tag:blogger.com,1999:blog-55991423931699741452024-02-18T17:43:11.741-08:00All Things GamingRich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.comBlogger52125tag:blogger.com,1999:blog-5599142393169974145.post-4212942461542573522016-09-27T11:52:00.000-07:002016-09-27T12:02:40.512-07:00City of Salt in Wounds Campaign Setting for PF and 5e<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8VaKAz57cpIWMkkMUWnEwxA0CW-TQn8zsKGE6GVzwbheLHzbeGBupUNGbGB2GGXwrsy-mWGwyHXSt43mI39WXaleMwr9FguqzGPr-06QLJYhLd3ET6PCYs0djXBbzsk2v1CmZa2wx_w/s1600/Salt+in+Wounds.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8VaKAz57cpIWMkkMUWnEwxA0CW-TQn8zsKGE6GVzwbheLHzbeGBupUNGbGB2GGXwrsy-mWGwyHXSt43mI39WXaleMwr9FguqzGPr-06QLJYhLd3ET6PCYs0djXBbzsk2v1CmZa2wx_w/s400/Salt+in+Wounds.jpg" /></a></div>
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The immortal, unkillable tarrasque has devastated country after country, civilization after civilization. The creature's rampage has been stopped few times in recorded history, only to rise from its grave to haunt a new generation long after its previous destroyers are dead.<br />
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But no longer.</div>
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The tarrasque has once again been defeated, but instead of killing the apocalyptic kaiju, it has been mystically bound - never dying, constantly regenerating, to empower and corrupt the ecology, economy, alchemy, magic, politics, and citizens of the metropolis called Salt in Wounds.<br />
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The <a href="https://www.kickstarter.com/projects/jmperkins/salt-in-wounds-tabletop-setting-for-5th-edition-an?utm_source=Rich&utm_campaign=Rich&utm_medium=Rich">City of Salt in Wounds</a> is one of the most original, dark, and creative settings I've ever read. Developed and expanded over the past year through JM Perkins' Patreon account, Salt in Wounds is now available to the wider world.<br />
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I can't recommend this setting highly enough, and at the $50 level you receive a treasure trove of goodies that include my own Alchemist for 5e. Alchemy plays a huge role in Salt in Wounds and I'm honored that JM has included one of my books in this Kickstarter.</div>
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Come catch a glimpse into the mind of JM Perkins, and the amazing creative team he's assembled.<br />
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You can check out Salt in Wounds in action on the Actual Play podcast, <a href="http://gmshowcase.podbean.com/e/jm-perkins-introduction-interview/">The GM's Showcase</a>, and read tons of playtest material on <a href="http://www.saltinwoundssetting.com/">www.saltinwoundssetting.com</a>!</div>
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<b>EDIT: As of the time of this posting, the Salt in Wounds setting is already 60% funded in just a few hours!</b></div>
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-248167688974805712015-02-07T14:00:00.000-08:002015-02-08T08:36:59.653-08:005th Edition Builds: Barbarian (Path of the Dragonwyld)<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Georgia, 'Times New Roman', serif; font-weight: normal;"><span style="font-size: small;">Like barbarians with spirit totems, those that follow the path of the dragonwyld tap into the primal spirit that gave birth to dragons. Dragonwyld barbarians can shrug off elemental damage, summon a breath weapon, project an aura of fear, and even fly for short distances.</span></span></h3>
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<span style="font-family: Georgia, 'Times New Roman', serif;">At 3rd level, when you choose this path, select a dragon type from the list of dragon types available to dragonborn. You gain advantage on saving throws against damage of the type associated with your dragon.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">At 6th level, you gain a breath weapon similar to that of a dragonborn. While you are raging, you may take an action to make a breath weapon attack of the same area and elemental type of your chosen dragon type. Once you use this ability, you may not use it again until you've take a long rest.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 20 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8+your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn either out of line of sight, or more than 60 feet away from you.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">If the creature succeeds on this saving throw, you can't use this feature on that creature again for 24 hours.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">While raging, you have a fly speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.</span></div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-58972873271228784392015-02-02T08:51:00.000-08:002015-02-02T08:51:48.087-08:00Talking Aquatic Campaigns with the Dungeon Master's Block<div class="separator" style="clear: both; text-align: center;">
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Pop over to the <a href="https://www.facebook.com/dungeonmastersblock">Dungeon Master's Block</a> podcast this week to hear <a href="https://www.facebook.com/profile.php?id=100005215514953">DM Mitch</a>, DM <a href="https://www.facebook.com/chris51790">Chris</a>, and Yours Truly talking about aquatic campaigns in fantasy and scifi RPGs of all stripes.<br />
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Tired of your grognards knowing the stats of every dragon, demon, and droid you throw their way? Want to see your new players push the edge of their roleplaying and tactical envelopes? Come find out why aquatic campaigns are the next great frontier of RPGs.<br />
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<a href="http://dungeonmasterblock.podbean.com/e/ep-19-under-the-sea/">http://dungeonmasterblock.podbean.com/e/ep-19-under-the-sea/</a>Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com8tag:blogger.com,1999:blog-5599142393169974145.post-10206226280921511742015-01-31T19:18:00.002-08:002015-02-08T08:48:13.730-08:005th Edition Builds: Rogue (Thug)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZGNye6Yn-Zw3xszgYYCxCoCQQnkdUdW7gTUKeRaQYjdu3fhuKzwKc87eo52y1QCuFL5zX5-Wi7DNdaAX2SFbLHy6KYxmLuYXUBC8YLlOuf6Fjy9MDPTFW9hRyHQG-oDQsPJsf6dtlwQ/s1600/38c1cb6b4ef3e596707afda2e2835682.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZGNye6Yn-Zw3xszgYYCxCoCQQnkdUdW7gTUKeRaQYjdu3fhuKzwKc87eo52y1QCuFL5zX5-Wi7DNdaAX2SFbLHy6KYxmLuYXUBC8YLlOuf6Fjy9MDPTFW9hRyHQG-oDQsPJsf6dtlwQ/s1600/38c1cb6b4ef3e596707afda2e2835682.jpg" height="274" width="320" /></a></div>
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<span style="font-family: Georgia, Times New Roman, serif;">Not all rogues are either dextrous or smart. Some have learned the tough lessons of the street and turned to their strength and presence to stay alive. Commonly called a thug, this rogue archetype is the cornerstone of many a thieve's guild. Untrained in the fancy techniques of the fighter, the thug relies on brute force and cheap shots to get the job done.</span><br />
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You have spent your early training focusing on close combat techniques and mob combat. At 3rd level, when you choose this archetype, your unarmed strikes are considered light weapons and you may add your Strength modifier to unarmed strikes made as a bonus action. Your bonus Sneak Attack damage may be used with your unarmed strikes, as well as any one-handed melee weapon you are proficient with.</div>
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In exchange for the time and effort training in close combat, you no longer gain Sneak Attack damage when using ranged weapons.</div>
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At 9th level, you add your Strength modifier to your Charisma modifier when making Intimidate checks. In addition, you may use the bonus action granted by your Cunning Action to make an Intimidate check.</div>
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<strong>Dirty Fighting</strong></div>
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At 13th level, when you successfully hit a target no more than one size larger than you with an unarmed strike, you force the target to make a Constitution saving throw (DC 8+your proficiency modifier + your Strength modifier). On a failed save, the target becomes stunned until the end of your next turn. Whether or not the save is successful, the target becomes aware of your trickery and is immune to this ability for 24 hours.</div>
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<strong>Brutalize</strong></div>
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At 17th level, you gain your Sneak Attack damage on the first attack you make against an opponent you have successfully intimidated (skill contest determined by your DM, typically Intimidate vs Intimidate or Intimidate vs Wisdom), as long as that attack comes within 1 round of the intimidation. You may use this ability a number of times per day equal to your Charisma modifier.</div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com5tag:blogger.com,1999:blog-5599142393169974145.post-32100555566735487172015-01-23T12:20:00.001-08:002015-01-23T12:20:17.927-08:00Guest on the Dungeon Master's Block Podcast<div class="separator" style="clear: both; text-align: center;">
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Just finished recording a guest spot for DM Mitch and DM Chris at the <a href="http://dungeonmasterblock.podbean.com/">Dungeon Master's Block</a> podcast. Huge thanks to my wonderful hosts. Had a great time discussing aquatic campaigns from fantasy to scifi, plus classic D&D modules, cross-genre games, and more. I even snuck in some DC comics love; Mitch was very gracious letting a little DC into his Marvel world. :-)<br />
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Now that I think about it, I'm not sure why we didn't fold the superhero genre more into this discussion. Probably need to save that for its own podcast since Mitch and I may devolve into a Namor vs Aquaman debate.<br />
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The episode is due for posting on Sunday, Feb 1st. I'll update this post when it does.Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-49895217002973534522015-01-21T10:14:00.004-08:002015-01-21T15:46:05.371-08:005th Edition Class Builds: Alchemist (Pyromancer)<div class="p1" style="color: #333333; font-family: Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif; line-height: 24px;">
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The Pyromancer is an archetype for <a data-mce-href="http://tribality.com/2015/01/07/5th-edition-class-builds-the-alchemist-artificer-metamorph-poisoner/" href="http://tribality.com/2015/01/07/5th-edition-class-builds-the-alchemist-artificer-metamorph-poisoner/">the Alchemist class</a> and is one of eight traditions, including Metamoporhs, Poisoners, Artificers, Reanimators, Herbwardens, and more. You'll need the core class presented in the original article and this to play the pyromancer.</div>
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<strong>Bonus Formula</strong>Despite their nom de guerre, pyromancers are experts in fireworks, explosives, and energy manipulation beyond simple fire. Sought after by royalty and warbands alike, both for their ability to entertain as destroy enemies en masse, the skills of a skilled pyromancer go for a high price and their names reach farther and wider than many wizards. </div>
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<span class="s1">The majority of mixtures created by pyromancers take the form of bombs, rockets, explosive vials, and empowered ranged weapons and ammunition such as sling bullets and crossbows. Many pyromancers devise their mixtures in the form of primitive firearms and cannons.</span></div>
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As with other alchemical traditions, pyromancers can create simple mixtures outside of explosions. Skilled pyromancers not only create <em>fireball-</em>launching mortars and <i>melf's acid arrow</i> firing crossbows, but healing mixtures and defensive devices such as potions of <em>expeditious retreat</em>, automated field defenses (<em>shield</em>), and force field projectors (<em>mage armor</em>).</div>
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<span style="font-family: Georgia, Times New Roman, serif;"><b>For the full archetype, link over to Rich's Gameroom at: <a href="http://tribality.com/2015/01/19/richs-gameroom-the-alchemist-pyromancer/">http://tribality.com/2015/01/19/richs-gameroom-the-alchemist-pyromancer/</a></b></span>Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-57449505378278479002015-01-14T10:33:00.001-08:002015-01-14T10:34:18.679-08:005th Edition Aquatic Builds: Cacaelia<div class="separator" style="clear: both; text-align: center;">
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The history of the cecaelias as a race is all but unknown to scholars of the surface world. Though some surface dwellers believe they are a subrace of merfolk, this race of cephaloids, and indeed the merfolk, would take great offense at the comparison. Most merfolk scholars attribute the race's origins to the Age of Aboleth, paralleling the race's creation to that of the tieflings of the surface world. The subrace of Deep cecaelia embrace the comparison, while the more social and civilized cecaelia found in tropical regions claim no such association.</div>
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Cecaelia are not nearly as wide-spread as the ubiquitous merfolk and rarely have direct contact with air-breathing cultures. Cecaelia live in small, nomadic family groups, living with their families until they reach maturity around age 10, at which time they may leave the family group and strike out on their own. Cecaelia settlements average a few dozen members, with any larger than a few hundred being extremely rare. Individual members are often found within the settlements of other sentient aquatic races, such as merfolk, sahaugin, and koa-toa.</div>
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<b style="font-size: x-large;">For the full race write-up, including multiple subraces and development notes, link over to <a href="http://tribality.com/2015/01/14/from-the-depths-cecaelias/">From the Depths</a> at Tribality.com.</b></div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com2tag:blogger.com,1999:blog-5599142393169974145.post-65999732899158309342015-01-14T10:27:00.006-08:002015-01-14T10:27:48.567-08:00Magical Weapons of Magnamund for 5th Edition<div style="color: #333333; font-family: Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif; font-size: 16px; line-height: 24px;">
The lands of Magnamund were created by Joe Dever for the 1984 Choose Your Own Adventure novels of Lone Wolf, a Kai monk who finds himself the sole survivor of a massacre that killed his friends, colleagues and mentors. In the series, Lone Wolf travels the world, facing Dark Lords and retrieving the lost knowledge of the Kai monks of Sommerlund. Over nearly 2 dozen books, Lone Wolf encounters numerous magic items and in the later books crafts new items for the New Kai Order. Below you will find a range of items usable in your 5th edition games.</div>
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<strong><em>For more information on the world of Aon, the lands of Magnamund, and the Lone Wolf Adventure Gamebooks, including a Kai monk class designed for 5th edition, link over to "<a data-mce-href="http://tribality.com/2015/01/05/the-kai-monks-of-sommerlund-for-5th-edition/" href="http://tribality.com/2015/01/05/the-kai-monks-of-sommerlund-for-5th-edition/">The Kai Monks of Summerlund</a>". </em></strong></div>
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<a data-mce-href="http://lonewolf.wikia.com/wiki/Sommerswerd" href="http://lonewolf.wikia.com/wiki/Sommerswerd">Sommerswerd</a></h3>
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<em><a data-mce-href="http://tribality.com/wp-content/uploads/2014/12/Sommerswerd.gif" href="http://tribality.com/wp-content/uploads/2014/12/Sommerswerd.gif"><img alt="Sommerswerd" class="alignright wp-image-3296 size-medium" data-mce-src="http://tribality.com/wp-content/uploads/2014/12/Sommerswerd-172x300.gif" height="300" src="http://tribality.com/wp-content/uploads/2014/12/Sommerswerd-172x300.gif" style="float: right;" width="172" /></a>Weapon: longsword, legendary (requires attunement by a Kai monk)</em></div>
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"The <em>sommerswerd</em> is a holy, magical artifact brought to <a data-mce-href="http://lonewolf.wikia.com/wiki/Magnamund" href="http://lonewolf.wikia.com/wiki/Magnamund">Magnamund</a> by the <a data-mce-href="http://lonewolf.wikia.com/wiki/Sommlending" href="http://lonewolf.wikia.com/wiki/Sommlending">Sommlending</a>, a race of fair-skinned humans with special powers, and it has tremendous effects against the minions of <a data-mce-href="http://lonewolf.wikia.com/wiki/Naar" href="http://lonewolf.wikia.com/wiki/Naar">Naar</a>. It was forged by the <a data-mce-href="http://lonewolf.wikia.com/wiki/Nuoma" href="http://lonewolf.wikia.com/wiki/Nuoma">Nuoma</a>, a race of people now known as gods in <a data-mce-href="http://lonewolf.wikia.com/wiki/Magnamund" href="http://lonewolf.wikia.com/wiki/Magnamund">Magnamund</a>. It greatly increases one's combat prowess. It has the ability to absorb any magic used against its bearer and is able to slay <a data-mce-href="http://lonewolf.wikia.com/wiki/Darklords" href="http://lonewolf.wikia.com/wiki/Darklords">Darklords</a> and the undead. It increases one's <a data-mce-href="http://lonewolf.wikia.com/wiki/Sixth_Sense" href="http://lonewolf.wikia.com/wiki/Sixth_Sense">Sixth Sense</a>. It is said only a true son of <a data-mce-href="http://lonewolf.wikia.com/wiki/Sommerlund" href="http://lonewolf.wikia.com/wiki/Sommerlund">Sommerlund</a> can release the powers that lie within the blade. The sommerswerd's powers can be contained and hidden in <a data-mce-href="http://lonewolf.wikia.com/wiki/Korlinium" href="http://lonewolf.wikia.com/wiki/Korlinium">Korlinium</a>. It draws its power from the sun. It is one of the few weapons, other than those created by the <a data-mce-href="http://lonewolf.wikia.com/wiki/Nadziranim" href="http://lonewolf.wikia.com/wiki/Nadziranim">Nadziranim</a>, capable of killing a <a data-mce-href="http://lonewolf.wikia.com/wiki/Darklord" href="http://lonewolf.wikia.com/wiki/Darklord">Darklord</a>?"</div>
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The <em style="mso-bidi-font-style: normal;">sommerswerd</em> is a beautifully crafted broadsword forged from an unknown metal alloy with a golden sheen and enchanted to focus the power of the sun. In the hands of a Kai monk, the <em>sommerswerd</em> grants +3 bonus to attack and damage rolls, as well as an additional +3d6 radiant damage against fiends and undead. Once per day, the sword can focus sunlight (including that created by a <em style="mso-bidi-font-style: normal;">daylight</em> spell) into a beam of intense radiance. The beam is 5 feet wide and 100 feet long and forces all creatures in the line of effect to make a DC 15 Reflex save or take 10d6 radiant damage (6d6 radiant damage if powered by a <em>daylight</em> spell). This damage is halved on a successful save. The <em style="mso-bidi-font-style: normal;">sommerswerd</em> must be in direct sunlight or within a <em>daylight</em> spell for this ability to be used, though the target does not.</div>
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Any Kai monk with proficiency in shortsword, longsword, or greatsword may use the <em>sommerswerd</em> with proficiency.</div>
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<strong>Protection from Magic</strong>The <em style="mso-bidi-font-style: normal;">sommerswerd</em> absorbs magic, granting the bearer advantage on saving throws against spells and magical effects. If you succeed on a saving throw against a spell or magical effect that deals damage, you can make an Intelligence saving throw against the same DC as the original spell. If successful, the spell is redirected back at the spellcaster. The spell uses an attack bonus or saving throw DC based on your Intelligence modifier and all other effects are chosen by you. This ability may be used once per short rest and may only be used against a spell that targets only you (not an area effect).</div>
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Reflected Spell Attack Bonus = your proficiency bonus + your Intelligence modifier<br />Reflected Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier</div>
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<strong>Enhanced Sixth Sense</strong>A Kai monk attuned to the <em>sommerswerd</em> who possesses the Sixth Sense discipline may add their Wisdom bonus to their Initiative rolls in addition to their Dexterity.</div>
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<strong>Self-Defense<em><br /></em></strong>If held by a fiend or undead creature, the <em>sommerswerd</em> deals 3d6 radiant damage to the wielder at the beginning of their round and forces them to make a DC 15 Wisdom saving throw. On a failed save, they must let go of the <em>sommerswerd.</em></div>
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<strong>Developing the <em>Sommerswerd </em>and Other Magical Weapons of Magnamund</strong></h3>
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The <em>sommerswerd</em> is the most powerful and significant item in the Lone Wolf series. In the original books, the sword could not and should not be wielded by anyone except a Kai monk. Anyone who attuned the sword who was not a Kai monk would destroy the sword's powers forever. That is severely limiting in a D&D game so I simply limited the attunement to a Kai monk, ala: the <em>holy avenger</em>. <strong><em>If you wish to adapt these weapons to your home campaign without using the Kai monk class, feel free to either remove the attunement class requirements, or alter it to whatever class you wish (monk, eldritch knight, paladin, and sorcerer would all be interesting).</em></strong></div>
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When converting the <em>sommerswerd</em> and other weapons from the series, I used a standard conversion based on the Combat Skill bonus these weapons granted.</div>
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<li>+1 to +3 CS: +1 bonus to attack and damage.</li>
<li>+4 to +6 CS: +2 bonus to attack and damage.</li>
<li>+7 CS and higher: +3 bonus to attack and damage.</li>
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Not all weapons that grant a CS bonus in the Lone Wolf series were magical, like the <em>silver bow of Duadon</em> and the <em>bronin hammer</em>. Since 5th edition is inherently a more magical setting, I decided that weapons which granted only a +1 bonus to Combat Skill would not be magical; similar to masterwork weapons in previous editions.</div>
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For some weapons, such as <em>skarn-ska</em> and those created by Lone Wolf for the New Kai Order, a simple <em>bane weapon</em>-like quality was used as the base effect. Since a tabletop RPG allows for more subtle magics and a wider range of in-game effects, I decided to give each of these legendary weapons a small selection of spells that support their theme. <em><strong>If you are looking to use a classic duplication of these weapons, you are welcome to remove the charges and spell effects.</strong></em></div>
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<span style="font-size: large;"><b>For over a dozen other magic items from the land of Magnamund, <a href="http://tribality.com/2015/01/12/magical-weapons-of-magnamund/">link over to Rich's Gameroom</a> for the full article.</b></span></div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-82031883063647117542015-01-05T12:19:00.003-08:002015-01-05T12:19:39.829-08:005th Edition Builds: The Kai Monks of Sommerlund<div class="separator" style="clear: both; text-align: center;">
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<strong>The Kai Monks of Sommerlund</strong></h3>
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The Kai monks of Sommerlund first appeared in the <a data-mce-href="http://en.wikipedia.org/wiki/Lone_Wolf_%28gamebooks%29" href="http://en.wikipedia.org/wiki/Lone_Wolf_%28gamebooks%29">Lone Wolf Choose Your Own Adventure</a> game book, “<a data-mce-href="http://en.wikipedia.org/wiki/Flight_from_the_Dark" href="http://en.wikipedia.org/wiki/Flight_from_the_Dark">Flight from the Dark</a>” by <a data-mce-href="http://en.wikipedia.org/wiki/Joe_Dever" href="http://en.wikipedia.org/wiki/Joe_Dever">Joe Dever</a> and <a data-mce-href="http://en.wikipedia.org/wiki/Gary_Chalk" href="http://en.wikipedia.org/wiki/Gary_Chalk">Gary Chalk</a>, published in 1984. Until that time, <a data-mce-href="http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure" href="http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure">Choose Your Own Adventure</a> novels told you who you were and what you could do, allowing you to choose which road to follow, what tunnel to explore, or whether to face a monster. What made the Lone Wolf series a fan-favorite was that you could create your own character, choose from a list of interesting powers, select your starting gear, carry items from book to book, and fight monsters using a combat system. Not only could you choose from ten different powers (called disciplines), you gained new powers for each book in the series you completed; effectively leveling up after each book. The Lone Wolf series allowed us to play a solo roleplaying game long before video games became the norm.</div>
