment above these numbers will instead place them at these numbers.

Due to their size, however, their carrying capacity is twice that of a human of the same strength, and their reach with human-sized weapons is 1’ greater than normal, and they may use many large weapons in one hand (anything with a reach of 6’ or less, or bows, which require 2 hands by their design, not necessarily because of their size). Unlike grevans, they are unlikely to have huge-sized weapons; at the lower end of Large, they cannot use truly huge weapons, despite their strength, and are disinclined to make any for their own use. More improvised Huge-sized weapons (such as massive clubs), suited to bugbear hands, see their reach increased by 1 foot per size they are increased, and their die size increased by 1, or add a die if the die size is already d12; a bugbear-sized club is a large weapon doing 2d6p damage, with a reach of 3.5’ feet. Conversely, they find small weapons difficult to use, unless they are meant to be thrown; human-sized weapons with 1 foot of reach or less inflict a -2 penalty to strike and defense; they are akin to trying to fight with a pen knife one keeps on a keychain.

Bugbears consider human-sized shields as one size lower than they are; a buckler is nothing, a small shield is a buckler, a medium shield is a small shield, etc.


Classes:
Fighter: 40
Ranger: 60
Barbarian: 40
Thief: 35
Rogue: 70
Assassin: 30
Mage: 75
Fighter/Mage: 55
Fighter/Thief: 35
Thief/Mage: 55
Cleric: 70

Saturday, February 19, 2022

Monk Subclass: Brotherhood of the Bond [5e]

Partially a joke and contest, this was created originally for 1st edition, as a variant of that edition's Monk. As part of my 5e "subclass as multiclassing" series, this is a monk/rogue. 


Brotherhood of the Bond


The Brotherhood of the Bond is an order of spies in service to an island nation. Unlike many monastic orders, most are not trained from their youth to service, instead entering after a time in the military (or prison), and demonstrating exceptional talent, loyalty, and drive... maladjusted young men and women who give little thought to sacrificing others to protect Queen and Country. Building on their basic military or criminal backgrounds, the Brotherhood of the Bond introduces them to the arts of covertcy, as well as extensive training in unarmed and improvisational combat. Most members of the Brotherhood are LN, but LE and LG are not uncommon; those who are LE are prized for certain assignments due to their practicality, while the LG members frequently serve on security details for their aged queen and her family. While not a truly mystical order, the Brotherhood of the Bond holds that immortality comes through service to something beyond oneself; in their case, their nation. Many monks believe that exceptional agents will be reborn, again and again, always to rejoin the Bond and serve in Her Majesty's secret service.


The Brotherhood of the Bond does not have many of the traditional strictures placed upon monks, save discipline. As part of their work, they are frequently expected to drink, eat, and consort with all sorts of persons, in all sorts of situations. What must not waver, however, is discipline. They drink, but they avoid drunkeness. They eat such foods as are presented, but they avoid gorging themselves. They may gamble, take lovers, lie, cheat, and steal... but never from or to Her Majesty, her government, or their superiors. They may deal with money and other treasure, but keep little for themselves, returning or gifting most to the treasury as soon as they are able. 


One's mastery is simply noted by one's level of experience, while one's assignment within the Brotherhood is noted by a complex code of one or two letters. This code is understood by all of the Bond, and so a simple three-character designation can tell a Brother or Sister much of what they need to know of another member.


The current head of the Brotherhood of the Bond is known to her underlings as M16, with M indicating one whose assignment is "Mastery", or leadership of other Brothers and Sisters. She is a formidable woman, even in her later years, and a frequent confidant of the Queen.



3rd level: Spectre

If not already proficient in them, the monk becomes proficient in one of the following skills: Stealth, Sleight of Hand, Investigation, Insight, Perception, Deception, or Persuasion. They also gain proficiency with one of the following, the disguise kit, forgery kit, or thieves tools.

As a reaction, upon failing a roll with one of these skills or tools, they may spend 1 ki point to roll the test again, and take the second result. This applies regardless of whether they are proficient with the skill or not.


6th level: On Her Majesty’s Secret Service

As covert agents, the monk must be able to pass in any number of professions, and use any number of tools. For 1 ki point, the monk may gain proficiency in a skill, tool, language, or weapon for 10 minutes. For 2 ki points, they may gain expertise in a skill or tool, with which they are already proficient, for 1 minute. These may be stacked, allowing the monk to become an instant expert with a skill or tool for 1 minute, with proficiency continuing for the full 10 minutes.