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In the Lone Wolf series, you play a Kai monk named, of course, Lone Wolf. You are the only survivor of the Kai monastery after it is destroyed and all of the other monks are murdered. I think of the Kai monks as the fantasy equivalent of Jedi Knights; they are peacekeepers, diplomats and explorers, with a range of skills and powers normal citizens can only dream of. Kai monks are trained in physical combat, psychic powers such as telepathy and telekinesis, healing, diplomacy, and more. In the first book, you are trained in <a data-mce-href="http://lonewolf.wikia.com/wiki/Kai_Disciplines" href="http://lonewolf.wikia.com/wiki/Kai_Disciplines">5 of the 10 Kai disciplines</a> and the choices gave you additional options during your adventure. Say you select Animal Kinship as one of your powers. Your choices in a section where you are facing a bear may include running, fighting, or using your Animal Kinship powers, with each choice sending you to a different section. If you didn’t choose Animal Kinship, you were limited to fighting or running.</div>
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<a data-mce-href="http://tribality.com/wp-content/uploads/2015/01/228.jpg" href="http://tribality.com/wp-content/uploads/2015/01/228.jpg"><img alt="Lone Wolf" class=" size-medium wp-image-3414 alignright" data-mce-src="http://tribality.com/wp-content/uploads/2015/01/228-218x300.jpg" height="300" src="http://tribality.com/wp-content/uploads/2015/01/228-218x300.jpg" style="float: right;" width="218" /></a>When you completed a novel, you were allowed to choose an additional discipline to use during your next adventure, as well as carry over equipment, magic items, and your ability scores (Combat Skill and Endurance Points). By the time you reached book 6, “<a data-mce-href="http://en.wikipedia.org/wiki/The_Kingdoms_of_Terror" href="http://en.wikipedia.org/wiki/The_Kingdoms_of_Terror">The Kingdoms of Terror</a>”, you mastered all 10 of the basic disciplines, so you begin training in the advanced techniques called <a data-mce-href="http://lonewolf.wikia.com/wiki/Magnakai_Disciplines" href="http://lonewolf.wikia.com/wiki/Magnakai_Disciplines">MagnaKai disciplines</a>. The latter novels would take into account your basic skills in every discipline, while granting options for using the advanced disciplines in more difficult situations.</div>
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These books also introduced the concept of <a data-mce-href="http://lonewolf.wikia.com/wiki/Magnakai_Disciplines" href="http://lonewolf.wikia.com/wiki/Magnakai_Disciplines">Lore Circles</a>: areas of study that, when mastered, would increase your Combat Skill and Endurance points. Starting in book 13, “<a data-mce-href="http://en.wikipedia.org/wiki/The_Plague_Lords_of_Ruel" href="http://en.wikipedia.org/wiki/The_Plague_Lords_of_Ruel">The Plague Lords of Ruel</a>”, you learn even more powerful versions, called <a data-mce-href="http://lonewolf.wikia.com/wiki/Category:Grand_Master_Disciplines" href="http://lonewolf.wikia.com/wiki/Category:Grand_Master_Disciplines">Grand Master disciplines</a> on your way to becoming the first Kai Supreme Master after book 20.</div>
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The Lone Wolf universe is still alive and well 30 years later. You can download the entire 28 book series, including its spin-offs, formatted for ereaders at <a data-mce-href="http://www.projectaon.org/en/Main/Home" href="http://www.projectaon.org/en/Main/Home">Project Aon</a> for <em>free</em>! There are also <a data-mce-href="https://itunes.apple.com/us/app/joe-devers-lone-wolf/id670180785?mt=8" href="https://itunes.apple.com/us/app/joe-devers-lone-wolf/id670180785?mt=8">iOS</a> and <a data-mce-href="https://play.google.com/store/apps/details?id=com.bulkypix.lonewolf&hl=en" href="https://play.google.com/store/apps/details?id=com.bulkypix.lonewolf&hl=en">Android</a> apps available for your smartphones and tablets. Crowd-funded projects for a <a data-mce-href="http://megara-entertainment.com/crowdfunding/?ignition_product=help-megara-fund-a-new-lone-wolf-spin-off-autumn-snow-1-both-in-english-and-french" href="http://megara-entertainment.com/crowdfunding/?ignition_product=help-megara-fund-a-new-lone-wolf-spin-off-autumn-snow-1-both-in-english-and-french">spin-off series</a>, a <a data-mce-href="https://www.kickstarter.com/projects/1615043334/lone-wolf-the-board-game" href="https://www.kickstarter.com/projects/1615043334/lone-wolf-the-board-game">board game</a>, an <a data-mce-href="http://www.cubicle7.co.uk/our-games/lone-wolf-adventure-game-kickstarter" href="http://www.cubicle7.co.uk/our-games/lone-wolf-adventure-game-kickstarter">adventure game</a> and more have been successfully funded, continuing to bring the world of Aon and the lands of Magnamund to our gaming tables.</div>
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<strong>Why Convert the Kai Monks to 5th edition?</strong></h3>
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Aside from being a huge fan of the series, the Kai monks are ideal for many fantasy worlds. Their powers and skills cover a wide range of abilities, making them the renaissance men and women of fantasy. In the early books, their Kai disciplines place them on a similar level as other PC classes, and by book 6 they are both versatile and effective. By the time Lone Wolf completes book 12, he possesses an incredible amount of power in relation to the core D&D classes, and from book 13 on he’s beyond even Epic tiers of play. Does that mean the Kai monks are unable to be converted to 5th edition? Not at all. Creating a version of the Kai monks that can be played alongside the core classes was a challenge, no doubt, but the concept of Lore Circles allowed for archetypes that parallel other classes and allowed specialization even among this jack-0f-all-trades class. Creating the feel of the Kai monks was far more important than duplicating their powers point-for-point.</div>
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For more information on their development, such as why there are only 8 Kai disciplines instead of 10, check out the upcoming article, "Developing the Kai Monks of Summerlund."</div>
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<span style="font-size: large;"><b>For the full class build, link over to Rich's Gameroom at: <a href="http://tribality.com/2015/01/05/the-kai-monks-of-sommerlund-for-5th-edition/">http://tribality.com/2015/01/05/the-kai-monks-of-sommerlund-for-5th-edition/</a></b></span></div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-30612747787496634852015-01-02T15:27:00.003-08:002015-01-02T15:30:57.791-08:005th Edition Aquatic Races: Merfolk<div class="separator" style="clear: both; text-align: center;">
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The human equivalent under the seas, merfolk are far more than a single race. This highly adaptable race varies in size, coloration, features, culture, and religion across the world.</div>
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<b><span data-mce-style="font-size: x-large;" style="font-size: large;">Merfolk Traits</span></b></h2>
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<b>Ability Score Increase.</b> Your Dexterity increases by 2, and two other ability scores increase by 1.<br />
<b>Age.</b> Merfolk have lifespan similar to humans, reaching maturity by their early teens and rarely living longer than a century.<br />
<b>Alignment.</b> Merfolk, like humans, tend toward no particular alignment. Many tribes have a balance of lawful and chaotic elements, so are often perceived as neutral.<br />
<b>Size.</b> Merfolk come in a variety of lengths and weights, ranging from 5-7 feet in length, and from 100-300lbs. Your size is medium.<br />
<b>Speed.</b> Your base walking speed is 10 feet and you are always considered prone. You have a swim speed of 30 feet.<br />
<b>Adaptable.</b> Like humans, merfolk are adaptable to a wide range of environments and social structures. Merfolk may select any three skills, tools, or languages to become proficient in.<br />
<strong>Amphibious.</strong> You can breath both air and water.<br />
<b>Languages.</b> You speak, read and write Aquan as well as one other language (typically Common)</div>
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<strong>Behind the Development</strong></h2>
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As with other CR 1/2 or less monsters, the merfolk PC race uses one of the core races as a base; in this case, humans. In most aquatic campaigns, merfolk are the most common civilized race under the waves, making parallels to humans easy to make. Despite its unusual anatomy and alien appearance, the merfolk has very few innate abilities. At first glance, their movement modes parallel land-based humanoids, but since land-based humanoids have effective swim speeds of 1/2 their land speed, a merfolk is actually short in that department. Being amphibious is a significant advantage in any aquatic or coastal campaign, but aside from that, merfolk aren't as interesting to play as some other races at first glance.</div>
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With the exception of their amphibious feature, merfolk could simply mimic humans with a +1 to all ability scores, or +1 to two scores, plus a skill and a feat. I didn't want to parallel humans that closely, instead making the merfolk something different and interesting. I tweaked the ability scores to more closely resemble half-elves and reflect the merfolks ability scores in the Monster Manual, then added the <strong>Adaptability</strong> feature that is slightly less powerful than the human extra skill/feat option, but is still tempting to players who enjoy a range of skill/tool/language options.</div>
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If your interested in more specialized races of merfolk, check out the sub-race options below.</div>
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<span data-mce-style="font-size: x-large;" style="font-size: large;"><strong>Backgrounds</strong></span></h3>
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Merfolk have the same variety of backgrounds as surface humans.</div>
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<span data-mce-style="font-size: x-large;" style="font-size: large;"><strong>Classes</strong></span></h3>
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Just as with backgrounds, merfolk adventurers possess a wide range of classes. Of course, the aquatic <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-class-builds.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-class-builds.html">barbarian</a>, <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-cleric.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-cleric.html">cleric</a>, <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-paladin.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-paladin.html">paladin</a>, <a data-mce-href="http://richplayingitforward.blogspot.com/2014/11/5th-edition-aquatic-builds-sorcerer.html" href="http://richplayingitforward.blogspot.com/2014/11/5th-edition-aquatic-builds-sorcerer.html">sorcerer</a>, <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-fighter.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-fighter.html">fighter</a>, <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html">druid</a>, and <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html">ranger</a> archetypes from the Aquatic Builds series are all excellent choices for merfolk, as are <a data-mce-href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-bards.html" href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-bards.html">bards from the College of the Sea Singers</a>.</div>
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Optional Subraces</h3>
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Like with humans, the merfolk's <strong>Adaptability</strong> trait allows players to represent a wide range of cultures by mixing and matching skills, languages, and tool proficiencies, just as human players may use the optional bonus skill and feat to represent a range of surface cultures. Some players may wish to have their merfolk hail from a culture or region that isn't as easily represented by skills and tools. Below you will find alternate merfolk subraces whose traits replace the core merfolk's <strong>Adaptability</strong> trait (with the exception of the land-walkers).</div>
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[This mechanic parallels my previous article on alternate <a data-mce-href="http://www.richplayingitforward.blogspot.com/2014/10/5th-edition-d-human-subraces.html" href="http://www.richplayingitforward.blogspot.com/2014/10/5th-edition-d-human-subraces.html">human subraces</a> that you can find at www.gameschangelives.com.]</div>
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Arctic Merfolk</h3>
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<span style="font-size: 16px; font-weight: normal; line-height: 24px;">Arctic merfolk thrive in the food-rich waters of the polar caps. The largest of the merfolk sub-species, arctic merfolk have have a think layer of subdermal fat that protects them from the extreme cold.</span></h3>
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<em><strong>Arctic Merfolk Traits (replaces Adaptability)</strong></em>: +1 Constitution; this stacks with other ability score improvements to a maximum of +2. Land speed is reduced to 5 feet. Resistance to cold damage. Advantage on saves against cold.</div>
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Deep Merfolk</h3>
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<span style="font-size: 16px; font-weight: normal; line-height: 24px;">These merfolk have found their home in the Depths, the aquatic equivalent of the lightless Underdark. Deep merfolk rarely come into the light zone and have adapted themselves not only to the cold, pressure, and dark of the Depths, but to the inhabitants and predators that would drive their light-dwelling relatives insane.</span></h3>
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<em><strong>Deep Merfolk Traits (replaces Adaptability)</strong></em>: Darkvision 60 feet. Resistance to cold, force, and psychic damage. Light sensitivity.</div>
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Land-walker Merfolk</h3>
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<em><strong>DM's Note</strong>: If you'd like to allow your players to choose an aquatic race that doesn't require the rest of the party to be prepared for underwater adventures every game, consider introducing either land-walker merfolk or <a data-mce-href="http://tribality.com/2015/01/02/5th-edition-aquatic-builds-selkie" href="http://tribality.com/2015/01/02/5th-edition-aquatic-builds-selkie">selkie</a> to your games.</em></div>
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Land-walkers are a rare group of merfolk that have learned a ritual that allows them to walk among surface dwellers. The addition of this class feature replaces 1 skill/tool/language proficiency of the <strong>Adaptability</strong> racial feature. Land-walkers who have completed the ritual have their tails replaced by two legs. The texture of their skin and hair, as well as their facial features become similar to half-elves, though they retain the unusual skin and hair color of their race. <em><strong><br />Land-walker Merfolk Trait</strong></em>: Land-walk Ritual [You may choose one of the following Speed options: Walking 30 feet; or the standard merfolk speed option. You may change between these speed options by completing a 10 minute ritual. Completing this ritual more than once before taking a long rest causes 1 level of exhaustion per additional time the ritual is completed.]</div>
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<em>The land-walker merfolk option was inspired by reader Caleb Martin. Thanks, Caleb! Enjoy.</em></div>
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Open-Ocean Merfolk</h3>
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The most nomadic of the merfolk races, open-ocean merfolk follow large schools of migratory game-fish through the vast expanses of the world's oceans. These merfolk are fast swimmers and are constantly on alert for the kraken, sea dragons, megaladons, and other predators that call the open ocean theirs.<br />
<em><strong>Open-Ocean Merfolk Traits (replaces Adaptability)</strong></em>: Swim speed 40 feet. +5 passive Perception. You always know which direction is north as well as how deep you are below sea level.</div>
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Tropical Merfolk</h3>
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Of all the races of merfolk, the tropical race has the most interaction with surface humanoids. Their charismatic nature, otherworldly features, and stunning coloration fascinate most surface dwellers. Many tribes trade regularly with coastal villages, islanders, and fisherman, and some have created permanent diplomatic outposts near major shipping lanes. Tropical merfolk are the least nomadic of the various tribes, shaping permanent cities from coral reefs, forging alliances with intelligent sea creatures like dolphins, whales, and cephalopods, and perfecting advanced aquaculture techniques.<em><strong><br />Tropical Merfolk Traits (replaces Adaptability)</strong></em>: You have advantage on Persuasion skill checks involving aquatic animals and civilized humanoids. You may cast <i>speak with animals</i><em> </em>once per short rest.</div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com1tag:blogger.com,1999:blog-5599142393169974145.post-20521944111929105822014-12-19T10:16:00.001-08:002014-12-19T15:00:21.986-08:005th Edition Monstrous PCs: Thri-kreen<div class="separator" style="clear: both; text-align: center;">
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Along with the <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-monstrous-races-aarakocra.html">aarakocra</a>, the thri-kreen are one of my favorite non-standard races to play. Unique and alien, thri-kreen provide for unusual roleplaying opportunities and unusual flavor at the table. The challenge? Thri-kreen are a powerful PC race (see <i><b>Behind the Development</b></i> below). Converting them to a standard PC race while maintaining their flavor and popular, race-specific powers was a challenge and <b>even with this conversion DMs should consider before allowing them in their campaigns.</b> If used, DMs and players should play up the thri-kreen's social disadvantages as much as possible, including limited communication and insight into humanoid motivations and feelings. Though I follow Monte Cook's design rule that "fluff does not balance crunch", if you have decided that thri-kreen are usable in your campaign, you can use these disadvantages to build interesting stories and roleplaying interactions while balancing some of their physical benefits. Remember, 5th edition emphasizes combat, exploration, <i>and </i>social interactions in equal balance.<br />
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<b><span style="font-size: large;">Thri-kreen</span></b><br />
Thri-kreen are nomadic, insectoid humanoids typically found in deserts and savannah. They communicate with a species-specific combination of clicks, body movements, and antennae waves, though it is suspected that pheromonal communication allows for more subtlety than most humanoids can decipher. Though non-thri-kreen can learn to understand the basics of thri-kreen communication, it's impossible to speak. Most thri-kreen understand Common with the same level of understanding. Unless a thri-kreen has spent signifiant time with non-insectoid humanoids, they make all Insight and Persuasion checks at disadvantage. The same is true of mammalian humanoids when dealing with thri-kreen.<br />
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<b><span style="font-size: large;">Thri-kreen Traits</span></b><br />
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<b>Ability Score Increase.</b> Your Dexterity score increases by 2, and your Constitution score increases by 1.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisiDxNl1JiMhZ2qNZfHVzvgSQ8bB-7OTE_veCA386-Z81Hz-YrfkhAj1YbfWiEbow_jkN_8puWfgUkZaWJ0t-El3NkySwDemPMxGFYfztLYCyGbTp4IhpJuGtHZHcpC1xTkeNjy6KC6Q/s1600/Thri-kreen.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisiDxNl1JiMhZ2qNZfHVzvgSQ8bB-7OTE_veCA386-Z81Hz-YrfkhAj1YbfWiEbow_jkN_8puWfgUkZaWJ0t-El3NkySwDemPMxGFYfztLYCyGbTp4IhpJuGtHZHcpC1xTkeNjy6KC6Q/s1600/Thri-kreen.JPG" height="320" width="248" /></a><b>Age.</b> Thri-kreen reach maturity within 1 year of birth, while few live longer than 30 years.<br />
<b>Alignment.</b> Thri-kreen have an alien sense of morality compared to most humanoid races. They follow their tribes and leaders with organized devotion, but when dealing with other humanoid races their motivations are less clear. They tend toward chaotic neutral alignments, though the rare adventuring thri-kreen may vary greatly.<br />
<b>Size.</b> Thri-kreen are slightly taller than normal humans, though they are lighter than they look. Your size is Medium.<br />
<b>Speed.</b> Your base walking speed is 40 feet.<br />
<b>Darkvision.</b> You have darkvision to a range of 60 feet.<br />
<b>Bite.</b> You may use an action to make an attack with your bite. This attack deals 1d6 piercing damage plus your Strength modifier and you have proficiency with the attack.<br />
<b>Poison.</b> Creatures that take damage from your bite attack must make a Constitution save (DC = 8 + proficiency modifier + your Constitution bonus) or become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Creatures who succeed on any saving throw against your poison may not be affected by your poison attack again for 24 hours. You may use this ability a number of times per day equal to your proficiency modifier. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way.<br />
<b>Claws.</b> A thri-kreen's unarmed damage is 1d4 slashing + Strength modifier.<br />
<b>Natural Armor.</b> If you are wearing light or no armor, your base AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Thri-kreen that choose to wear armor must have it specifically designed, doubling its base cost. Magical armor designed for humanoids does not typically adapt to a thri-kreen's multi-limbed body structure.<br />
<b>Standing Leap.</b> Your long jump is up to 30 feet and high jump is up to 15 feet, with or without a running start.<br />
<b>Sleepless.</b> Thri-kreen do not sleep and can take a long rest while remaining alert and performing light tasks.<br />
<b>Chameleon Carapace.</b> At 6th level, you can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide. You lose advantage if you move more than half your speed in a round.<br />
<b>Extra Limbs.</b> You may have a total of 4 hands worth of items readied at any one time.<br />
<b>Aquaphobe.</b> You can double your Constitution modifier when determining the number of days you can go without water, as well as when making Constitution saving throws against the environmental effects of extreme heat. Like many land-based insects, thri-kreen are not built for life in the water. You make all checks involving swimming at disadvantage.<br />
<b>Weapon Proficiency.</b> Thri-kreen employ two unusual weapons, the polearm-like gythka, and the throwing blade, chatkcha. These weapons are usable by any thri-kreen trained in martial weapons.<br />
<b>Languages.</b> You speak Thri-kreen, and can understand and read, but not speak, one other language (typically Common). The thri-kreen language is not known to have a written equivalent.<br />
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<i style="font-weight: bold;"><span style="font-size: large;">Behind the Development</span></i><br />
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Thri-kreen are a powerful PC race, ideal for their indigenous setting of Athas (Dark Sun). As a PC race in a core D&D setting, it was important to reign in some of their abilities and scale others.<br />
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<i>Speed and jumping</i>: Thri-kreen are the most mobile PC race in D&D. With a base speed of 40 and a 30 foot long jump, these things can get past many defenses at very early levels. Their speed and mobility are such a cornerstone to their build, though, that I decided to leave these abilities as they are.<br />