11th level: License to Kill

At 11th level, you may make a sudden strike against a target who you have surprised, or against whom you have advantage on attacks. Once per turn, against such a target, the monk does additional damage equal to their current ki points.


17th level: You Only Live Twice

At 17th level, the monk is able to transcend death in order to remain in service to Her Majesty and the Brotherhood. At the moment of death, and for up to three days thereafter, the monk may choose to reincarnate, as the spell. The new body will reappear in a safe place, up to five miles from the place of death or the current location of the mostly intact body.

In addition, members of the Brotherhood of this level may cast reincarnation on other members of the Brotherhood. This requires one hour and 5 ki points, but no verbal or material components, only constant contact with the corpse.


Saturday, February 12, 2022

Bard College of Arcana [5e]

After discussing it with a friend (who is currently playing a Lore Bard), I've made some big changes to this subclass, narrowing their scope a bit. The original is at the bottom, but very small. As part of my "subclasses as multiclassing" series, this is a bard/wizard.


College of Arcana

The college of Arcana are different from the other Bards, and broke off from the College of Lore about three score years ago. While the College of Lore focuses on a breadth of knowledge, the College of Arcana focuses exclusively on the study of magic. In that study, they learn the basic secrets of wizardly magic; not the indepth secrets of the wizard schools, but enough that they begin to keep a spellbook and prepare spells like a wizard, in addition to some access to bard magic.

3rd: Additional Skill

At 3rd level, College of Arcana bards receive proficiency in Arcana, or in another skill of choice if they are already proficient. They may apply their 3rd level Bard expertise to Arcana, even if they just learned it.

3rd: Wizard Magic

At 3rd level, the College of Arcana bard switches their style of casting to that of a Wizard; they maintain a spellbook, may learn new spells from the spellbooks of wizards and other bards of the College, and prepare spells each morning. They use Intelligence as their casting attribute, are able to cast any of their prepared spells using any appropriate slots, and so on; all as outlined under "Spellcasting" in the Wizard class description, and the Your Spellbook sidebar, on page 114 of the Player's Handbook.

Their initial spellbook contains all of their 1st level Bard spells, as well as a 2nd level spell from either the Bard spell list or from their chosen Wizard schools. They may no longer cast spells as Bards; Charisma is no longer their casting attribute, and they must prepare spells, not cast spontaneously. They do retain Bardic ritual casting, but may not longer use musical instruments as arcane foci, though they may use arcane foci appropriate to wizards.

As they learned Bardic Magic first, they do have the bonus that all 5 of the bard spells they learned at 1st and 2nd level are prepared at all times. As they advance in levels, they learn spells from either the Bard list or their selected Wizard schools, and all of these spells must be prepared. They may not learn additional Bard spells except through level gain or by finding them in the spellbook of another bard of the College of Arcana. Wizards are not able to cast these Bard spells (unless they are also Wizard spells).

3rd Level: School Selection
At levels 3, 6, and 14, the bard selects a single wizard school. They may learn and cast spells from this school, and gain the 2nd level features of this school. Thus, one bard may learn Evocation, and thus gain Evocation Savant and Sculpt spells, while another may learn Necromancy, and gain Necromancy Savant and Grim Harvest.

Additional Note: Magical Secrets
At levels 10, 14, and 18, bards may select 2 spells, of a level they can cast, and learn them as Bard spells. In the hands of an Arcana Bard, these spells are recorded in the Bard's spellbook, but cannot be learned by Bard or Wizard, unless they are normally Bard or Wizard spells; otherwise, they are simply too esoteric for those casters to unravel. Wizard spells acquired through Magical Secrets do not need to be from one of the Bard's chosen schools.




College of Arcana
The college of Arcana are different from the other Bards, and broke off from the College of Lore about three score years ago. While the College of Lore focuses on a breadth of knowledge, the College of Arcana focuses exclusively on the study of magic. In that study, they learn the basic secrets of wizardly magic; not the indepth secrets of the wizard schools, but enough that they begin to keep a spellbook and prepare spells like a wizard, in addition to some access to bard magic.