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<i>Bite, claws, and poison</i>: Ah, the thri-kreen poison. ::shakes head:: Developer's nightmare. I chose to keep the bite and not scale it as I did with the <a href="http://www.richplayingitforward.blogspot.com/2014/12/5th-edition-monstrous-builds-lizardfolk.html">lizardfolk</a> and <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-monstrous-pcs-minotaurs.html">minotaur</a> natural attacks, hoping that will balance their poison somewhat. The poison doesn't add damage, which is helpful from a design standpoint, but the new 5th edition condition <i>poisoned</i> isn't anything to slouch at, granting disadvantage on attacks and ability checks for 1 minute (though, luckily, saves can be made every round to shake it off). Combine that with its ability to paralyze if someone really flubs their roll and you have a very powerful ability. My decisions?<br />
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1) Delay the paralysis to 11th; that was a gimme.<br />
2) Add the rider that anyone who saves against the poison is safe for 24 hours, preventing <i>poison</i>-locking opponents; another gimme.<br />
3) Limit the uses to proficiency modifier; even having the poison affect a target only once per day, unlimited uses of this power will drive DMs (and other players) nuts.<br />
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The thri-kreen you fight from the Monster Manual will only be present for one encounter in a day; meaning that limiting their poison's use to 2-6 times per day could fall within what you would run into in the wild. Folding that into a PC build seems reasonable.<br />
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Why scale the DC of the poison if I'm worried about it being to powerful? If you're already going to allow it, it makes more sense to have it work a decent amount of the time and limit the uses per day instead of keeping the DC at 11. No one wants a racial power that doesn't work most of the time. What fun is that?<br />
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As far as the claws are concerned, I'm not much of a stickler on unarmed damage. Most players rarely use it and increasing it from 1 point to 1d4 doesn't do much more than add flavor, particularly since unarmed attacks aren't considered light weapons and can't be used for two-weapon combat. So flavor wins out on this one. As a side-note, playing a thri-kreen monk will still only net you a 1d4 unarmed strike at 1st level, though you'll have the option for bludgeoning vs slashing. I suppose I should note that the 2d4+mod damage from the MM is meant to cut down rolls by assuming both claws hit (ie: each claw deals 1d4).<br />
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<i>Keen senses</i>: Though it seems reasonable that the thri-kreen would have keen senses (Perception proficiency) in addition to their darkvision, I decided to take it out as a core racial feature and leave it to their background and class. These things are buff enough. Most thri-kreen will be taking classes like barbarian, fighter, ranger, or rogue, so will have it on their class lists anyway. You can also take the new Desert Runner background presented below.<br />
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<i>Chameleon carapace</i>: I considered removing this all together but, like their mobility, it's a key reason people like playing thri-kreen on the table. I limited it somewhat by leveling the power to 6th. My argument being that the MM thri-kreen is a CR 1, meaning it can go gythka-to-sword against 4-5 level 1 PCs and hold its own (but yes, still die). That's clearly stronger than a single level 1 PC (CR 1/4 or so), therefor some of its stronger powers may come into play later in its adventuring career.<br />
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<i>Sleepless</i>: Better than elves, but functionally the same. Again, a thri-kreen's most entertaining trait is its alienness, and nothing says alien like waking up to see your thri-kreen ranger staring at you throughout the night. Since it's functionally the same as the elves' Trance feature, flavor won out on this one as well.<br />
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<i>Languages</i>: Alienness. They can't speak Common, or any other humanoid language. Meaning you'll need another PC who can understand, but not speak, Thri-kreen. Slight limitation, I admit, but great roleplaying fun.<br />
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<i>Aquaphobe</i>: For this one I'm taking artistic liberty. Thri-kreen are desert dwellers. Seeing that they were originally developed for the post-apocalyptic desert planet of Athas, giving them some resistance to dehydration balanced by the minor, but potentially challenging disadvantage on swimming checks made sense.<br />
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<b><span style="font-size: large;">Backgrounds</span></b><br />
Common backgrounds include for thri-kreen include, folk hero, hermit, and outlander. Criminal, entertainer, guild artisan, and urchin may applicable if thri-kreen are citizens in a major city. Alternately, you can ask your DM to use the Desert Runner background presented below designed specifically for the thri-kreen and wild desert elves of Athas.<br />
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<b><span style="font-size: large;">Classes</span></b><br />
Thri-kreen adventurers are drawn to the barbarian, fighter, ranger, and rogue classes, though monks are also quite common. Spellcasters are rare, particularly the arcane kind, though thri-kreen druids with the Circle of Land (desert) sometimes act as spiritual leaders to their tribes. As the world of Athas has no divine gods, clerics would be unusual, but if you're allowing thri-kreen into your standard D&D world, other classes, including arcane spellcasters, would be as common as you wish.<br />
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<b><span style="font-size: large;">New Background</span></b><br />
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<u><span style="font-size: large;">Desert Runner</span></u></div>
You are more than simply experienced in desert living, you thrive there. Your tribe has lived in the desert for centuries and you know more about living there than in civilized areas.<br />
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<b>Skill Proficiencies:</b><i style="font-weight: bold;"> </i>Perception, Survival<br />
<b>Tool Proficiencies: </b>Herbalist kit<br />
<b>Language:</b> One of your choice<br />
<b>Equipment:</b> Traveler's clothes, herbalist kit, waterskin, pouch with 10gp<br />
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<b>Feature</b>: Nomad<br />
You know the local deserts, their cultures, and customs. You know where and when nomadic tribes typically pass through certain areas, which tribes claim which oasis at what time of year, and where food and water can likely be found (though no guarantee). You also have one trade contact with an group or individual outside of your tribe. This contact may be friendly, or barely tolerated, but trade between rival camps is a necessity for survival in the harsh environments. You know when and where this contact will be at any time of year, and can send messages to this contact even over great distances; you know the local messengers, caravan masters, and runners who can carry messages for you.<br />
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<b>Personality Traits, Ideals, Bonds, Flaws</b><br />
Use the Outlander lists, or tweak to personalize to your campaign.<br />
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<b><span style="font-size: large;">A Word About Psionic Variants</span></b><br />
In a word, no.<br />
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Unless your DM is running a game on Athas, where every character has psionic abilities from the start, and begins the game at level 3 (because adventurers less than that die too quickly), then the alternate psionics rules in the MM should not be used.<br />
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If they are used in an Athas or psionic-supportive setting, these powers should scale appropriately, and gently:<br />
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1st: <i>mage hand</i> cantrip (the hand is invisible)<br />
3rd: <i>blur</i> 1/day<br />
5th: <i>magic weapon</i> 1/day<br />
7th: <i>invisibility</i> (self only) 1/day<br />
9th: <i>blur</i> 2/day<br />
11th: <i>magic weapon</i> 2/day<br />
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<span style="font-size: large;"><b>ADDENDUM</b></span><br />
A follow up article of mine on designing high CR monstrous PCs is also available <a href="http://tribality.com/2014/12/19/converting-high-cr-monsters-into-pc-races/">here</a>, including a simpler, less-powerful thri-kreen build usable in a wider range of settings.Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com9tag:blogger.com,1999:blog-5599142393169974145.post-19347604797973239512014-12-15T15:30:00.000-08:002014-12-18T13:30:51.781-08:005th Edition Class Builds: Alchemist (Artificer, Metamorph, Poisoner)<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span><span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><b><u>About the Alchemist</u></b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">The alchemist for 5th edition includes a wide range of archetypse that build, treat, or transform objects or creatures to create magical or semi-magical effects. The alchemist class uses the standard spells from the <i>Player's Handbook</i>, though their special effects can be modified to represent the style and flavor of each alchemical tradition. <i>Mordenkanin's faithful hound</i> used by an artificer alchemist is more likely a clockwork creature than a beast made of force, and his <i>mage armor</i> could be a force-field belt or strips of hard but ultra-light metal held together by magnetism. An <i>enlarge</i> mixture created by a metamorph alchemist could make the target more bestial looking, while a <i>jump</i> effect may give them cosmetic insect-like qualities. A poisoner alchemist's <i>circle of death</i> is likely a cloud of lethal vapor that absorbs through the skin as well as the lungs, while their <i>see invisibility</i> may be the side-effect of a hallucinogenic berry that opens the mind to things the eyes can't normally perceive.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">All alchemists have access to the same cantrips and 1st level spells (called formula), meaning that all alchemists can create minor damaging effects (<i>ray of frost, poison spray</i>), cure salves (<i>cure wounds</i>), and low-level physical and mystical enhancements. From 2nd level on, their list of formula become limited and each tradition has exclusive access to a very tight range of more powerful effects. Artificers create useful tools and helpful effects such as <i>knock, mordenkanin's magnificent mansion, </i>and <i>arcane gate</i>. Metamorphs transform themselves and their companions with effects like <i>alter self</i>, <i>haste</i> and <i>regenerate</i>. Poisoners not only create mundane poisons faster than other classes, they create <i>blindness/deafness</i> via toxins<i>, </i>cloud the mind with <i>feeblemind, </i>and even induce lethal terror in their victim's via <i>phantasmal killer</i>.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Though alchemists have 7th, 8th, 9th level slots, their highest level formulas are limited to the handful of bonus formula from their tradition list. They may still use these higher level slots to power lower level formula and often do. They may also use these slots to power specific tradition abilities like the artificer's Enduring Creations, metamorph's Beast Within, and poisoner's Blighter features.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">In exchange for having a highly specialized list of spell effects and few higher level effects, alchemists are able to create mixtures that act as one-shot magic items usable by their party members. For example, an alchemist could use a 1st level slot to create a <i>cure wounds </i>mixture and give it to the party wizard to use later in the day. Mixtures can take many forms, just as an alchemist's specialized formula. A <i>poison spray</i> could be a perfume-like bottle, a bag of poisonous dust blown into a target's face, or a rod with a head like a spitting cobra that ejects the poison at the target's eyes. Players are encouraged to use their imaginations to describe their mixtures' special effects.</span><br />
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<a href="https://www.blogger.com/null" name="more"></a><span style="font-family: Arial, Helvetica, sans-serif;">Of course, alchemists are also, well, alchemists, and gain the ability to create non-magical special equipment like </span><i style="font-family: Arial, Helvetica, sans-serif;">alchemist fire</i><span style="font-family: Arial, Helvetica, sans-serif;"> and </span><i style="font-family: Arial, Helvetica, sans-serif;">acid</i><span style="font-family: Arial, Helvetica, sans-serif;"> faster than other characters.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">This article includes 3 alchemist traditions, the Artificer, the Metamorph, and the Poisoner. Five other traditions are under construction and include herbalists, tattoo artists, clockwork mechanics, reanimators of the dead, and more. These additional traditions will appear in later articles.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">This class has been created with balance in mind, but 5th edition is far more than simple, it's elegant in its design. The core classes had 175,000 playtesters over two years to develop, so additional playtesting and feedback of the Alchemist is welcome and can only make this and other builds at <a href="http://www.gameschangelives.com/">www.gameschangelives.com</a> better.</span><br />
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<b><span style="font-family: Arial, Helvetica, sans-serif; font-size: x-large;">The Alchemist</span></b><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Alchemy is the study of the fundamental physical and magical forces of the universe, and many believe the precursor to "true magic". Like wizards, alchemists examine and experiment with the world around them, not only infusing potions with arcane and scientific power, but creating devices that make the world around them easier to survive.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span><span style="font-family: Arial, Helvetica, sans-serif;">Alchemists come from many traditions of study. Artificers focus on creating mechanical and mystical devices. Metamorphs study the abilities of natural and magical animals, merging them with humanoid forms. Reanimators use their knowledge of anatomy, physiology, and magic to raise the dead. Poisoners hone their craft by creating potent toxins that effect the mind, body, and soul. Herbwardens focus their studies on natural and supernatural healing. Pyromancers are hired by the rich and powerful for both entertainment in the form of pyrotechnics and for defense of their cities in times of war. Irezumi are masters of ink-magic, creating tattoos that manifest magical effects for themselves or their clients. Clockworkers infuse constructs with the spark of life to act as allies, bodyguards, and assistants.</span><br />
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<b style="mso-bidi-font-weight: normal;"><span style="font-family: Arial, Helvetica, sans-serif; font-size: large;">Class Features<o:p></o:p></span></b></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">As an alchemist, you gain the following class features.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Hit Points<br />Hit Dice</b>: d6</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Hit Points at 1st Level</b>: 6 + Con mod</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Hit Points at Higher Levels</b>: d6 (4) + Con Mod</span><br />
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<b style="mso-bidi-font-weight: normal;"><span style="font-family: Arial, Helvetica, sans-serif;">Proficiencies<o:p></o:p></span></b></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b style="mso-bidi-font-weight: normal;">Armor</b>: Light armor<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b style="mso-bidi-font-weight: normal;">Weapons</b>: Simple weapons<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b style="mso-bidi-font-weight: normal;">Tools</b>: Alchemist supplies, plus either herbalism kits or poisoner's kits (your choice)<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b style="mso-bidi-font-weight: normal;">Saving Throws</b>: Intelligence, Constitution<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b style="mso-bidi-font-weight: normal;">Skills</b>: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Religion<o:p></o:p></span></div>
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Equipment</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">You start with the following equipment, in addition to the equipment granted by your background:</span><br />
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<li><span style="font-family: Arial, Helvetica, sans-serif;">(a) light crossbow and 20 bolts or (b) any simple weapon </span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">(a) scholar’s pack or (b) explorer’s pack</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">(a) healer's kit or (b) poisoner's kit</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">(a) one vial of alchemist fire or (b) two vials of acid or (c) one vial of antitoxin</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Alchemist supplies, leather armor, and a dagger</span></li>
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<b><u><span style="font-size: large;">Spells, Mixtures, and Formula</span></u></b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Drawing on alchemy, science, and arcane magic, the alchemist is able to create substances that heal, poison, explode, transform, and duplicate a range of spell-like effects. An alchemist's "spells" are referred to as mixtures.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Mixtures include a range of items like weapons, wands, orbs, rods, belts, amulets, and bizarre mechanical and mystic devices in addition to the potions, salves, and teas commonly associate with alchemy. </span><span style="font-family: Arial, Helvetica, sans-serif;">Alchemists keep the recipes for these mixtures, called formula, in a book similar to a wizard's spellbook. See below for the list of alchemist formula.</span></div>
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Though alchemists gain 7th, 8th and 9th level mixture slots, they may only use these slots to trigger bonus formula, to trigger 1st-6th level mixtures at higher mixture slots, or to power tradition features.</span><br />
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<b>Cantrips</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 1st level, you know three cantrips of your choice from the alchemist formula list. You learn additional alchemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alchemist table.</span></div>
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<b>Preparing and Triggering Mixtures</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">The Alchemist table shows how many mixture slots you have to create your mixtures of 1st level and higher. To create alchemist mixtures, you must expend a slot of the mixture's level or higher. You regain all expended mixture slots when you finish a long rest.</span><br />
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Unlike a wizard or sorcerer spell, when an alchemist creates a mixture they may delay the effects. Once you have selected a formula to make into a mixture you may trigger the effects immediately, hold onto that mixture for use at a later time, or give the mixture to another creature. If the mixture requires a choice of effects, such as with <i>enhance ability</i>, that choice is made by you when the mixture is created. <i>You may have a number of un-triggered mixtures active equal to your proficiency modifier.</i></span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">A creature with an Intelligence greater than 4 who is holding the mixture may use an action to trigger the mixture's effect. For example, if you create a mixture in the form of a small hand crossbow that fires a <i>ray of frost</i>, you may trigger <i>ray of frost</i> as part of the Action used to create the mixture, tuck it into your belt to use as an action later, or give it to your party's fighter. The fighter may use an action to fire the mixture at a target up to the formula's range. Saving throws associated with mixtures use your saving throw DC. Attack bonuses use the Intelligence score of the creature that triggers the mixture plus your proficiency modifier. The target or targets of a mixture are determined by the creature that triggered the effect.</span></div>
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Unlike standard alchemical items or true magical potions, mixtures lose their magical qualities once you regain your mixture slots after a long rest.</span><br />
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You prepare the list of formula that are available for you to turn into mixtures. To do so, choose a number of alchemical formula from your formula book equal to your Intelligence modifier + your alchemist level (minimum of one formula). The formula must be of a level for which you have mixture slots.</span><br />
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You can prepare a different list of formula when you finish a long rest. Preparing a new list of formula requires time spent studying your formula book and prepping vials, censures, tablets, wands, or other items: at least 1 minute per formula level for each formula on your list.</span><br />
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<b>Concentration and Mixtures</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">The magic that powers your mixtures comes from both the components you use and your own innate magical powers. As such, when a mixture that requires concentration is triggered, you must maintain concentration on that mixture even if you did not trigger it. If you are already concentrating on a mixture, you may decide which mixture goes into effect. For example, if you are a metamorph under the effects of your mutagen tradition feature and your party fighter decides to trigger the <i>enhance ability</i> mixture you gave her, you must decide which effect is canceled.</span><br />
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At 9th level, you may allow one creature who triggered one of your mixtures to maintain the concentration for that mixture in your place. Once that creature stops concentrating or the effect ends, you may grant a new creature the same benefit. If a second creature triggers a mixture that requires concentration while the first is in effect, you may cancel that effect, maintain the concentration yourself, or cancel the first effect to allow the second effect to trigger. At 15th level, the number of creatures who may maintain concentration on your mixtures at one time increases to two.</span><br />
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<b>Mixture Ability</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Intelligence is your ability for your alchemical mixtures, since you learn formulas through dedicated study and experimentation. You use your Intelligence whenever a mixture refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mixture you trigger and when making an attack roll with one.</span><br />
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<b>Mixture save DC</b> = 8 + your proficiency bonus + your Intelligence modifier</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Mixture attack modifier</b> = your proficiency bonus + your Intelligence modifier</span><br />
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<b>Ritual Preparation</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">You can trigger a formula as a ritual if that formula has the ritual tag and you have the formula in your formula book. You don't need to have the formula prepared nor do you need to expend a mixture slot.</span><br />
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<b>Components and Spellcasting Focus</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">All alchemical formula have Somatic and Material components in place of the listed components for the spell. <i>Alchemist cannot use an arcane focus in place of the material components of a formula.</i></span><br />
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<b>Learning Formula of 1st Level and Higher</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Each time you gain an alchemist level, you can add two alchemical formula of your choice to your formula book. Each of these formula must be of a level for which you have mixture slots, as shown on the Alchemist table. On your adventures, you might find other formula that you can add to your formula book.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b><u>Alchemists and Magic Items</u></b></span><br />