3rd: Wizard Magic

At 3rd level, the College of Arcana bard switches their style of casting to that of a Wizard; they maintain a spellbook and prepare spells each morning. They use Intelligence as their casting attribute, are able to cast any of their prepared spells using any appropriate slots, and so on; all as outlined under "Spellcasting" in the Wizard class description, and the Your Spellbook sidebar, on page 114 of the Player's Handbook (save "Learning Spells of 1st level and higher"; they receive only 1 spell upon gaining a level, not 2). Furthermore, they may now learn all wizard spells as wizard spells. Their initial spellbook contains all of their 1st level Bard spells, as well as a 2nd level spell from either the Wizard or Bard spell list. They may no longer cast spells as Bards; Charisma is no longer their casting attribute, and they must prepare spells, not cast spontaneously. They do retain Bardic ritual casting, but may not longer use musical instruments as arcane foci.

As they learned Bardic Magic first, they do have the bonus that all 5 of the bard spells they learned at 1st and 2nd level are prepared at all times. However, as they advance in levels, they only learn one spell per level (unless they gain access to a spellbook containing other spell), from either the Bard or Wizard lists, and all of these spells must be prepared. They may not learn additional Bard spells except through level gain or by finding them in the spellbook of another bard of the College of Arcana. Wizards are not able to cast these Bard spells (unless they are also Wizard spells).

3rd: Additional Expertise

At 3rd level, College of Arcana bards receive Expertise in Arcana, in addition to the Expertise that all bards gain at 3rd level.

6th: School Secrets

At 6th level, the College of Arcana begins to unravel some of the secrets of Wizardly traditions; they may choose any one power granted to a Wizardly tradition at 2nd level. For example, a bard who favors abjurations may choose either Abjuration Savant or Arcane Ward (p. 115), but not both.

14th level: Further School Secrets

At 14th level, the College of Arcana unravels some further secrets of Wizard traditions. They may again choose any one power granted to a Wizardly tradition at 2nd level; this need not be from the same school as the secret granted at 6th level, but it cannot be the same secret; they cannot choose Abjuration Savant twice to reduce the costs to one quarter, nor Arcane Ward twice to create two wards, or a double-strength ward, when casting Abjurations.

Thursday, January 20, 2022

Loving and Living With your Shitty Familiar [Hackmaster]

So, You Rolled on Table E

Spellslinger’s Guide, Volume 2, has the rules for acquiring a familiar. Table A is the best table, offering the possibilities of magical and intelligent creatures. Table B might get you cool snakes, predators, elephants, or even humans (which is kinda less cool than you may expect)! Table C is pretty cool. Table D is standard for your “not awesome but still respectable” familiars… cats, birds, lizards, maybe even a goat or a giant squid. A couple bugs, but, ya know, kinda cool ones, like scorpions or spiders.

Table E is not that.

There’s crabs and snails. A wide variety of bugs, including fleas and termites and silverfish, sort of topping out at bees, wasps, and praying mantids. There’s some cool stuff in the water-bound category, like barracuda, pike, and swordfish… even piranhas and manta rays, which can be awesome if you live on or near the water. But, there’s also rocks. And plants. And these… kind of suck, especially if you’re an adventurer. You can’t exactly cart around a tree, and your careful devotion to your small pot of moss is gonna get weird.

There’s two reasons you wind up rolling on Table E: You don’t want to (or can’t) spend a lot of Familiar Points (FP) on getting a familiar, or your dice hate you. Table D requires almost three times the Familiar Points AND some Animal Empathy (only novice, but still some), which is going to cut into your Cool Things budget. Table C will cut into your budget even further at just shy of four times the cost of Table E, and requires a lot more skill (including advanced Arcane Lore mastery, which is its own cost). Table B and Table A are WAY more, and require a lot more skill. So, Table E might be where your comfort zone is for cost.

Your dice might also hate you. Every table above E has the possibility that you’ll get knocked down a table, and, if your dice are bad enough, you could wind up paying for a Table A familiar and still roll on Table E. At this point, bribes to your GM are recommended (though you also have the option to pay an FP or four for a reroll).

But Table E familiars ARE familiars, and they have some potential. But, first, we have to think about what they can do.


The Abilities of Familiars: A Recap

Spider-fam, spider-fam, does whatever a spider can.

A familiar can do whatever another member of its type can do. If it’s a bug, it will have statistics as on page 10 of Spell Slinger’s Guide. It will have a low animal intelligence (2-3), which is about as smart as many predators or herd animals. It won’t die of old age. It will share initiative with the mage, but that goes both ways… the familiar can let the mage know something is up, and can be put “on guard” if the mage is busy with something else, allowing the mage both a better initiative die and their own. With spell points, the mage can share the familiar’s senses, and even communicate with it. And getting a familiar even gives you a bit of bonus Honor. In addition, if you have the spare points, you might try to pick up a special ability or two for your familiar.