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<b>Spell Scrolls and Formula</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Any spell scroll that includes a spell on the alchemist formula list may be translated and transcribed into a formula book. This process is similar to transcribing a spell. The spell scroll contains enough information about the magical process that creates the spell for the alchemist to duplicate its effects using their own techniques. Alchemists cannot, however, trigger spell scrolls of any kind.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Magic Item Attunement</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Alchemists may attune magic items that are normally limited to the sorcerer and wizard classes, as well as items that require attunement by any spellcaster.</span><br />
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<span style="font-size: large;"><b><u>Extend Supplies</u></b></span></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Starting at 2nd level, whenever you use downtime to create items using an alchemist kit (items determined by your DM, but typically include <i>alchemist fire</i>, <i>acid</i>, and <i>antitoxin</i>) you create a number of items equal to your proficiency modifier instead of a single item. This ability does not apply to poisons or items created using an herbalist kit, such as <i>potions of healing</i>.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><b><u>Alchemical Traditions</u></b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">When you reach 3rd level, you choose an alchemical tradition that hones your chosen area of study. The alchemical traditions presented here are Artificer, Metamorph, and Posioner. (Additional traditions, including Clockworker, Herbwarden, Irezumi, Pyromancer, and Reanimator, will be presented in upcoming articles). Your choice grants you bonus formulas and tradition features at 3rd level and again at 6th, 10th, 14th, and 18th levels.</span><br />
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<b>Bonus Formulas</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Each tradition grants an alchemist bonus formulas that are automatically added to the alchemist's formula book when they gain mixture slots of the appropriate level. These bonus formulas are always considered prepared.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><b><u>Master Alchemist</u></b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 20th level, you can allow three creatures who have triggered your mixtures to maintain concentration on those mixtures in your place. In addition, you may have any number of 1st level or higher mixtures un-triggered at one time. Un-triggered cantrip mixtures are still limited to a number equal to your proficiency modifier (6)</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span><b><u style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><span style="font-family: Arial, Helvetica, sans-serif; font-size: x-large;">Alchemical Traditions</span></u></b><span style="font-family: Arial, Helvetica, sans-serif;"><span style="font-size: x-large;"><br /></span>Alchemical traditions include the Artificer, Clockworker, Herbwarden, Irezumi, Metamorph, Poisoner, Pyromancer, and Reanimator. The Artificer, Metamorph, and Poisoner are presented below. The other traditions will be presented in upcoming articles.</span>
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<b><u><span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><br /></span></u></b><br />
<b><u><span style="font-family: Arial, Helvetica, sans-serif; font-size: large;">Artificer</span></u></b><br />
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<tr><td style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif; margin-left: auto; margin-right: auto;"><a href="http://leesmith.deviantart.com/"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSpYw0W6h15BwTiPdnRs2PrWitSmLMEqIctfJhB7-DuLYz86dF8n4dSSmSZa3Y30iPqWqn0eqISnoqDv-GmgFakrTH7J2Y-oWCL-7f9RyTnomwr3J-ErV3d5PcvoKM0Xxh3-KN0w3EoQ/s1600/Inventor_by_LeeSmith.jpg" height="400" width="161" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://leesmith.deviantart.com/">Inventor artwork by Lee Smith</a></span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;">Artificers are the blacksmiths and artists of the alchemical traditions, creating unusual devices that allow characters to fly, counter magical effects, or even gate to other dimensions.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">The artificer's formula often take the form of techno-magical devices. <i>Arcane lock</i>, for example, may be a small physical device attached to a door. <i>Move earth</i> may take the form of a set of plow handles that project a force effect. Instead of a weapon made of force, <i>mordenkainen's sword</i> may be a clockwork weapon that hovers around the artificer.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Mixtures such as <i>ray of frost</i> often take the form of projectile weapons (slings, hand crossbows) that fire the effect. <i>Mage armor</i> could be a belt that projects a force field effect or that magnetically stiffens metal threads in the artificer's clothing.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"></span><span style="font-family: Arial, Helvetica, sans-serif;"><b>Bonus Formula</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">2nd: <i>arcane lock, find traps, knock</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">3rd: <i>fly, leomund's tiny hut, water walk</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">4th: <i>dimension door, mordenkainen's faithful hound, </i><i>mordenkainen's </i><i>private sanctum</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">5th: <i>animate object, creation</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">6th: <i>arcane gate, move earth</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">7th: <i>m</i><i>ordenkainen's magnificent mansion, m</i><i>ordenkainen's sword</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">8th: <i>antimagic field, antipathy/sympathy</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">9th: <i>gate, time stop</i></span><br />
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<b><u><span style="font-size: large;">Tradition Features</span></u></b></div>
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Artisan</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">When you choose this tradition at 3rd level, you receive proficiency with any three tool kits.</span><br />
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Jack of all Traditions</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 6th level, you may add any 3 formulas from the Bonus Formula lists of other alchemical traditions to your formula book. The formulas chosen must be of a level for which you have mixture slots available. These formula are not considered bonus formula for you and must be prepared normally.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"></span>
<b><span style="font-family: Arial, Helvetica, sans-serif;">Arcane Expert</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 10th level, you can ignore class, race, and alignment requirements for attuning a magic item. This ability does not apply to legendary items or artifacts.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">In addition, you can choose not to regain a mixture slot after a long rest to maintain the potency of a mixture you created before the long rest. For example, if you created a belt that allows the bearer to trigger the <i>fly</i> spell, had given it to a party member, and that party member is now in another city, you may choose not to regain a 3rd level mixture slot to maintain the belt's magical abilities if the party member has not yet triggered the mixture.</span><br />
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Efficient Alchemy</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 14th level, when you use a 7th level mixture slot to create a mixture of 4th level or lower, that mixture may be triggered twice before being expended; both uses are lost whenever you take a long rest. If the mixture has a duration longer than instantaneous, the second use may not be triggered until the duration of the first use has expired. For example, if you use a 7th level slot to create a 4th level <i>cure wounds</i> salve, that salve may be used to trigger <i>cure wounds</i> as a 4th level spell twice before you take a long rest. If you create a magical stone that triggers <i>conjure minor elemental</i>, the stone may not be used again until 1 hour has expired, the elemental is destroyed, or concentration is lost.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br />When you gain access to 8th level mixture slots, you may expend an 8th level mixture slot to create a mixture of 5th level or lower that is usable twice before being expended.</span><br />
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<b><span style="font-family: Arial, Helvetica, sans-serif;">Enduring Creations</span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 18th level, when you use a 9th level mixture slot to create one of your bonus formulas of 7th level or lower, that mixture's duration increases to 10 days, if it it less than 10 days. If the formula has a duration of instantaneous, as with <i>find traps</i> or <i>knock</i>, the mixture may be triggered a number of times per day equal to your Intelligence modifier. If the formula creates an object, as with <i>animate object</i> or <i>creation</i>, the duration is 10 days or until the object is destroyed. If the formula requires concentration, as with <i>move earth</i> or <i>mordenkainen's sword</i>, you may voluntarily stop concentrating on the effect as a bonus action, and may use an Action to resume concentration and restart the effect. Should you lose concentration involuntarily, such as by failing a concentration check after taking damage, the duration ends.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><i>Arcane gate</i>: When used to create an <i>arcane gate</i>, resuming concentration reopens the gate in the same location as originally triggered.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><u><b><span style="font-size: large;">Metamorph</span></b></u></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Not all alchemists search for answers in the outside world. Some resort to personal and "professional" experimentation to improve the humanoid condition. Metamorphs learn techniques for enhancing the abilities of their companions as well as transforming their own bodies.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Most of the metamorph's formula are easy to imagine. <i>Alter self, enhance ability, jump, expeditious retreat, </i>and <i>regenerate</i> are often potions, salves, or patches, and may cause minor cosmetic effects in their users. Cantrips such as <i>poison spray, ray of frost, </i>or <i>fire bolt</i> could be potions that grant the breath weapons of dragons or other creatures. Not all mixtures are required to be born from nature; metamorphs are alchemists just as any other tradition and can create mixtures that duplicate a range of effects.</span><br />
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<tr><td style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif; margin-left: auto; margin-right: auto;"><a href="http://www.deviantart.com/art/Sunday-Pathfinder-Horace-403359798"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq5KoQ7VFiJ50jJmGYLsy0FPLaK8rt5HkuCpFxBk5NxZJEB0LRpFbYRtXtU7z6gY3AQEeL7le7VysbY4eHY0kVrWyExFtQG_1te6PUDB6bJK91sw4DBHDQBwE9p4n_3hD9gacxfL00jw/s1600/gnome_alchemist_by_ekuneshiel-d6o5eeu.jpg" height="400" width="282" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://ekuneshiel.deviantart.com/art/Sunday-Pathfinder-Horace-403359798">Metamorph artwork by Ekuneshiel</a></span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b><br /></b></span>
<span style="font-family: Arial, Helvetica, sans-serif;"><b></b>
<b>Bonus Formula</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">2nd: <i>alter self, enhance ability, enlarge/reduce</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">3rd: <i>feign death, gaseous form, haste</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">4th: <i>giant insect, polymorph, stone skin</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">5th: <i>awaken, modify memory</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">6th: <i>flesh to stone, true seeing</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">7th: <i>simulacrum, regenerate</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">8th: <i>animal shapes, clone</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">9th: <i>shapechange, true polymorph</i></span><br />
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<div>
<b><u><span style="font-size: large;">Tradition Features</span></u></b></div>
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<b><u><span style="font-size: large;"><br /></span></u></b></div>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Mutagen</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 3rd level, you can expend a 2nd level mixture slot to trigger <i>alter self,</i><i> enhance ability,</i> and <i>mage armor </i>as a single Action. All spells activated by this action are considered a single magical effect with a duration of "Concentration, 1 hour" and a range of self. Should you fail a concentration check or trigger an additional mixture that requires concentration, all spells activated by this Action end. See <b>Concentration and Mixtures</b> above for more information.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">The benefit you gain from the <i>enhance ability</i> mixture may be selected from: <i>bear's endurance, bull's strength, </i>or<i> cat's grace</i>. In addition, select one mental ability score (Intelligence, Wisdom, or Charisma). You gain disadvantage on all ability checks using that ability score for the duration of the effect.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Additional mixture slots expended after Mutagen is triggered resets the duration to "Concentration, 1 hour".</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Chemical Fortitude</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 6th level, you have developed potions, pills and treatments that enhance your health and endurance. You may add your Intelligence modifier to your hit point total at each level, as well as when expending Hit Dice to recover hit points, instead of your Constitution modifier. This effect is retroactive to 1st level.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Enhanced Mutagen</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 6th level, you can expend a 3rd level mixture slot to use your Mutagen class feature instead of a 2nd level slot. If you do, you gain the following additional benefits:</span><br />
<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i style="color: #222222;">Alter self</i><span style="color: #222222;">: You may select two features and gain the benefits of both. You may end one or both options to gain the benefits of one or two different options as an Action.</span></span></li>
<li><span style="color: #222222;"><span style="font-family: Arial, Helvetica, sans-serif;"><i>Mage armor</i>: Your AC equals 14 + your Dexterity modifier.</span></span></li>
</ul>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Superior Mutagen</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 10th level, you may expend a 5th level mixture slot to use your Enhanced Mutagen class feature instead of a 3rd level slot. If you do, you gain the following benefits in addition to those:</span><br />
<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Add <i>stoneskin</i> to the list of formula activated by the use of the Mutagen class feature. </span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i>Enhance ability</i>: You select any two physical benefits of the <i>enhance ability</i> spell (<i>bear's endurance, bull's strength, cat's grace</i>) and gain the benefits of each.</span></li>
</ul>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Enduring Mutagen</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 14th level, you can expend a 7th level mixture slot to use your Superior Mutagen class feature instead of a 5th level slot. If you do, you gain the following additional benefits:</span><br />
<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Add <i>regeneration</i> to the list of formula activated by the use of the Mutagen class feature. </span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i>Alter self</i>: The damage you inflict using the <b><i>Natural Weapons</i></b> option increases to 1d8 and the bonus to attacks and damage increases to +2.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">You gain advantage on concentration checks you make as the result of taking damage.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">The duration of the spells associated with this feature becomes "Concentration, 2 hours."</span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>The Beast Within</b></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">At 18th level, you can expend a 9th level mixture slot to use your Enduring Mutagen class feature instead of a 7th level slot. If you do, you gain the following additional benefits:</span></div>
<div>
<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i>Alter self</i>: You can gain the benefits of all three options offered by the <i>alter self</i> mixture. The attack and damage bonus to your <b><i>Natural Weapons</i></b> increase to +3 and your natural weapons are considered both magical and silvered.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i>Mage armor</i>: <span style="color: #222222;">Your AC equals 15 + your Dexterity modifier.</span></span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;"><i style="color: #222222;">Enhance Ability</i><span style="color: #222222;">: You gain the benefits of <i>bear's endurance, bull's strength </i>and<i> cat's grace</i>.</span></span></li>
<li><span style="color: #222222;"><span style="font-family: Arial, Helvetica, sans-serif;">The duration of the spells associated with this feature becomes "Concentration, 4 hours."</span></span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><b><u>Poisoner</u></b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Poisoners have been sought after for as long as there has been conflict. Alchemists of the poisoner tradition create mixtures that affect the body and mind, creating lethal hallucinations, inhibiting mental faculties, weakening the body, or outright killing their foes.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">All of the poisoner's bonus formula are poison effects (see <b>Poisonous Formula</b> below), so the image of gases, dusts, darts, and ingestible poisons are easy to imagine. The somatic components of these formula typically involve firing a small projectile, blowing a powder into someone's eyes, or simply giving a potion with subtle or cosmetic side effects to a companion. Formulas like <i>weird </i>and <i>phantasmal killer</i> twist the mind of the affected, confronting them with their own nightmares. As with metamorphs, it's important to remember that poisoners are alchemists just like any other and their mixtures can take a range of forms. Only their Bonus Formula are considered poison effects, so standard alchemist formula, such as <i>poison spray</i>, can be poison-based but don't have to be.</span><br />
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<tr><td style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif; margin-left: auto; margin-right: auto;"><a href="http://www.deviantart.com/art/Dispensary-of-Felicity-413915983"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqduD9DI3Onmfq9JHTVz2XQyKp6BPfo1MlqRMX59TftDMKd2mWMDWMYJVqLiaZRCJYGZ8lF8v3qHp9OQubTuxLRcRyIAJL4Qi6W-4fFjuimG6lebD_Ay5ZrPZwvtoFxNEMyXzUe-AH-w/s1600/dispensary_of_felicity_by_sirtiefling-d6ufnm7.jpg" height="400" width="230" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;"><a href="http://sirtiefling.deviantart.com/art/Dispensary-of-Felicity-413915983">Poisoner artwork by SirTiefling</a></span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Bonus Formula</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">2nd: <i>blindness/deafness, protection from poison, ray of enfeeblement</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">3rd: <i>bestow curse, feign death, slow</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">4th: <i>blight, confusion, phantasmal killer</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">5th: <i>cloudkill, contagion</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">6th: <i>circle of death, harm</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">7th: <i>finger of death, symbol</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">8th: <i>feeblemind, trap the soul</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">9th: <i>power word kill, weird</i></span><br />
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<div>
<b><u><span style="font-size: large;">Tradition Features</span></u></b><br />
<b><u><span style="font-size: large;"></span></u></b><br />
<b><u><span style="font-size: large;"></span></u></b></div>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Poisonous Formulas</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 3rd level, when you take this tradition, you gain four doses of basic poison. In addition, the mixtures listed under Bonus Formula are considered poison effects if they aren't already.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Subtlety</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 3rd level, you gain proficiency with Sleight of Hand and Stealth checks. You may apply poison to a weapon (or 3 pieces of ammunition) as a bonus action.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<span style="font-family: Arial, Helvetica, sans-serif;">In addition, you may create a number of doses of basic poison equal to your proficiency modifier in the time it would take to create one dose. <i>See Player's Handbook for crafting rules and statistics for basic poison.</i></span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Poison Expert</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 6th level, the save DC of any basic poison you use </span><span style="font-family: Arial, Helvetica, sans-serif;">(whether purchased or crafted) </span><span style="font-family: Arial, Helvetica, sans-serif;">is equal to 10 + your proficiency modifier. In addition, basic poisons you use increase their damage to 1d6 poison and the duration of potency to 1 hour once applied to a weapon.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span><span style="font-family: Arial, Helvetica, sans-serif;">When you successfully harvest poison from a creature, you gain a number of doses equal to your proficiency modifier.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Poison Mastersmith</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 10th level, you may create a number of doses of any poison equal to your proficiency modifier in the time it would take to create one dose (time varies by poison) <i>See the Dungeon Master's Guide for information on unique poisons and Player's Handbook for information on crafting.</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<span style="font-family: Arial, Helvetica, sans-serif;">Targets that fail their saving throw against basic poison that you create (not purchase) take 1d8 poison damage and gain the poisoned condition for 1 minute. Basic poisons you create have their potency increased to 8 hours once applied to a weapon.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">In addition, whenever you make a saving throw against poison that would inflict half damage against you on a successful save, you instead take 0 damage. If any other affects are associated with the failed save, they are also negated.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Empower Contagion</b></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">At 14th level, you may intensify the effects of poisons and inhibit creatures' immune systems. When you expend a 7th level spell slot or higher and touch either a creature or a dose of poison, you may choose one of the following effects:</span></div>
<div>
<ul>
<li><span style="color: #222222; font-family: Arial, Helvetica, sans-serif;"><i><b>Creature</b>: </i>The creature touched gains disadvantage on saving throws against poisons and diseases for 1 hour. This effect can only be ended by a <i>remove curse</i>, <i>protection from poison</i> or similar effect that is cast using a 7th level spell slot or higher. Expending an 8th level spell slot increases the duration to 1 day. Expending a 9th level spell slot increases the duration to 1 week.</span></li>
<li><span style="color: #222222; font-family: Arial, Helvetica, sans-serif;"><i><b>Poison</b></i>: The creature(s) affected by the targeted poison makes all saving throws against that poison at disadvantage. In addition, the poison ignores poison resistance (but not immunity).<i> </i>Expending an 8th level spell slot affects 2 doses of poison and the doses treat poison immunity to poison resistance. Expending a 9th level spell slot affects 3 doses of poison and the doses ignore both poison immunity and poison resistance. This increased potency lasts for 24 hours. <i>Note: one dose of poison is defined as an amount enough to coat one melee weapon or three pieces of ammunition in the case of injury poisons, or effect one creature in the case of ingested poisons, or fill one 5 foot square in the case of inhaled poisons.</i></span></li>
</ul>
<span style="font-family: Arial, Helvetica, sans-serif;"><b>Blighter</b><br />At 18th level, you may t<span style="color: #222222;">rigger any of your bonus formula of 7th level or lower Bonus Formulas using a 9th level mixture slot. If you do, all creatures make saving throws against that mixture at disadvantage for the duration. In addition, the poison or disease inflicted by that spell can only be negated by natural saving throws, a legendary item, an artifact, or by a magical effect 2 or more levels higher than the original level of the spell. For example, a disease inflicted by the 5th level </span><i style="color: #222222;">contagion</i><span style="color: #222222;"> mixture that was triggered using a 9th level mixture slot cannot be dispelled by </span><i style="color: #222222;">lesser restoration</i><span style="color: #222222;">, unless </span><i style="color: #222222;">lesser restoration</i><span style="color: #222222;"> is cast using a 7th level spell slot.</span></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><span style="background-color: white; color: #222222;"><br /></span></span>
<span style="font-family: Arial, Helvetica, sans-serif;">
<span style="background-color: white; color: #222222;"><br /></span>
<b><u><span style="font-size: x-large;">Alchemist Formulas</span></u></b></span><br />
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><b><i>Cantrips</i></b></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Acid Splash</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Dancing Lights</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Fire Bolt </i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Friends</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Guidance</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Light</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Mending</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Poison Spray</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Produce Flame</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Spare the Dying</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Ray of Frost</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Resistance</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Shillelagh</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Thornwhip</span></i></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>True Strike</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><b><i>1st Level</i></b></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Alarm</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Animal Friendship</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Burning Hands</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Charm Person</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Chromatic Orb</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Color Spray</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Comprehend Languages</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Cure Wounds</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Detect Evil and Good</i></span></div>
<div>
<i><span style="font-family: Arial, Helvetica, sans-serif;">Detect Magic</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Detect Poison and Disease</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Disguise Self</span></i></div>
<div>
<i><span style="font-family: Arial, Helvetica, sans-serif;">Entangle</span></i></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Expeditious Retreat</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>False Life</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Feather Fall</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Faerie Fire</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Find Familiar</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Fog cloud</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Goodberry</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Grease</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Identify</span></i></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Illusory Script</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Inflict Wounds</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Jump</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Longstrider</i></span></div>
<div>
<i><span style="font-family: Arial, Helvetica, sans-serif;">Mage Armor</span></i></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Magic Missile</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Purify Food and Drink</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Ray of Sickness</i></span></div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Protection from Good and Evil</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Shield</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Silent Image</i></span></div>
<div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Sleep</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Tasha's Hideous Laughter</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Thunderwave</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
</div>
<div>
<span style="font-family: Arial, Helvetica, sans-serif;"><i><b>2nd Level</b></i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Animal Messenger</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Aid</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Calm Emotions</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Continual Flame</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Darkness</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Darkvision</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Detect Thoughts</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Enhance Ability</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Heat Metal</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Hold Person</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Invisibility</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Levitate</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Locate Animals or Plants</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Locate Object</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Magic Mouth</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Magic Weapon</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Mirror Image</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Nystul's Magic Aura</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Pass without Trace</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Phantasmal Force</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Protection from Poison</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">See Invisibility</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Shatter</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Spider Climb</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Suggestion</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Web</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Zone of Truth</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i><br /></i>
<i><b>3rd Level</b></i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Clairvoyance</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Counterspell</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Dispel Magic</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Fear</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Feign Death</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Gaseous Form</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Glyph of Warding</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Hypnotic Pattern</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Magic Circle</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Nondetection</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Protection from Energy</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Plant Growth</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Sending</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Slow</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Stinking Cloud</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Water Breathing</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<b><span style="font-family: Arial, Helvetica, sans-serif;"><i>4th Level</i></span></b><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Arcane Eye</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Banishment</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Conjure Minor Elementals</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Dominate Beast</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Fabricate</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Grasping Vine</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Greater Invisibility</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Leomund's Secret Chest</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Locate Creature</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Otiluke's Resilient Sphere</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Stone Shape</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<span style="font-family: Arial, Helvetica, sans-serif;"><b><i>5th Level</i></b></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Awaken</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Conjure Elemental</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Contact Other Plane</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Dominate Person</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Dream</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Geas</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Hold Monster</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Legend Lore</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Mislead</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Modify Memory</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Passwall</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Planar Binding</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Rary's Telepathic Bond</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Scrying</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Telekinesis</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Teleportation Circle</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Wall of Force</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>
<span style="font-family: Arial, Helvetica, sans-serif;"><i><b>6th Level</b></i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Blade Barrier</span></i><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Disintegrate</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Drawmij's Instant Summons</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Find the Path</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Forbiddance</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Globe of Invulnerability</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Guards and Wards</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Mass Suggestion</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Otto's Irresistible Dance</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Programmed Illusion</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>Sunbeam</i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i>True Seeing</i></span><br />
<i><span style="font-family: Arial, Helvetica, sans-serif;">Wall of Thorns</span></i><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i><br /></i>
<i><br /></i>
<i><span style="font-size: large;"><b><u>Other Alchemists for 5th Edition</u></b></span></i></span><br />
<span style="font-family: Arial, Helvetica, sans-serif;"><i><br /></i>
<i>An Artificer class (with subclass of Alchemist) was posted over at <a href="http://www.giantitp.com/forums/showthread.php?367999-5e-Homebrew-The-Artificer-(of-Alancia)">Giant in the Playground</a> and looks fascinating.</i></span><br />
<br />
<span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"><b><u>Redesign Considerations</u></b></span><br />
<br />
<ol>
<li>Bonus formulas being automatically prepared each day in addition to other formulas may be stronger than I intend. Changing that would require the Metamorph to use three of their slots to prepare their mutagen mixtures each day, but that may balance out some of their strengths. </li>
</ol>
</div>
</div>
</div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com10tag:blogger.com,1999:blog-5599142393169974145.post-75954567404061780282014-12-05T12:30:00.000-08:002014-12-19T09:50:13.154-08:005th Edition Monstrous PCs: Lizardfolk<div class="separator" style="clear: both; text-align: center;">
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<b><span style="font-size: large;">Lizardfolk</span></b><br />
<br />
Lizardfolk are typically seen as primitive humanoids with minimal intellect and a brutal, highly territorial culture. Though that is true in many villages, lizardfolk honor intuition and wisdom in a way most civilized cultures cannot understand. Lizardfolk adventurers are rare. Those who are banished for real or perceived crimes may turn to mercenary or adventuring life in order to survive.<br />
<br />
On some worlds in the Material Plane, groups of lizardfolk have split from their primitive ancestry and developed into more civilized cultures.<br />
<a name='more'></a><br />
<b><span style="font-size: large;">Lizardfolk Traits</span></b><br />
<br />
<b>Ability Score Increase.</b> Your Strength score increases by 2, and your Wisdom score increases by 1.<br />
<b>Age.</b> Lizardfolk mature faster than humans, reaching adulthood at 16. They also have shorter lifespans, with few lizardfolk living longer than 60 years.<br />
<b>Alignment.</b> Typical lizardfolk are highly territorial, following the beliefs and traditions of their tribes. They have no notion of civilized morality, and they find the concepts of good and evil alien. As such, lizardfolk tend toward neutrality. Lizardfolk who choose to leave their villages, or who are banished, may do so for a variety of reasons, including an alignment conflicting with typical lizardfolk society.<br />
<b>Size.</b> Lizardfolk are slightly larger than the average human. Your size is medium.<br />
<b>Speed.</b> Your base walking speed is 30 feet. You have a swim speed of 30 feet.<br />
<b>Bite.</b> You may use your action to make an attack with your bite. This attack deals 1d6 piercing damage plus your Strength modifier and you have proficiency with the attack. This damage increases to 2d6 at 11th level.<br />
<b>Natural Armor.</b> If you are wearing light or no armor, your base AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.<br />
<b>Keen Senses.</b> You gain proficiency with Perception checks.<br />
<b>Natural Predator.</b> You gain proficiency with Stealth checks.<br />
<b>Hold Breath.</b> You can hold your breath for a number of minutes equal to your Constitution score.<br />
<b>Languages.</b> You speak, read and write Draconic, plus one additional language of your choice (typically Common).<br />
<br />
<br />
<i style="font-weight: bold;">Behind the Development</i>: The lizardfolk presented in the Monster Manual has few distinguishing traits, hold breath and a swim speed among them. As such, I decided to fold skill proficiencies into the mix that I would normally attribute to class and background choices. I originally gave them proficiency with both Stealth and Survival checks as part of Natural Predator, but in combination with Perception proficiency, this seemed overpowered. As most lizardfolk will be barbarians, rangers or druids, or take the outlander background, Survival will be easily accessible.<br />
<br />
I would have preferred to have their Ability Score Increase be Constitution +2 and Wisdom +1, but it's hard to overlook the Strength scores of the Monster Manual's lizardfolk. Instead of making them the same as minotaurs (+2 Strength, +1 Constitution), I decided to focus on a score that would give lizardfolk PCs more depth--Wisdom. Wisdom is about instinct, perception, intuition and willpower. I see many humanoids that have animalistic ancestry as having high wisdoms. Where they would have low Intelligence scores, lizardfolk make excellent rangers, clerics and druids.<br />
<br />
Natural armor, a feature I left off the <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-monstrous-pcs-minotaurs.html">minotaur race,</a> makes more sense here for two reasons, 1) lizardfolk not only have thick hide, they have hard scales, and 2) again, they are lacking the number of racial features that would put them on par with dwarves and elves. Minotaurs have both the Gore and Charge features which make them brutal melee combatants. Though lizardfolk have the Bite feature, the damage is less than Gore and doesn't scale as the Charge feature.<br />
<br />
Though the core lizardfolk can hold their breath for a flat 15 minutes, I decided that tying it to Constitution score not only made more sense, it was more interesting.<br />
<br />
<b><span style="font-size: large;">Backgrounds</span></b><br />
Common backgrounds include folk hero, hermit, and outlander. Criminal, sailor, soldier, and even urchin are common in cultures where lizardfolk have a larger presence among metropolitan cultures.<br />
<br />
<b><span style="font-size: large;">Classes</span></b><br />
Lizardfolk adventurers are drawn to the barbarian, fighter, and ranger classes, though druids, sorcerers with the draconic bloodline, and warlocks chosen by the demon lord Sess'inek also exist. Though the former group is far more common among the general populace, the latter group are drawn more toward exploring the world beyond their village boundaries.<br />
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The aquatic <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-class-builds.html">barbarian</a>, <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-cleric.html">cleric</a>, <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-paladin.html">paladin</a>, <a href="http://richplayingitforward.blogspot.com/2014/11/5th-edition-aquatic-builds-sorcerer.html">sorcerer</a>, <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-fighter.html">fighter</a>, <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html">druid</a>, and <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-druids-and.html">ranger</a> archetypes from the Aquatic Builds series are all excellent choices for lizardfolk that live in coastal or island communities. Though rare, <a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-bards.html">bards from the College of the Sea Singers</a> might hail from rare lizardfolk subraces from tropical environments.<br />
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<b><span style="font-size: large;">Civilized Lizardfolk</span></b><br />
In campaign worlds were lizardfolk have evolved into a more civilized race, replace the Natural Predator class feature with the following:<br />
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<b>Crafty.</b> You gain proficiency with any one tool of your choice.<br />
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<b>ADDENDUM (12/5/14)</b><br />
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Made the following changes after realizing unarmed strikes are not considered 'light weapons' in this edition and cannot be used as an attack with a bonus action:<br />
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<li>Bite attack is now a normal attack that can be used as part of an Attack action, but cannot be used as an attack with a bonus action (unless subject to a feat or class feature such as Martial Arts).</li>
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com9tag:blogger.com,1999:blog-5599142393169974145.post-88344510756081852252014-12-01T10:18:00.000-08:002014-12-01T11:10:42.267-08:00Lone Wolf Board Game and more<div style="text-align: center;">
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For those of you who grew up gaming in the 80s, <a href="http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure">Choose Your Own Adventure</a> books were the cornerstone of the solo-gaming experience. Video games weren't sophisticated enough, or portable enough, to give us the roleplaying experience we wanted. Even then, the standard CYOA books told you who you were, what you could do, and how you could do it, providing only "Turn Left" or "Turn Right" options. Then came <a href="http://en.wikipedia.org/wiki/Joe_Dever">Joe Dever</a> and <a href="http://en.wikipedia.org/wiki/Gary_Chalk">Gary Chalk</a>.<br />
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The <a href="http://en.wikipedia.org/wiki/Lone_Wolf_%28gamebooks%29">Lone Wolf Adventure Book</a> series was far more of a roleplaying game book than any other. Though you played the same character, you were allowed to select from a variety of equipment and a range of powers (called disciplines) that would give you different options in the story. You also performed combat with a simple random-number generator and two basic statistics, Combat Score and Endurance. Lone Wolf lives in the hearts of many an old-school gamer.<br />
<a name='more'></a><br />
I've been excited to find numerous projects celebrating Lone Wolf have been in production over the years, the largest and most significant being the <a href="http://www.projectaon.org/en/Main/Home">Aon Project's conversion of every Lone Wolf game book produced</a> into electronic format, for FREE. I've been enjoying adventuring in Magnamund again on my iPad and the fact that they are free is astonishing to me.<br />
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Other projects, such as <a href="http://megara-entertainment.com/crowdfunding/?ignition_product=help-megara-fund-a-new-lone-wolf-spin-off-autumn-snow-1-both-in-english-and-french">Megara's spin-off series Autumn Snow</a> is brilliant, introducing a female Kai monk that my daughter can enjoy (not to mention myself). Also, the recently funded <a href="https://www.kickstarter.com/projects/461807648/joe-devers-lone-wolf-the-lone-wolf-adventure-game?ref=nav_search">Lone Wolf Adventure Game</a> and the <a href="https://www.kickstarter.com/projects/1615043334/lone-wolf-the-board-game?ref=hero_thanks">currently active Lone Wolf Boardgame</a>!<br />
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<iframe frameborder="0" height="360" scrolling="no" src="https://www.kickstarter.com/projects/1615043334/lone-wolf-the-board-game/widget/video.html" width="480"> </iframe></div>
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It's no secret that I'm a huge fan of the Lone Wolf series, from the world of Magnamund to the Kai monks themselves. In fact, I'm currently working on a huge conversion project for 5th edition Dungeons & Dragons to bring the Kai monks and the beautiful world of Magnamund to your gaming table.</div>
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If you're a fan of Lone Wolf, old or new, consider linking over to the current project and helping to get it funded. As an add-on, you can get a copy of <a href="http://megara-entertainment.com/crowdfunding/?ignition_product=help-megara-fund-a-new-lone-wolf-spin-off-autumn-snow-1-both-in-english-and-french">Megara's spin-off series Autumn Snow</a> as well. Then check back here around Christmas, or better yet, subscribe to the blog, to find new classes, races, monsters and magic items for your 5th edition game.<br />
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<b>ADDENDUM</b>: Two other projects I forgot to mention include an <a href="https://play.google.com/store/apps/details?id=com.GDVGames.LoneWolfBiblio&hl=en">Android app of all the gamebooks</a> and a new <a href="https://itunes.apple.com/us/app/joe-devers-lone-wolf/id670180785?mt=8">iOS Lone Wolf game</a>.</div>
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com2tag:blogger.com,1999:blog-5599142393169974145.post-56589728362733999462014-11-21T10:59:00.001-08:002014-11-21T18:06:56.017-08:005th Edition Aquatic Builds (Sorcerer)<div class="separator" style="clear: both; text-align: center;">
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<b><span style="font-size: large;">Sorcerous Origins (Oceanic)</span></b><br />
Sorcerers draw their power from a variety of sources. Some powers are the result of an unusual bloodline (draconic), while others tap into powerful arcane or divine forces (wild magic). Sorcerers who manifest powers from an oceanic origin may have had their bloodline affected by a powerful creature such as an aboleth, bronze dragon, elemental, hag, or kraken, or may have learned to tap into the primal energy inherent to the most fundamental element of life.<br />