The ability to communicate telepathically with a familiar should not be underestimated. There is no range to telepathic communication and, while the creature might not understand words, it will be far more attuned to images and other sensory input, which are a lot easier to manage telepathically, and it will have the ability to communicate back the same way.


Critters and Creatures

Table E has several critters and creatures on it. Many of these are Miniscule or Diminutive, and none really qualify as combatants, except against others of their size… a crab may be able to give a pinch, but it’s not going to do even a point of damage. But the fliers can move faster than a human can walk, and, with a +18 to defense, they’re very difficult to hit. Crawling insects are a lot slower, but they’re also effectively invisible to most people; you seldom notice every cricket and crane fly you come across, so a small insect can be an effective spy. A tick, louse, or flea might live happily on its master for years.

Likewise, many bugs are adept at staying alive. Blessed with great intelligence (for a bug, anyway), they are more aware of things around them, and can better understand what big things are and how they might affect themselves and their masters. The senses of bugs can be far different than those of a human, and may allow them to sense invisible creatures by their displacement of the air, or subtle sounds at frequencies or volumes even elves can’t hear.

Of course, these are still bugs. They are fragile, and may have trouble if their master goes swimming (willingly or not). They’re prey for a lot of animals. A wise master keeps their bugs safe, acquiring or creating a small box for them to retreat to to avoid being squished. The master may wear this around their neck, keep it in their bag, or some other place where their familiar can find their way.


Crabs and mollusks have their own issues and advantages. Crabs, crayfish, and hermit crabs are not water-bound, but they can easily function there, and won’t suffer from a dunking; they should use the fish statistics, or have a swim speed of 10 if they’re miniscule crawlies. All are scavengers, and so will live easily off the detritus common to adventurers. More noticeable than insects, they are also stronger; an ant familiar cannot bring much to you, but a crab can, if the object is small enough.

Notably, the crustaceans are excellent at sensing vibrations; they will have excellent initiative scores and the Improved Awareness talent. They see relatively well in the dark, especially for movement, and have good senses of taste and smell. You may not want to taste what they eat -- nothing like 2 week dead rotted orc to wake you up in the morning! -- but those senses help to give them a great picture of the world around them.

Snails and slugs have more limited senses, and cannot hear at all, but they’re sensitive to shadows, and so notice predators and other threats quite quickly. Likewise, while they are not aquatic, both types can survive a dunking better than an insect, and likely better than their master (depending on the species, it may survive up to 24 hours, or even 2-3 weeks underwater).


The sea creatures of Table E are another kettle of fish (pun completely intended). Water-bound, they cannot travel as well as others, and some are quite sizable… a bluefin tuna might be 15 feet long and three-quarters of a ton, and sturgeons can grow even larger. But you might also wind up with a barnacle, or a coral.

Acquiring a water-dependent familiar can make life difficult for a mage, as it requires them to stay near the water. But, for a wizard at sea, it can be the ideal companion. With the increased intelligence granted by being a familiar, and the guidance of their master, the more mobile creatures can provide insight into the underwater world, even helping to locate sunken ships, lost treasure, or caves. If there are places beneath the water with air, the fish can lead their master or others to them. An aquatic familiar isn’t for everyone; it will limit you to the creature’s own environment far more than a terrestrial familiar will; but they can have great advantages if you can or do live on the water.


Let My Armies be the Rocks and the Trees

And now, we get to rocks and trees.

Rocks are difficult familiars to love. With certain special abilities, they can be formidable and useful familiars, and they’re also immune to a number of the flaws common to familiars… it doesn't matter if your rock is clumsy, or a coward, or lazy. Rocks really can’t have foul habits, bad eyesight, or bad hearing. Additionally, they cannot drown, and have a significant DR, so are difficult to kill accidentally. You can slip them in your pocket and carry them along, or even hold them in your hand for a bit of extra weight when you punch someone.

Their senses, though, are limited to vibrations, and perhaps warmth and cold. That vibration sense can come in handy; it can help locate threats approaching if placed on a surface, and may provide early warning of earthquakes, tsunamis, or flash floods. Your rock does not need to sleep, and so will keep a tireless… watch… for unusual vibrations that might harm its master. Their limited telepathic communication with their master allows the master to wake with far greater speed than they otherwise might, since their familiar is ever alert.