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<i>Special Effects: In addition to the mechanics listed below, the special effects of numerous spells can be altered to appear watery in origin. For example, burning hands can instead be superheated steam. Shield may be a solidified disk of water. With the DM's permission, you could also alter the damage type of a spell to reflect this origin. For example, the waterwhip cantrip below is simply the thornwhip druid cantrip with the piercing damage changed to bludgeoning. Bludgeoning and cold are appropriate damage exchanges, but oceanic sorcerers also control weather, so wind-like effects, lightning and thunder are also appropriate. A <a href="http://www.richplayingitforward.blogspot.com/2014/11/on-table-with-5th-edition-d-return-of.html">cleric of Poseidon</a> in my game altered the sacred flame cantrip to sacred lightning with little alteration. By taking the Magic Initiate feat and selecting sacred flame (lightning), a human oceanic sorcerer could start at 1st level with the same effect.</i><br />
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<b><span style="font-size: large;">Command Water</span></b><br />
Starting at 1st level, you gain the <i>waterwhip</i> cantrip and add the <i>create or destroy water</i> spell to your list of spells known. These spells are considered sorcerer spells.<br />
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<b>Waterwhip</b><br />
<i>Transmutation cantrip</i><br />
<b>Casting time:</b><i> </i>1 action<br />
<b>Range:</b> 30 feet<br />
<b>Components:</b> V, S, M (1 pint of water or other non-caustic liquid)<br />
<b>Duration:</b> Instantaneous<br />
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You create a long, whip-like tendril of water that lashes out at your commend toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
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<b><span style="font-size: large;">Primal Magic</span></b><br />
Starting at 6th level, you may spend sorcery points to create spell slots in addition to the Flexible Casting class feature. Unlike the Flexible Casting class feature, these spell slots may only be used to cast the spells listed below. You may cast the spells listed using a spell slot higher than normally required. For example, you may use 5 sorcery points to cast <i>call lightning</i> as a 3rd level spell, or 10 sorcery points to cast the same spell as a 6th level spell.<br />
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You may spend 2 sorcery points to consider the spells listed below to be sorcerer spells for the purposes of spell scrolls or similar magic items and effects. This effect lasts for 1 minute. This does <i>not</i> make primal magic spells available to cast using your sorcerer spell slots, but will allow you to cast a primal magic spell from a scroll. For example, if you wish to use a <i>wall of ice</i> scroll, a spell not normally on the sorcerer spell list, you may spend 2 sorcery points to allow you to cast the spell. If the spell is of a level higher than you can normally cast you must make an ability check against a DC of 10 + the spell's level as normal.<br />
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You may still use the Flexible Casting class feature to create additional spell slots for your sorcerer spells up to 5th level.<br />
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<b>Primal Magic Spell List</b><br />
Cantrip (1 sorcery point): <i>druidcraft</i><br />
1st (2 sorcery points): <i>purify food and drink, speak with animals</i><br />
2nd (3 sorcery points): <i>locate animals or plants, protection from poison</i><br />
3rd (5 sorcery points): <i>call lightning, wind wall</i><br />
4th (6 sorcery points): <i>conjure minor elemental (water or wind only), control water</i><br />
5th (7 sorcery points): <i>commune with nature, conjure elemental (water or wind only)</i><br />
6th (10 sorcery points): <i>wall of ice, wind walk</i><br />
7th (12 sorcery points): <i>regenerate</i><br />
8th (14 sorcery points): <i>control weather, tsunami</i><br />
9th (16 sorcery points): <i>storm of vengeance</i><br />
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<b><span style="font-size: large;">Aquatic Agility</span></b><br />
Starting at 14th level, your mind and body adopt the flexibility, power and adaptability of water. You gain proficiency with Dexterity saving throws.<br />
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<span style="font-size: large;"><b>Elemental Form</b></span><br />
Starting at 18th level, you may spend 10 sorcery points to transform into an air elemental or water elemental for up to 8 hours. This ability otherwise works as the <i>shapechange</i> spell.<br />
<br />Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-34096967103476053482014-11-21T09:21:00.002-08:002014-11-22T01:42:05.843-08:005th Edition D&D Subraces: Halfling (Kender)<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><span style="margin-left: auto; margin-right: auto;"><a href="http://en.wikipedia.org/wiki/List_of_Dragonlance_characters#Tasslehoff_Burrfoot"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ8uLLgFld2kNOZTCLMnK23LKdBUU-zv7jb_z1BhDHvw2yQ9nokCgn2Ilkut2ykubGHzCClAAgHS9YolmGmydOY_trU13Z4R-Dsm_TlqlXNSzpP0ckSYmZiEQWo-4ZN8nmBRhwjA6Qug/s1600/Kender-MC4.JPG" height="320" width="316" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://en.wikipedia.org/wiki/List_of_Dragonlance_characters#Tasslehoff_Burrfoot">Oh, Tasselhoff. What did you start?</a></td></tr>
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<b><span style="font-size: large;">Kender</span></b><br />
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Unlike other halfling races, kender are childlike and naive to the extreme. This childish innocence gets many kender out of trouble, though more often gets them into it.<br />
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<i><b>ADDENDUM</b>: I've recently been informed that though kender are effectively halflings, they have an odd origin in the Dragonlance universe (gnomes affected by the passing of the "grey stone"?). As such, they are technically not halflings. </i><i>This doesn't appear in any of the research I read for this post. </i><i>I will make a few adjustments when I get time. Thanks for letting me know.<br /><br /><b>ADDENDUM 2</b>: From reader, Ben Eastman: "It would appear that there are three possible explanations for kender, although the third came very late in the Dragonlance cycle (a novel from 2009). I think that designing kender as a halfling subrace makes perfect sense outside of Krynn, since they are halflings-but-not-hobbits. In Krynn, they would just be their own standalone race." I agree. Thanks, Ben, and others for letting me know.</i><br />
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From the <a href="http://en.wikipedia.org/wiki/Kender#Appearance_and_traits">Kender Wiki</a>:<br />
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"Within the game world, kender names are chosen from a wide range of sources such as recent events, an existing relative, or from items found in kender pouches, such as Bearchase, Lockpick, and Fruitthrow. As children, they constantly ask questions and come to rely on family and friends for needs, and they begin to take part in community activities. As they age, kender children gain education by hearing stories, desiring to acquire new skills, and playing games. They also begin handling and wandering. As kender reach the adolescent and teen-aged years, they become more active participants in Kender Moots, social gatherings where the youth can show off their newly found skills in games and demonstrations. As they near adulthood, kender experience intense wanderlust and leave home.<br />
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"Most kender spend their entire adult lives wandering around the world. Most of the population of Krynn has been exposed to the adult variety of kender, and as such have adapted the word kender to mean thief, rogue, or cutpurse. Kender take great offense to these epithets, especially the last. The Annotated Chronicles cites the Dragonlance Adventures, which states, "Most Kender are encountered during wanderlust, a particular phase in a kender's life that occurs for most kender during their early 20s. Wanderlust may happen for many years ... and is responsible for spreading kender communities across the continent of Ansalon."<br />
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<b><span style="font-size: large;">Kender Traits</span></b><br />
As a kender halfling, you gain the following benefits in addition to the benefits of the halfling race.<br />
<b>Ability Score Increase.</b> Your Charisma score increases by 1.<br />
<b>Alignment.</b> Unlike other halflings, kender lean toward chaotic alignments rather than lawful, though their kindness and gentility guide them toward good alignments.<br />
<b>Age.</b> A kender's natural lifespan is about 100 years. They age slowly, remaining childlike in comparison to other races even when their bodies slow down. Kender view death as the next great adventure, and do not linger long in sadness after the passing of a loved one.<br />
<b>Speed.</b> Unlike other halflings, your base walking speed is 30 feet.<br />
<b>Bravery.</b> A kender's childlike innocence prevents them from fully grasping the consequences of their actions, providing them with the overconfidence of human youth. Kender are immune to the frightened condition. Though they feel no fear for themselves, they can and do fear for the safety of their friends and family.<br />
<b>Taunt.</b> Kender are naturally skilled at perceiving and taking advantage of the psychological weaknesses of their enemies (and sometimes their friends). As an Action, you can force a target within 30 feet who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target cannot take reactions until the beginning of their next turn and gains disadvantage on the next attack roll or ability check they make before the end of their next turn. The creature may also target the kender with its next attack, either physical or verbal. A creature who fails their save gains advantage on subsequent saves against this ability until they take a long rest.<br />
<b>Curiosity.</b> The innocence of the kender knows no bounds. As such, kender often "acquire" objects that are not theirs. Though willful thievery is considered morally wrong by most kender, and to be called a thief a great insult, kender have no problem with handling other people's property that interests them. You gain proficiency with Sleight of Hand checks and begin the game with three trinkets. In addition, as an Action, you may search through your belongings to find any single item which you have picked up in your travels. This item will be worth 2gp or less and weigh no more than 2lbs. You may not use this ability again until you take a long rest.<br />
<b>Distractible.</b> Kender have disadvantage on all Constitution checks to maintain concentration. In addition, kender are required to make a Constitution check to maintain concentration whether or not an attack does damage (DC 10), though Constitution checks made when an attack misses are made normally, not at disadvantage. In addition, once per long rest, the DM may impose disadvantage on any attack, saving throw or ability check you make. A kender spellcaster with the War Caster feat makes Constitution checks imposed by damage normally and is not required to make concentration checks when an attack misses.<br />
<b>Reputation.</b> A kender's natural innocence and questionable reputation make them terrible liars and their childlike rage invokes more laughter than fear. You make Deception and Intimidation checks at disadvantage.<br />
<b>Weapon Proficiencies.</b> Kender treat hoopaks as simple weapons.<br />
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<i style="font-weight: bold;">Behind the Development</i>:<br />
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<i><b>Kender outside of Dragonlance:</b> Kender are the only halfling subrace on the planet of Krynn. If you are not running a Krynn-based game and would like use kender as a subrace alongside lightfoot and stout halfings, I recommend reverting their speed back to 25 feet and their Bravery racial trait to the standard halfing. You may also remove their Reputation trait to compensate for the loss of these abilities depending on the nature of your campaign.</i><br />
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I'm am confident there are players in the world who know how to bring kender into a game and make that game more fun and interesting for everyone. I haven't met them. I love Tasselhoff in novels, but at the table I find the kender's natural strengths are used more to mess with other players than support the group story. With that in mind, I attempted to use interesting mechanics to support the flavor of the kender's fun and entertaining traits without forcing players to outright steal every chance they get.<br />
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The Taunt racial trait is a cornerstone ability of the kender. At first I thought of giving them access to the <i>vicious mockery</i> cantrip but didn't for two reasons, 1) though several races gain cantrips as racial traits, none deal damage, and 2) their taunting skills aren't magical.<br />
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Between the current halfling's advantage on fear saves and ability to reroll 1's on saves, they are already highly resistant to fear. I decided to upgrade that to immunity simply because it is such an inherent part of the kender psychology. For some reason, kender are faster than standard halflings. I'm not sure why this became a part of the race, but an increase in speed from 25 feet to 30 feet isn't as significant as in previous editions. Still, it is an advantage. As with Bravery, changing this trait was a toss-up and if you are allowing kender alongside other halfling subraces in your non-Krynn game, I recommend removing both these advantages.<br />
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Kender spellcasters are fairly rare, so imposing disadvantage only on concentration checks isn't enough to balance out some of the other advantages they have over normal halflings. Allowing the DM to impose disadvantage on one attack roll, saving throw or ability check per long rest puts a little power into the DM's hands when dealing with a kender's penchant for getting themselves <i>and</i> their party members into trouble, while still playing to the kender's roleplaying strengths. A player who wants to break stereotype and play a kender wizard may pick up the War Caster feat.<br />
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Kender "curiosity" is described well in the <a href="http://en.wikipedia.org/wiki/Kender#Appearance_and_traits">Kender Wiki</a>:<br />
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"Kender are described as not believing that there is anything morally wrong with handling others' items, although the habit may land them in considerable trouble with the owner of an object. In addition, they do not tend to pocket things like money, gems, and the like, as they are depicted as having little concept of monetary value. Kender oppose actual thieving vehemently, and consider being called a thief a great insult to their dignity.<br />
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"As a side effect of these characteristics, kender can be difficult to play within the role-playing game, as their lack of interest in monetary gain is "a virtual anathema" to the manner in which characters of many other races are typically portrayed. It was recommended in The Mists of Krynnthat kender be employed as non-player characters, with their kleptomania providing a convenient means for those running the game to introduce objects at critical times."<br />
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It was this concept that inspired the Curiosity trait's feature of starting with three trinkets and finding small, inexpensive objects among the kender's gear. By allowing this trait (and changing the oft-used name Kleptomania to Curiosity), a kender PC can have the feel of object-acquisition without being encouraged to steal everything in sight--a penchant that has derailed numerous storylines.<br />
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One might think the disadvantage imposed by their Reputation would also apply to Sleight of Hand checks as well. Though the kender's reputation for kleptomania is near-universal, they are so good at acquiring items on the sly that they do not make these checks at an inherent disadvantage like Deception and Intimidation checks (though disadvantage may be imposed by the DM for other circumstances, such as through the Distraction racial trait or certain spells and effects).<br />
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<b><span style="font-size: large;">Hoopak</span></b><br />
The hoopak (aka: halfling slingstaff) is a weapon unique to the kender. A versatile weapon, the hoopak may be used as a staff, spear or sling.<br />
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<b>Hoopak (Martial Weapon)</b><br />
<i>Cost</i>: 5gp<br />
<i>Damage</i>: 1d4 bludgeoning or piercing (melee) or 1d4 bludgeoning (range)<br />
<i>Special</i>: versatile (1d6), ammunition, range (30/120)<br />
<i>Note</i>: The versatile trait of the hoopak applies to both melee and ranged attacks.<br />
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<b><span style="font-size: large;">Backgrounds</span></b><br />
A kender's inborn wanderlust forces them into the world at a young age. Common backgrounds for kender characters include Entertainer, Folk Hero, Hermit, Outlander, Sailor, and Urchin. Though it is common for a kender to have the Thief archetype, it is very rare for one to possess the Charlatan or Criminal background. Kender curiosity lend them to develop the skills and features of a rogue (thief), but rarely leads them to blatant criminal intent. Kender Acolytes, Sages, and Soldiers are rare, while Guild Artisans and Nobles are rarer than Charlatans and Criminals.<br />
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<b><span style="font-size: large;">Classes</span></b><br />
Kender are naturally drawn to agile and charismatic classes, such as rogues and bards, though a few are able to fight their attention deficits enough to study wizardry or to follow the divine paths of the cleric or druid. Kender rangers, though unusual, are not unheard of, though barbarians, monks, paladins, and sorcerers are rare to the point of nonexistance. The kender's innate naiveté could potentially lead them to being manipulated by the unseemly patrons who empower warlocks, though it's just as likely that their childlike innocence would steer them away from temptations of power.<br />
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<b><span style="font-size: large;">Krynn</span></b><br />
If you're running a Dragonlance game in the world of Krynn, make sure to check out our <a href="http://www.richplayingitforward.blogspot.com/2014/10/5th-edition-monstrous-pcs-minotaurs.html">Minotaur</a> playable race as well.<br />
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Coming soon: Draconians.Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com17tag:blogger.com,1999:blog-5599142393169974145.post-27866035377766727042014-11-17T13:35:00.000-08:002015-01-02T17:36:32.967-08:005th Edition Builds: New Feats (Advanced Healer, Martial Arts Training, Survivalist)<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><span style="margin-left: auto; margin-right: auto;"><a href="http://paelvin.dk/regler/diverse-regler.html"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDCNfgQqaXNyHCmGiRSRKpBvVYqux8YmWFEfERtYnMMiaejf2Nc2v3MKRIKBQ6FlACQQI8SztOBhiiNQPkwgdUULdcemWYbiDn1HhOBe27CNcLD9Pk-kwDe840w2_Wplb0xpjdko6hpA/s1600/a4ef35fd21-healingfaramir.jpg" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://paelvin.dk/regler/diverse-regler.html">Artwork drawn from the Danish gaming site Mythtonia.<br />As always, please link over and check it out.</a></td></tr>
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<b><span style="font-size: large;"><u>Advanced Healer</u></span></b><br />
<i>The Healer feat includes some basic skills that I feel should be included as a part of every healer's kit. As a house rule, any individual can use a healer's kit to stabilize a companion without medical training. If you have training in the Medicine skill, you gain the benefits listed under the current Healer feat (a stabilized character also regains 1hp; as an action you may expend one use of a healer's kit to heal 1d6+4hp, though I would remove the extra healing equal to HD). The Advanced Healer feat replaces the standard Healer feat.</i><br />
<i><br /></i>
<i>If you do not wish to use this house rule, you may include the current Healer feat as a prerequisite to the Advanced Healer feat with no additional changes.</i><br />
<a name='more'></a><br />
<i>Prerequisite: Proficiency with Medicine checks (and/or Healer feat, see above)</i><br />
You are a skilled herbalist, healer and surgeon and gain the following benefits:<br />
<ul>
<li>Proficiency with Herbalism kits.</li>
<li>Whenever you spend a use of a healer's kit to heal hit point damage, you may add a number of hit points equal to the maximum hit dice of the creature healed. <i>[If you use the Healer feat as a prerequisite for Advanced Healer, this benefit becomes: You may add either your Intelligence or Wisdom modifier (your choice) to the amount of damage healed.]</i></li>
<li>Whenever you spend a use of a healer's kit to stabilize a dying creature, that creature regains a number of hit points equal to either your Intelligence or Wisdom modifier (your choice).</li>
<li>During a short rest, you may expend a use of a healer's kit to grant a creature a saving throw against one disease or one condition currently affecting it at the end of that short rest. The condition can be blinded, deafened, paralyzed, or poisoned. The DC of the saving throw equals the DC of the spell or effect that initiated the disease or condition. Only one use of a healer's kit may be used in such a way per short rest. If used during a long rest, you may grant this benefit to a number of creatures equal to either your Intelligence or Wisdom modifier (your choice). Each creature treated during a long rest requires one use of a healer's kit.</li>
</ul>
<b><span style="font-size: large;"><u><br /></u></span></b>
<b><span style="font-size: large;"><u>Martial Arts Training</u></span></b><br />
<div>
<i>There are numerous feats that duplicate certain class features, such as the battle master's combat maneuvers, ritual casting and limited spell casting. This feat is designed both for melee-combatants who are trained in weaponless techniques such as fighters with a samurai theme, non-magical ninja-like rogues, and both arcane and divine casters who believe the mind, body and spirit should work together in balance.</i><br />
<br />
You are trained in weaponless combat techniques and gain the following benefits:<br />
<ul>
<li>You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.</li>
<li>Your unarmed damage increases by one step. For example, from 1 point to 1d4, or 1d10 to 1d12.</li>
<li>When you use the Attack action with an unarmed strike or any simple melee weapon for which you have proficiency, you may make one unarmed strike as a bonus action. </li>
</ul>
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<b><span style="font-size: large;"><u>Martial Arts Training, Advanced</u></span></b><br />
<div>
<i>Many of the maneuvers listed under the Battle Master archetype for the fighter work beautifully as martial arts techniques. Any monk may benefit from the Martial Adept feat. With the limited number of feats that grant an ability score increase to Wisdom, the Advanced Martial Arts feat is an excellent alternative, if not companion, to the Martial Adept feat.</i><br />
<br />
<i>Prerequisite: Strength or Dexterity of 13 or higher, Martial Arts Training (or Martial Arts class feature)</i><br />
You are trained in advanced weaponless combat techniques and gain the following benefits:<br />
<ul>
<li>Increase your Wisdom score by 1, to a maximum of 20.</li>
<li>You gain one maneuver from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equal 8 + proficiency bonus + either your Strength or Dexterity modifier (your choice).</li>
<li>If you already have a superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</li>
</ul>
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<span style="font-size: large;"><b><u><br /></u></b></span>
<span style="font-size: large;"><b><u>Survivalist</u></b></span><br />
<i>There are numerous feats that duplicate certain class features, such as the battle master's combat maneuvers, ritual casting and limited spell casting. This feat is designed for non-ranger characters with the hermit, outlander or soldier backgrounds who have spent significant time in the wilds. Though similar in many aspects to the ranger's Natural Explorer class feature, Survivalists possess neither the tracking skills nor the multitasking abilities of a true ranger.</i><br />