But, let’s be honest. They’re rocks. They can’t move on their own. They cannot see, smell, taste, or even really hear or touch. They cannot talk. While some special abilities can make them amazing, others are simply useless (“Oh, look… my rock can Dodge.”) More on rocks in “Special Abilities for Special Familiars.”


Plants, including, for these purposes, mushrooms and toadstools, are, at best, sessile, but have the potential to be absolutely huge. Weeds, flowers, and moss are relatively small, and might be relatively easily carried; a mage with such a familiar might keep them in a pot. Bushes and vines can also conceivably be treated as such, as well as some trees, mushrooms, and toadstools. But the potential of all of these becomes clear when they are in one place.

Plants are incredibly resilient; many can survive if much above ground is cut, or even burnt, off. Without removing the roots, which can be substantial, the plant will continue to grow, especially with a dedicated caretaker. Vines can remain the same plant across their length; cut one in two and you do not kill it, simply create a second plant. Trees can link themselves with another plant and survive horrible damage as a cutting. And you cannot kill a mushroom in a way that matters; more than just the cap and stem, a mushroom is a vast, underground, organism that can spread across miles and put fruiting bodies up wherever it needs.


These traits do not make these fantastic familiars; they make them “Not as horrible as you first feared” familiars, bordering on good in some circumstances. A non-adventuring mage might like having their familiar be a stone or tree; a mushroom that spans acres, or a wild patch of kudzu. A pirate-mage might enjoy being bonded to a barracuda, or gain prestige from being master to a marlin. But the adventurer might find less to enjoy about their friend the flea, or the supreme honor of being chosen by a semi-intelligent dandelion. But this is where special abilities come in.


Special Abilities for Special Familiars

Special Abilities particularly help Table E familiars. Obviously, they’re of great help to any familiar, but some of the unique nature of Table E familiars can make certain familiars pair very well with certain abilities. Others aren’t especially good for a given familiar, or are simply irrelevant. Especially notable for Table E familiars are:

Disease Resistant: The specifics of this ability make it amazing for those with mineral or vegetable familiars… while diseases can pass from humans to mammals or birds, it is far harder for humans to get diseases of plants, fungi, and rocks… you never hear of Mr. Peabody, who tragically died of Dutch Elm disease. In effect, this renders the mage (and their familiar) immune to disease.

Heartiness: While somewhat mediocre on rocks and trees, this talent is incredibly useful for more fragile familiars; adding 3-6 HP to your silverfish familiar, or a flower, can triple their hit points or more. They’re still not tough, but they’re far less fragile.

Ley Line Sense: In addition to the usual effects of Espy Ley Line, a Game Master might consider a bonus for those linked to stone or plants in locating Earth and Ore Ley Lines, similar to that granted to sylvan and fey types.

Life Bound to Master: With the tree-bound, mushroom-bound, or stone-bound, this particular ability, to pool hit points with a stone, a tree, or a mushroom, can be simply immense. Likewise, as the familiar’s life span is that of the mage, the mage’s life-span is that of the familiar. Trees might be hundreds of years old; fungal colonies thousands. While prudence will limit the mage to remaining near their familiar, “near” can spread across a large area. For kudzu, the mage may see their hit points increase exponentially in the first few days, with vines able to grow a foot a day, with deep, resilient, roots.

Stones have many of the same advantages, though perhaps smaller in scale. A rock will have many effective HP, though not as many as an acres-wide spread of fungus or an ancient oak.

Mage Bound to Master: Similar to Life Bound with Master, this can greatly extend the abilities of a mage; with large plants, their reach can be great indeed.

Shapechanger: The limitation that shapechanges must be of table E or lower is a significant one; your crab familiar cannot become a giant crab or seal herder, your silverfish cannot become a giant spider. However, plant and mineral familiars can make amazing use of this.

At 5 point shapechanging, a mineral familiar might become any tool it chooses; it remains a rock, but is now shaped like a knife or a hand axe. A tree may shape a branch into a useful tool, which it then sheds for its master to use; what better staff to enchant than one given to you by your own familiar? The ability to change size can also make a plant familiar more portable; a massive tree might be restricted to a smaller, or immature, version of the same.

As the power grows in potency, these abilities become even more pronounced; a tree may become a flower, or moss, or some other kind of vegetable matter to better suit the environment; your oak in the Rokk woods may become a cactus in the Khydoban, or a rosebush in Tharggy.

Other special abilities are of more or less use on a table E familiar; Ability Enhancement and Hit Point Bonus are nice no matter what your familiar is, and your tree being a deceptive defender is not, perhaps, terribly relevant.