<br />
You have spent extensive time in the wild, communing with its inhabitants and confronting its dangers. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. If your campaign is entirely aquatic, you may instead select from: arctic, coastal, the Deep, open ocean, or tropical. You gain the following benefits:<br />
<div>
<ul>
<li>When you make an Intelligence or Wisdom check related to your chosen terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</li>
<li>While traveling for an hour or more in your chosen terrain, difficult terrain does not slow your group's progress.</li>
<li>If you are traveling alone for one hour or more, you may move stealthily at a normal pace.</li>
<li>When you forage, you find twice as much food as you normally would.</li>
<li>If you are a ranger, this feat grants you an additional favored terrain instead of its normal benefits.</li>
</ul>
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<div>
<b>ADDENDUM</b></div>
<div>
<br /></div>
<div>
I received great feedback from posts on the various 5th ed D&D Facebook and G+ groups. The following edits were made:</div>
<div>
<br /></div>
<div>
<b>Advanced Healer</b></div>
<div>
<ul>
<li>The HD bonus to damage healed by a healer's kit removed for the house rule option.</li>
<li>"Damage healed" benefit updated.</li>
<li>The Intelligence/Wisdom bonus to the short-rest-save removed.</li>
</ul>
</div>
<div>
<b>Martial Arts Training</b></div>
<div>
<ul>
<li>The Strength or Dexterity option was removed for simple weapons.</li>
<li>An alternate effect for monks was added to make it applicable to any class.</li>
</ul>
</div>
<div>
<b>Advance Martial Arts Training</b></div>
<div>
<ul>
<li>Typo corrected: "Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20" changed to "Increase your Wisdom score by 1, to a maximum of 20"</li>
</ul>
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com4tag:blogger.com,1999:blog-5599142393169974145.post-77035664298392819252014-11-17T09:46:00.000-08:002014-11-17T10:58:28.483-08:00Behind the Screen: Talking 5th Edition Dungeons & Dragons<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghq2mkwJVQ826fQB179G3eYsTZH9zHKNRI72A-JazjuP9sZ9M5_mlLcMTXOcaw6Bw8n072wbUk1kkFsVWU4d5nuX0XIny9lP9VAI3gdsih7CyFIZifkvSGFUkXWPTlDx_dHA8cjtLONg/s1600/Doug+blog+Image.tiff" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghq2mkwJVQ826fQB179G3eYsTZH9zHKNRI72A-JazjuP9sZ9M5_mlLcMTXOcaw6Bw8n072wbUk1kkFsVWU4d5nuX0XIny9lP9VAI3gdsih7CyFIZifkvSGFUkXWPTlDx_dHA8cjtLONg/s1600/Doug+blog+Image.tiff" /></a></div>
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<br />
I'm not the only one out there converting his little heart out. Check out these great sites for more thoughts on fluff and crunch for the newest version of the world's first roleplaying game.<br />
<br />
Doug Easterly may be the most impressive, well-read and experienced gaming scholar I know. Check out his work over at <a href="http://www.swordsofathanor.blogspot.com/">www.swordsofathanor.blogspot.com</a>.<br />
<br />
Greg Johnston has graced my games since 1989--everything from D&D to Hero to WOD. Check out his stuff over at <a href="http://www.xhuul.blogspot.com/">www.xhuul.blogspot.com</a>.<br />
<br />
I net-met Brandes Stoddard last year and have been following his fun and intriguing posts on Pathfinder, 5th Edition and the history of D&D, including a brilliant 3-parter on the evolution of the Ranger class from 1st ed to 5th. Check him out at <a href="http://www.harbinger-of-doom.blogspot.com/">www.harbinger-of-doom.blogspot.com</a>. Brandes' wife also blogs on both tabletop and video gaming as well over at the awesomely named: <a href="http://www.deck-of-many-things.blogspot.com/">www.deck-of-many-things.blogspot.com</a>.<br />
<br />
Love gaming with your kids? You should. Check out this older post including links to two of my favorite kid-friendly gaming blogs: <a href="http://richplayingitforward.blogspot.com/2014/04/gaming-with-your-kids.html">Gaming with your Kids</a><br />
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I'll add more as I come across them.Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-29115875005872945432014-11-12T13:14:00.000-08:002014-11-19T12:43:27.976-08:005th Edition Builds: The Eldritch Archer<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkGLuoady0mq2_kGsEbOyvAGbCv3zZs1P990-DBa8xaPqFCiYh4gTtvj1PA1LB0CKjFBygzMrmpVn7xfV8nibmnOP0qn30W4WKmXVFpqiaE5iMTzQA6A3fbNva77hnJV4P_Q7-K0xdvg/s1600/arcane_archer_by_jasonengle-d4w2h2r.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkGLuoady0mq2_kGsEbOyvAGbCv3zZs1P990-DBa8xaPqFCiYh4gTtvj1PA1LB0CKjFBygzMrmpVn7xfV8nibmnOP0qn30W4WKmXVFpqiaE5iMTzQA6A3fbNva77hnJV4P_Q7-K0xdvg/s640/arcane_archer_by_jasonengle-d4w2h2r.jpg" width="451" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://jasonengle.deviantart.com/art/Arcane-Archer-295727859">Original artwork by the incredible Jason Engle</a></td></tr>
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The eldritch knight archetype for the 5th edition fighter can technically be used to create a version of the arcane archer, though its powers are more suitable to melee weapons than ranged. With a few tweaks, the eldritch knight can become an impressive ranged combatant, while still allowing the knight's melee advantages.<br />
<a name='more'></a><br />
<b><span style="font-size: large;">The Eldritch Archer</span></b><br />
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<b>Spellcasting</b><br />
The spellcasting feature of the eldritch knight remains the same with the following addition. <i>Note: These changes apply to the spellcasting class feature of all eldritch knights.</i><br />
<br />
Anytime the eldritch archer is able to learn wizard spells, including those limited to the <i>abjuration</i> or <i>evocation</i> spell schools, they may instead choose one or more ranger spells from the following list. These spells are considered wizard spells.<br />
<br />
3rd: <i>hail of thorns, hunter's mark</i><br />
7th: <i>cordon of arrows, pass without trace</i><br />
13th: <i>conjure barrage, lightning arrow </i><br />
19th: <i>conjure volley, swift quiver</i><br />
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<b>Weapon Bond</b><br />
The weapon bond class feature remains the same. Eldritch archers commonly bond one ranged weapon and one melee weapon. Though spells with a somatic component require one hand to cast, 2-handed ranged weapons such as bows and crossbows may be held in one hand while casting a spell.<br />
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<b>War Magic</b><br />
The war magic class feature remains the same with the following addition. <i>Note: These changes apply to the war magic class feature of all eldritch knights.</i><br />
<br />
If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a cantrip to imbue one piece of ammunition with the cantrip's arcane power. As a part of the bonus action you may fire the piece of ammunition at any target or location within the weapon's range. If the spell requires an attack roll, the attack is rolled normally for the ranged weapon using Strength or Dexterity as appropriate, not your spell casting ability. If the spell requires a saving throw, you must make a successful attack roll against either the target creature or the desired point of origin (use a base AC 10 if the target is a point instead of a creature) before forcing the target to make the saving throw.<br />
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Whether or not the spell requires an attack roll or a saving throw, a successful ranged attack roll deals damage from the ammunition in addition to the effects of the spell (weapon damage is dealt before applying the spell's effects, including any associated saving throws). Should the damage be reduced to 0, such as through the monk's Deflect Missiles class feature or similar effect, the spell's effects are negated.<br />
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<b>Eldritch Strike</b><br />
The eldritch strike class feature remains the same.<br />
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<b>Arcane Sniper</b><br />
At 15th level, you learn to weave arcane magic around yourself in order to hide your position. After you take an attack action while hiding, you may expend one 1st level spell slot to become invisible until the beginning of your next round. You may expend a 2nd level or higher spell slot to use this ability. For each slot level above 1st, the invisibility lasts 1 additional round. Invisibility gained through use of the arcane sniper class feature is not broken by attacking or casting spells.<br />
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<b>Improved War Magic</b><br />
If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a spell (not only a cantrip) to imbue one piece of ammunition with the spell's arcane power. Otherwise, this feature works as the war magic class feature.Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com4tag:blogger.com,1999:blog-5599142393169974145.post-43952936165726132872014-11-05T10:22:00.000-08:002014-11-21T11:25:47.951-08:00On the Table with 5th edition D&D: The Return of the KingFor the past few weeks I've been a player in a 5th edition D&D game run by friend, colleague and designer, Doug Easterly. The game takes place in his <a href="http://swordsofathanor.blogspot.com/2014/10/estarion-first-game.html">fictional city of Estarion</a>. The game is centered around a rat cult rising in a city that has been run by invading "Romans", known as the Aquilans, for nearly 100 years.<br />
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I wanted to play around with the new 5th ed system, but couldn't decide what PC to play. It's a rare occasion that someone else runs games in my group, so I wanted to make this PC worth the time. Of course, my friends joked I should play Aquaman (because I'm one of the 5 people in the world who freakin' loves him), so I set out to make that happen.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><span style="margin-left: auto; margin-right: auto;"><a href="http://princearmory.com/"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYrsA0OAezn_CrQ27Qm2F4hkFsa3FOS4GlCWhAbuuZACjyYIgIe-RDXQiuSnjSlWCyFnNtrm97qJSffxmbeC8WtFPQ-_bxN65feqqwt2d7_MM-lo5oEGR8g7oUgqIvIvpkQZdVAqHunA/s1600/medieval_aquaman_leather_armor_compiled_view_by_azmal-d5yf81y.jpg" height="440" width="640" /></a></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://princearmory.com/">No way I could pass up the chance to wear armor like this!</a></td></tr>
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<a name='more'></a><br />
<b>Class</b><br />
I considered Arthur's combat abilities, leadership skills and magic (particularly his current incarnation with the Trident of Poseidon). The final battle came between Paladin and Cleric, but I finally settled on Cleric. The only oceanic/storm-based domain (Tempest) was far more Thor than King of the Seven Seas, so I tweaked it a bit [<a href="http://www.richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-cleric.html">New Oceanic Domain</a>]. Since Clerics only have access to simple weapons and I didn't feel a need to fold martial proficiency into the class, I asked Doug if it would be okay if my "spear" could be a "trident" since mechanically they are exactly the same, even though the latter is a martial weapon and the former simple. Of course he had no problem with that. I also made my trident my holy symbol/divine focus for my spells.<br />
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<b>Race</b><br />
I chose Human, though I've decided to go with a racially-human son of a <a href="http://www.richplayingitforward.blogspot.com/2014/10/5th-edition-aquatic-builds-selkies.html">Selkie</a> and a land-walking-human. I chose the "extra feat, extra skill" option as well.<br />
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<b>Bonus Feat</b><br />
I took Magic Initiate (Druid), giving him access to the cantrip Thorn Whip and a bonus 1st level spell, Thunderwave. I adapted Thorn Whip into Water Whip by changing the damage to bludgeoning from piercing. I also adapted the Cleric cantrip Sacred Fire to Sacred Lightning. The effect of the lightning strike ignoring cover works nicely.<br />
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<b>Background</b><br />
Noble was my immediate thought, but I didn't want to limit the idea so I considered several others: orphan and outlander, specifically. When it came down to it, noble made more sense. I decided that he had been adopted by a local baron who couldn't have a male heir. No one knows he's adopted and not the heir to the throne. The deeper secret is, he actually <i>is</i> the baron's son from a love affair the baron had with a selkie. Even my character doesn't know that yet. All he knows is that he was found at a lighthouse and has an inexplicable draw to the ocean. This draw leads him to the temple of Poseidon.<br />
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<i>One of my favorite new mechanics in 5th ed is the Background. Having a PC's background grant as many skills, tool proficiencies and languages as a class puts a brilliant emphasis on who the character is. For example, in the Noble background, Arthur was given proficiency in one gaming kit. I decided that he carries around a collapsable 3-tiered chess set with an aquatic theme. The bottom level is deep-sea creatures, the middle level open ocean beasts and the top level coastal and surface creatures. I'm so inspired by the idea that I'm considering making it IRL.</i><br />
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<b>Alignment</b><br />
I could have gone with any of the good alignments, but finally settled on Lawful. More of a personal preference than anything. Arguments could be made for both Neutral and Chaotic without much fight from me. For some incarnations of Aquaman, especially the 90's and animated Justice League versions that have him more like <a href="http://en.wikipedia.org/wiki/Namor">Namor</a>, any of the Neutral alignments could be argued as well.<br />
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<b>Sundries</b><br />
Other choices were easy. He uses scalemail, shield and a trident. He has numerous skills and a high Wisdom, Strength and Charisma. Dexterity ended up being his dump-stat, hence the medium armor and shield.<br />
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<b>Name</b><br />
Since the baron is of the Aquilan race, and the Aquilan's have Romanesque names, I chose: Arturious Curiosus (in the local dialect, Arthur Curry).<br />
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<b>Future Plans</b><br />
<b><br /></b>
I'm looking at a couple of excellent feats to flesh out his defender-like fighting style and leadership abilities, as well as to compensate for his low Dexterity. Alert, Inspiring Leader, Martial Adept and Shield Master all play to his strengths as a character and his weakness in the Dexterity department. I'll need to take at least one level of Ability Score Improvement to up his Wisdom by 2 as well.<br />
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<b>What about Mera?</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhygMETiBc1R6Ay72ghsghcut-rUCiMa-UgRQaDwPq74XsSLeKpwmpJQRmlusNrEiscSF34q8Zb0xct6AHuFjntA9loi9cgpF5MFOTDV_KFzjEC73XDZZGDZwBjUxxjzKeUpJqfQUv12A/s1600/mera-aquaman.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhygMETiBc1R6Ay72ghsghcut-rUCiMa-UgRQaDwPq74XsSLeKpwmpJQRmlusNrEiscSF34q8Zb0xct6AHuFjntA9loi9cgpF5MFOTDV_KFzjEC73XDZZGDZwBjUxxjzKeUpJqfQUv12A/s1600/mera-aquaman.png" height="317" width="400" /></a></div>
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Aquaman's wife, if you didn't know, is a powerful sorcerous who controls water. In 5th ed core, there aren't aquatic bloodlines for the sorcerer yet (though they'll be appearing on this site soon--ADDENDUM: <a href="http://richplayingitforward.blogspot.com/2014/11/5th-edition-aquatic-builds-sorcerer.html">And here they are!</a>), so I decided to make her a Water-Bending Monk instead. This gives me a backup character should Arthur die at some point, or if we need to switch our party around.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW3TfpLUSIzgXU9rnLOqlaZWFIsjCkNcbafYyn_tNkJsY_YqaADwQpKOjFH9lUobjkafcQ6aP7cAucEjTQByHEm8nCds57NPrgSFE6_sdKTIesc3wsDtlHPFpSHf9o1iVI1FUPc03wLA/s1600/Aquaman_and_Mera.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW3TfpLUSIzgXU9rnLOqlaZWFIsjCkNcbafYyn_tNkJsY_YqaADwQpKOjFH9lUobjkafcQ6aP7cAucEjTQByHEm8nCds57NPrgSFE6_sdKTIesc3wsDtlHPFpSHf9o1iVI1FUPc03wLA/s1600/Aquaman_and_Mera.jpg" height="209" width="640" /></a></div>
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From a storyline perspective, I chose to make Mera Arthur's Background Bond (In love with a woman of common blood), instead of his wife. They see each other when possible, but their love affair is a secret at this point in the story. Since we just lost our fighter (criminal background) character, I'm considering changing her background from Outlander to Criminal, and seeing where that takes me.<br />
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<b>Final Build</b><br />
<span style="font-size: x-small;">(His XP is 3rd level as of last night, but I haven't had the chance to properly level him yet)</span><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtwQJFc8RiY0SVhoxchnn03iS-Z7L8U4OP56_jd33oHfbCJSoMSP5O-uONCb0CM9LOc4zsBKs_5MmV5xjf7J2DcWS-TPfYNzkxqv_F_-GJNezHTCydY9SIDjXtaPuXmCqwytC_mYbt5w/s1600/2014-11-05+09.44.43+copy.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtwQJFc8RiY0SVhoxchnn03iS-Z7L8U4OP56_jd33oHfbCJSoMSP5O-uONCb0CM9LOc4zsBKs_5MmV5xjf7J2DcWS-TPfYNzkxqv_F_-GJNezHTCydY9SIDjXtaPuXmCqwytC_mYbt5w/s1600/2014-11-05+09.44.43+copy.jpg" height="480" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Since the PDF file I have doesn't allow me to save info, I decided to print up copies with permanent info typed up while leaving room for hand-written info that will likely change over time.</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjND8QqelzJUEKr3YkH8qtIHAmpSvJD9YssswZSbZp6kXwgh80olF_E9PWgwWU8c2dGE5_Ih56k3urotOmmcvU5zecF3QdYQeF821GdfwsFriDTcq_6BKGscgKQBRlOQCvxeC2V-6QIUw/s1600/2014-11-05+09.44.59+copy.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjND8QqelzJUEKr3YkH8qtIHAmpSvJD9YssswZSbZp6kXwgh80olF_E9PWgwWU8c2dGE5_Ih56k3urotOmmcvU5zecF3QdYQeF821GdfwsFriDTcq_6BKGscgKQBRlOQCvxeC2V-6QIUw/s1600/2014-11-05+09.44.59+copy.jpg" height="480" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I did the same for spells. Though not all spells are represented here, the spells Arturious is most likely to select are listed.</td></tr>
</tbody></table>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuV7wDUql8zX_NPI4P2Ngfi2LP6pxLwdde2hxH91VOy991hni_DwWwmf_kq8LLPIZmGAdTbUaNGMKqjyn4pTk34S1SVRmkgLd2f6f28vQXSJKUmqMCeThpwJvbDOTAIkc8kzhd0U_6tA/s1600/2014-11-05+09.45.15+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuV7wDUql8zX_NPI4P2Ngfi2LP6pxLwdde2hxH91VOy991hni_DwWwmf_kq8LLPIZmGAdTbUaNGMKqjyn4pTk34S1SVRmkgLd2f6f28vQXSJKUmqMCeThpwJvbDOTAIkc8kzhd0U_6tA/s1600/2014-11-05+09.45.15+copy.jpg" height="480" width="640" /></a></div>
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<br />Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com5tag:blogger.com,1999:blog-5599142393169974145.post-42570381368744938832014-10-25T00:23:00.000-07:002015-01-02T17:26:38.025-08:005th edition Monstrous PCs: Minotaurs<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitC1G40PVOv77wfM4peA1LknAd5fqWCJk9ae36ftkvud3H49bCPgVpaBKhDe3pKh9Z7PRtIiGAeGIbOmvvXzVKKdVpDYiq3jXu4sRPfFMJgdqeazeCgdQnqkQa0xAtBcgtZO-fZ8sBnQ/s1600/lance66.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitC1G40PVOv77wfM4peA1LknAd5fqWCJk9ae36ftkvud3H49bCPgVpaBKhDe3pKh9Z7PRtIiGAeGIbOmvvXzVKKdVpDYiq3jXu4sRPfFMJgdqeazeCgdQnqkQa0xAtBcgtZO-fZ8sBnQ/s1600/lance66.jpg" height="640" width="465" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.edu.physics.uoc.gr/~lookas/images.html">Original Art here</a></td></tr>
</tbody></table>
<b><span style="font-size: large;"><br /></span></b>
<b><span style="font-size: large;">Minotaurs</span></b><br />
<br />
As a race, minotaurs vary greatly from campaign to campaign. The creature presented in the Monster Manual is a carnivorous, demonic beast, where in classic campaigns like Dragonlance they are sophisticated sailors, and in video games like Warcraft they are a deeply spiritual and peace-loving culture. Even with their varied history, minotaurs possess key traits that carry over well from world to world.<br />
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<a name='more'></a><br />
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<b><span style="font-size: large;">Minotaur Traits</span></b><br />
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<b>Ability Score Increase.</b> Your Strength score increases by 2, and your Constitution increases by 1.<br />
<b>Age.</b> Minotaurs become mature at age 20 and can live up to 150 years, though those raised within the cults of Baphomet die far younger.<br />
<b>Alignment.</b> Though many minotaurs are seen as demonic children of Baphomet, this is not always the case. Minotaurs value freedom and strength, characteristics that lead them to chaotic alignments. Those who follow the cults of Baphomet are either born or beaten into evil alignments, but those living outside of the cults' influence are free to follow their own path.<br />
<b>Size.</b> Minotaurs are the largest of the civilized races and are often underestimated for their intelligence and wisdom. Minotaurs average 7-8 feet tall and 400-500 pounds, but may grow significantly larger. You may choose to have your size be either Medium or Large during character creation. If you choose Medium size, you may later increase your size to Large at any time. Once you do so, this decision cannot be changed.<br />
<b>Speed.</b> Your base walking speed is 30 feet.<br />
<b>Darkvision.</b> You gain darkvision to a range of 60 feet.<br />
<b>Gore.</b> You may use your action to make an attack with your horns. This attack deals 1d8 piercing damage plus your Strength modifier and you have proficiency with the attack. This damage increases to 2d8 at 11th level.<br />
<b>Charge.</b> Once per short rest, you may make a charge attack with your horns. If you move at least 20 feet straight toward a target and make a gore attack against that target during the turn, your gore attack damage is doubled. In addition, the target must make a Strength saving throw or be shoved 5 feet. At 6th level, the target is also knocked prone on a failed save. At 11th level, the distance shoved increases to 10 feet on a failed save. The DC for the Strength save is equal to 8 + your proficiency bonus + your Strength modifier.<br />
<b>Keen Senses.</b> You gain proficiency with Perception checks and may double your proficiency modifier for any rolls involving hearing or smell.<br />
<b>Labyrinthine Recall.</b> You always know which direction you are facing and can perfectly recall any path you've taken. You can double any proficiency bonus you are allowed to prevent becoming lost. You also have immunity to the <i>maze </i>spell and advantage on saving throws against the <i>imprisonment</i> spell.<br />
<b>Languages.</b> You speak, read and write Common, plus one additional language of your choice.<br />
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<i style="font-weight: bold;">Behind the Development</i>: Two notable features are missing from the core minotaur found in the Monster Manual, their reckless attack and natural armor. Since the minotaurs in the MM are described as savage followers of Baphomet, it's easy to see them being built around the barbarian class. Any barbarian minotaur will gain both of these features by 2nd level--reckless being a standard class feature, while their natural armor is represented by the unarmored defense feature, allowing them to add their naturally high Constitution modifier to their AC.<br />
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<i style="font-weight: bold;"><a href="http://en.wikipedia.org/wiki/Minotaur_(Dungeons_%26_Dragons)#Minotaurs_in_Dragonlance">Minotaurs of Krynn</a>:</i> Minotaurs in the Dragonlance setting are well known for their seamanship and as such many have the sailor background. The minotaurs' heightened senses and perfect sense of direction make them superior navigators. Unlike minotaurs from other realms, Kothians are known for their organization and military might, leading them toward lawful alignments instead of chaotic.<br />
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<b><span style="font-size: large;">Classes</span></b><br />
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Barbarian minotaurs are common, even among the more civilized race found on Krynn, but minotaurs of any class should not be underestimated. Bards from the college of valor are brilliant warriors that inspire their comrades with subtle words and heroic deeds. Though rare, minotaurs who go against their chaotic nature to follow the mental and physical disciplines of the monk become both brutal combatants and deeply contemplative spiritual guides. Minotaur druids are quite common spiritual leaders of their communities, whether guiding the cannibalistic cults of Baphomet or more peaceful shamanistic communities. Arcane casters among minotaurs are rare, but more common than most people realize. Minotaurs with sorcerous blood master the chaos of wild magic, while warlocks following the fiendish path of are the cornerstone of many cults of Baphomet.<br />
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<br />
<b>ADDENDUM (12/5/14)</b><br />
<br />
Made the following changes after realizing unarmed strikes are not considered 'light weapons' in this edition and cannot be used as an attack with a bonus action:<br />
<br />
<ul>
<li>Gore attack is now a normal attack that can be used as part of an Attack action, but cannot be used as an attack with a bonus action (unless subject to a feat or class feature such as Martial Arts).</li>
</ul>
</div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com10tag:blogger.com,1999:blog-5599142393169974145.post-4607043356364429372014-10-24T18:38:00.001-07:002014-10-24T21:22:45.773-07:005th edition Aquatic Builds (Paladin)<div class="MsoNormal">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGZ6bqZBAhyphenhyphenZFE2nydVC0mRRgmWc_oDrHRzCPOK_4xLI_jJi3Mm0cLCg_EkSPcAgBd7taO2I3FOonJOSnZsosTF6SJnlSx1QxIVBGVvY9yNtKxYsi3fupU52aarWJqzGRnkT1pcqINLw/s1600/WakeThrasher.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGZ6bqZBAhyphenhyphenZFE2nydVC0mRRgmWc_oDrHRzCPOK_4xLI_jJi3Mm0cLCg_EkSPcAgBd7taO2I3FOonJOSnZsosTF6SJnlSx1QxIVBGVvY9yNtKxYsi3fupU52aarWJqzGRnkT1pcqINLw/s1600/WakeThrasher.jpg" height="426" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://animationcb.blogspot.com/2013/04/sea-creature-mood-board.html">Original artwork found here</a></td></tr>
</tbody></table>
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<span style="font-size: large;"><b style="mso-bidi-font-weight: normal;">Aquatic Paladins</b><o:p></o:p></span></div>
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The fight against corruption and evil doesn't stop at the shoreline. Paladins who follow gods of the ocean, such as Poseidon, or who are born among marine races, often follow the Oath of the Waves. As with other marine classes, aquatic paladins focus on training with piercing weapons such as spears, tridents, and short swords, as well as crossbows. Their armor is rarely made of metals, unless they are enchanted. Instead, their armors are composed of unique species of leathery seaweed, scales, chitinous plates, and shields made of turtle shells. Those few aquatic paladins that rely on mounts choose large predators such as sharks and killer whales, or rarer beasts such as giant sea horses and hippocampi.</div>
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<a name='more'></a><br /></div>
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<b style="mso-bidi-font-weight: normal;"><span style="font-size: large;">Oath of the Waves<o:p></o:p></span></b></div>
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<b style="mso-bidi-font-weight: normal;"><span style="font-size: large;">Tenets of Devotion</span></b></div>
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<b><i><br /></i></b>
<b><i>Bounty</i>.</b> Food and water are the cornerstones of life and the ocean is generous. I will not overlook starvation or thirst without compassion for those who suffer.<br />
<b><i>Freedom</i>.</b> Of all evils, slavery of mind and body shall be fought above all others.<br />
<b><i>One World.</i></b> Waters are the foundation of life. Through travel and experience, I will learn all I can about the cultures of the world. Only through knowledge and understanding can good root out evil.<br />
<b><i>The Unnatural Shall Not Fester.</i></b> Aberrations and undead must be destroyed beyond all resurrection lest their evil infect the world.<br />
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<b style="mso-bidi-font-weight: normal;"><span style="font-size: large;">Oath Spells<o:p></o:p></span></b></div>
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You gain oath spells at the paladin levels listed.<o:p></o:p></div>
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<b>Level</b><span style="mso-tab-count: 1;"> </span><b>Spells</b><o:p></o:p></div>
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3<sup>rd<span style="mso-tab-count: 1;"> </span></sup><i style="mso-bidi-font-style: normal;">speak with animals, thunderwave</i><o:p></o:p></div>
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5<sup>th<span style="mso-tab-count: 1;"> </span></sup><i style="mso-bidi-font-style: normal;">alter self, darkvision</i><o:p></o:p></div>
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9<sup>th<span style="mso-tab-count: 1;"> </span></sup><i>create food and water, water breathing</i></div>
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13<sup>th<span style="mso-tab-count: 1;"> </span></sup><i style="mso-bidi-font-style: normal;">control water, freedom of movement</i><o:p></o:p></div>
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17<sup>th</sup> <span style="mso-tab-count: 1;"> </span><i style="mso-bidi-font-style: normal;">conjure elemental, scrying<o:p></o:p></i></div>
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<span style="font-size: large;"><b style="mso-bidi-font-weight: normal;">Channel Divinity</b><o:p></o:p></span></div>
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When you take this oath at 3<sup>rd</sup> level, you gain
the following two Channel Divinity options.<o:p></o:p></div>
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<i><b style="mso-bidi-font-weight: normal;">Censure the Deep.</b>
</i>As an action, you present your holy symbol and speak a prayer censuring aberrations and undead, using your Channel Divinity. Each aberration or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.<br />
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A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. <o:p></o:p></div>
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<b style="mso-bidi-font-weight: normal;"><i>Charged Weapon.</i></b> As an action, you can imbue one weapon that you are holding with either electricity or bitter cold using your Channel Divinity. For 1 minute, you add twice your
Charisma modifier to the damage rolls with that weapon (with a minimum bonus of
+2), and the weapon’s damage type becomes either cold or lightning in addition to
the bludgeoning, piercing or slashing of the charged weapon. If the weapon is
not already magical, it becomes magical for the duration.<o:p></o:p></div>
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You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.<o:p></o:p></div>
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<b><span style="font-size: large;">Echolocation</span></b><br />
At 7th level, you can use a bonus action to grant yourself blindsight to a range of 15 feet until the beginning of your next turn. If you are underwater, this range increases to 60 feet. As this ability is based on hearing, you may not use it if you are deafened.</div>
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<o:p></o:p></div>
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<b><span style="font-size: large;">Stunning Strike</span></b><br />
At 15th level, you can use your action to emit a concentrated blast of sound. Creatures within 5 feet of you must make a Constitution save or take 3d8 thunder damage and be stunned for 1 round. A successful save results in half damage and prevents the stunning. The range increases to 10 feet while underwater. You may use this ability a number of times equal to your Charisma modifier before taking a long rest.<br />
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If you wish, you may target a single creature within 10 feet with this ability. If you do, the creature gains disadvantage on the saving throw. The range increases to 20 feet while underwater.</div>
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<b><span style="font-size: large;">Form of the Leviathan</span></b><br />
At 20th level, you can assume the form of an ancient force from the deep, taking on an appearance you choose. For example, your skin might turn blue-green or become scaled, you may grow multiple tentacles or your legs may become fused like a whale or shark.<br />
<br />
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.<br />
<ul>
<li>Your size increases by one step.</li>
<li>Your Strength and Constitution both become 20 if they aren't already.</li>
<li>You have advantage on Strength and Constitution checks and you gain 4d10 temporary hit points.</li>
<li>You gain the ability to breath water and gain a swim speed of 60 feet.</li>
<li>You may use your Stunning Strike ability as a bonus action. Using Stunning Strike while in the form of the leviathan does not count against your normal uses per day.</li>
<li>Your echolocation becomes a standard sense.</li>
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Once you use this feature, you can't use it again until you finish a long rest.</div>
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-90260122790086309322014-10-19T23:37:00.000-07:002014-10-19T23:47:46.273-07:005th edition Aquatic Builds (Fighter)<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDEKlN_ubMVgiw2BGcg7yUTLn-R9IJlfGdWt5yjbITEuZHvS2bpdvD8vBY-Jr0oAIlBgabNpR68tt2TNzyNepKzy8hfRFCdBQYJz76IAzDEQ3lRW-PhuVCyj_rm3fIpRfhA33JMhBgkA/s1600/Merfolk_by_thegryph.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDEKlN_ubMVgiw2BGcg7yUTLn-R9IJlfGdWt5yjbITEuZHvS2bpdvD8vBY-Jr0oAIlBgabNpR68tt2TNzyNepKzy8hfRFCdBQYJz76IAzDEQ3lRW-PhuVCyj_rm3fIpRfhA33JMhBgkA/s1600/Merfolk_by_thegryph.jpg" height="393" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://ubermonster.deviantart.com/art/Merfolk-68404626">Original artwork from thegryph</a></td></tr>
</tbody></table>
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<br />
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<br />
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<div style="margin: 0px;">
<b><i>A Special Note</i></b></div>
<div style="margin: 0px;">
<i>This 5th edition fighter-based mariner is inspired by the ranger-based class introduced in one of my favorite Pathfinder supplements, <a href="http://www.richplayingitforward.blogspot.com/2014/05/thank-you-emily-kubisz.html">Cerulean Seas</a>, and credit goes where credit is due. Huge thanks to Emily Kubisz and the team at <a href="http://www.alluriapublishing.net/">Alluria Publishing</a>.</i></div>
</div>
<br /></div>
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<b style="mso-bidi-font-weight: normal;"><span style="font-size: large;">New Fighting Style<o:p></o:p></span></b></div>
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<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Skirmisher<o:p></o:p></b></div>
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If you move at least 15 feet during your round, you gain
either a +1 bonus to AC or a +1 bonus to attack rolls with melee weapons until
the beginning of your next turn.<o:p></o:p></div>
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<br />
<a name='more'></a><br /></div>
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<b style="mso-bidi-font-weight: normal;"><span style="font-size: 16.0pt;">Fighter Archetype (Mariner/Skirmisher)</span></b></div>
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The mariner is an aquatic warrior trained for speed. Mariners use their superior mobility to take the fight to their opponents and keep them off balance. A fighter built for maneuverability from a non-aquatic setting is called a skirmisher and follows the same rules (choosing the climbing option for No Escape at 3rd level).<br />
<br /></div>
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<b style="mso-bidi-font-weight: normal;">No Escape<o:p></o:p></b></div>
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When you choose this archetype at 3<sup>rd</sup> level, you
may use your reaction to move up to half your speed when a creature you can
see that is hostile to you moves. In addition, you suffer no penalty to
movement while either swimming or climbing (chosen when this archetype is taken).<o:p></o:p><br />
<br />
<b>Built for Speed</b><br />
At 7<sup>th</sup> level, your base speed increases by 10 feet.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Evasion</b><o:p></o:p></div>
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At 10<sup>th</sup> level, your instinctive agility lets you
dodge out of the way of certain area effects, such as a blue dragon’s lightning
breath or a <i style="mso-bidi-font-style: normal;">fireball</i> spell. When you
are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.<o:p></o:p></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Sprinter<o:p></o:p></b></div>
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At 15<sup>th</sup> level, your agility and combat awareness
allows you to move at speeds other fighters envy. You can take a bonus action
on each of your turns in combat. This action can only be used to take the Dash,
Disengage or Help actions.<o:p></o:p></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Flow like Water<o:p></o:p></b></div>
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At 18<sup>th</sup> level, your base speed increases by an additional 10 feet and you become proficient in Dexterity
saving throws. </div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-15387317091724005942014-10-16T20:22:00.000-07:002014-10-16T21:41:27.992-07:005th edition Monstrous PCs (Soulbound Revenant)<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj_Gw6hNAPBldL5wmJEOvBy9t5uZRC9ho0Uqz4rR5bs23q3WN_27-F6OiIlx60hD8AQz481XC8kXS1iD5QYmoMs__596iY0ZWhUdzI-eYEjF9ImwKWMcjbWGiZ6p3_msjLDCPw-7I1hA/s1600/Revenant_2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj_Gw6hNAPBldL5wmJEOvBy9t5uZRC9ho0Uqz4rR5bs23q3WN_27-F6OiIlx60hD8AQz481XC8kXS1iD5QYmoMs__596iY0ZWhUdzI-eYEjF9ImwKWMcjbWGiZ6p3_msjLDCPw-7I1hA/s1600/Revenant_2.jpg" height="400" width="278" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://runelands.obsidianportal.com/wikis/revenants">Original Artwork from Obsidian Portal</a></td></tr>
</tbody></table>
<br />
Soulbound revenants are beings trapped between two worlds. Unlike common revenants, soulbounds are not fully undead and rarely have a single wrong to be avenged. Born from souls either freshly separated from their living hosts or those preserved for centuries by powerful magic, a soulbound's spirit is intact and has been tied back to their original body, placed inside a soulless husk or, in some cases, manifested in a new physical form.<br />
<a name='more'></a><br />
Souldbound revenants go by a variety of names, including: immortals, skinwalkers, and watchers. Though not entirely accurate, spellcasting soulbounds are sometimes called liches. Soulbounds have a stronger tie to to the world of the living than other undead creatures. Some wish to return to full life, some use their unnatural endurance to further their own power and wealth, while some remove themselves from the limelight in order to fulfill some personal task they couldn't while they were alive.<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Ability Score Increase</b>. Your Constitution score increases by 2, and Charisma increases by 1.<o:p></o:p></div>
<div class="MsoNormal">
<b>Age</b>. Immortal. You do not age and are immune to spells and effects that would age you.<o:p></o:p></div>
<div class="MsoNormal">
<b>Alignment</b>. Soulbound creatures have a range of alignments depending on their previous life, or their experiences in the afterlife. A neutral or evil being who experienced the otherworldly kindness of a coutl in its afterlife, may return to the world seeking to right the wrongs it inflicted on a person or a group. It is just as likely that a neutral or good character who suffered torment at the hands of a fiend or twisted demigod may now serve its master in horrible ways.<o:p></o:p></div>
<div class="MsoNormal">
<b>Size</b>. Medium or small, depending on your race before you died. You choose your size during character creation and once chosen, your size cannot be changed.<o:p></o:p></div>
<div class="MsoNormal">
<b>Speed</b>. 30 feet (Medium), or 25 feet (Small) <o:p></o:p></div>
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<b>Darkvision</b>. Your undead nature grants you darkvision to a range of 60 feet.</div>
<div class="MsoNormal">
<b>Undead Resistances</b>. You have resistance to poison and necrotic damage. You are vulnerable to radiant damage.</div>
<div class="MsoNormal">
<b>Mortal Detachment</b>. Though reborn through ritual or divine intervention, you are not entirely undead. You may double your Constitution modifier (minimum 2) when determining the number of days you may go without food, the number of minutes you may hold your breath before suffocating, and the number of rounds you may survive before dropping to 0 hp when suffocating. You require half as much water and sleep as a normal humanoid.</div>
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<b>Of Two Worlds</b>. You are considered both a living humanoid and undead. Any spell that affects undead, affects you normally. If you are the target of a spell that affects living creatures and undead creatures differently, the caster of the spell determines which takes effect on you.</div>
<div class="MsoNormal">
<b>Sunlight Sensitivity</b>. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</div>
<div class="MsoNormal">
<b>Whispers of the Afterlife</b>. You know the <i>mage hand</i> cantrip. When you reach 3rd level, you can cast the <i>false life</i> spell once per day as a 2nd level spell. When you reach 5th level, can cast either the <i>invisibility</i> spell or the <i>misty step</i> spell once per day.</div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<b>Languages</b>. Common, plus any one other language you knew in your previous life, or one unusual language you learned in the afterlife.<br />
<br />
<br />
<b><span style="font-size: large;">Classes</span></b><br />
Though any class is open to soulbounds, two classes have new options that are ideal for soulbound characters.<br />
<br />
<b><span style="font-size: large;">Bards (College of the Banshee)</span></b><br />
<b><br /></b>
<b>Bonus Proficiencies</b><br />
When you join the College of the Banshee at 3rd level, you gain proficiency with three skills of your choice.<br />
<br />
<b>Ethereal Cry</b><br />
Also at 3rd level, you learn to draw on your connection to the realms of the dead to power your near-mortal voice. You may expend one use of your Bardic Inspiration to create an unearthly wail. When you do so, all creatures within 30 feet of you must make a Charisma save or take 1d6 necrotic damage. This damage die increases as your Bardic Inspiration die increases.<br />
<br />
You may choose to expend additional uses of your Bardic Inspiration each time you use this ability. When you expend two uses of Bardic Inspiration, the damage increases to 2d6. When you expend three uses of Bardic Inspiration, the damage increases to 3d6 and the targets become frightened until the end of their next turn. When you expend four uses of Bardic Inspiration, the damage increases to 4d6 and the targets become frightened for 1 minute. When you expend five uses of Bardic Inspiration, the damage increases to 5d6 and targets become stunned until the end of their next turn in addition to becoming frightened for 1 minute. Any creature frightened by this power may repeat the Charisma saving throw at the end of each of its turns to end the condition.<br />
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Undead creatures gain advantage on the saves associated with this power.<br />
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<b>Additional Magical Secrets</b><br />
At 6th level, you learn three spells of your choice from any spell list. These spells must be from the <i>divination</i>, <i>enchantment</i> or <i>necromancy</i> schools, must be of a level you can cast, and one of these spells must be a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.<br />
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<b>Visions of a Past-Life</b><br />
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or not.<br />
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<b><span style="font-size: large;">Fighters (Pale Knight)</span></b><br />
<b><span style="font-size: large;"><br /></span></b>
The <b>pale knight</b> path follows the same rules as the fighter's <b>eldritch knight</b> path with the following changes.<br />
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<b><i>Spells Known of 1st-Level and Higher</i></b><br />
Replace any reference to <i>abjuration</i> spells with <i>necromancy</i> spells.<br />
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Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com0tag:blogger.com,1999:blog-5599142393169974145.post-49038800455110158232014-10-11T16:04:00.000-07:002015-03-30T11:26:42.314-07:005th edition Monstrous PCs Aarakocra<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUWJWwehDY_07BKSdvTfM7UXkIYyPkDnLOtoI4bcgggT7oQYLGBolmBkEap-DfUsq7oU5ZIhXbE1djqhuR6dx8zIu1Ww6E1U16FFiKnUTJL8zHiuUevSh6jbvDkJaOy3zJvGvVcdOnoQ/s1600/monster_manual_aarakocra_by_christopherburdett-d7yff5f.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUWJWwehDY_07BKSdvTfM7UXkIYyPkDnLOtoI4bcgggT7oQYLGBolmBkEap-DfUsq7oU5ZIhXbE1djqhuR6dx8zIu1Ww6E1U16FFiKnUTJL8zHiuUevSh6jbvDkJaOy3zJvGvVcdOnoQ/s1600/monster_manual_aarakocra_by_christopherburdett-d7yff5f.jpg" height="640" width="464" /></a></div>
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The <a href="http://en.wikipedia.org/wiki/Aarakocra">aarakocra</a> were one of my favorite monsters from the original <a href="http://en.wikipedia.org/wiki/Fiend_Folio">Fiend Folio</a>. They, along with the bizarre and oft-mocked <a href="http://en.wikipedia.org/wiki/Flumph">flumph</a>, were one of the only good races in the book and seemed ripe for heroic storytelling. Unfortunately, they weren't available to the average player as a race (at least until <a href="http://en.wikipedia.org/wiki/Dark_Sun">Dark Sun</a>) and creating appropriately balanced new races in the early editions was challenging. It's a little thing, but opening the 5th ed Monster Manual and seeing the aarakocra as the first monster helps this edition find a place in my gamer heart.<br />
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<i><b>A Note on Flying</b></i></div>
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<i>For those concerned about flight as a game breaker, two things should be noted. First, fly is a generally available spell by 5th level and its benefits outweigh an aarakocra's natural flight in speed and the ability to hover. Second, I have included specific (though not overly cumbersome I hope) rules that simulate how the flight of a creature with a 20 foot wingspan would be limited in day-to-day life.</i></div>
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<b><span style="font-size: large;">Aarakocra</span></b></div>
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The Monster Manual does a good job of presenting the classic image and culture of the aarakocra and you can reference it for inspiration about where your character comes from and how the general populace might see them.</div>
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<b>Personality</b><o:p></o:p></div>
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<o:p>Aarakocra are commonly perceived as tenacious hunters, aloof and quiet, and overly serious. This perception is born from their most common interactions with other humanoid races--undermining evil organizations. Aarakocra are staunch enemies of cults of Elemental Evil and the fiend lord Pazuzu and let very little distract them when they are close to unraveling their enemies' plans. However, aarakocra are an intelligent, kind and good-humored race whose serious nature is reserved for combating their enemies. They find little in common with most earthbound races outside of the temporary alliances against evil, but those who have taken the time to see past their differences have discovered that aarakocra make steadfast allies and lifelong friends.</o:p></div>
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<o:p>Most aarakocra find no need for excess wealth, believing that an individual or family should use only what they need to thrive in their chosen profession and give all excess to others, freeing them from the burdens of survival in order to better themselves. On a practical level, this means that an aarakocra with money to burn will often spend it on their friends, and even strangers, without second thought, creating both friends and enemies. Though some have been "taken advantage of" by less scrupulous humanoids, the aarakocra simply don't care. At times an aarakocra's attitude has lead those same unscrupulous humanoids to either question their own motives and make life choices for the better, or push their luck beyond the tolerance of their "benefactors".</o:p></div>
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<o:p>Aarakocra are particularly confused by the dwarven, halfling and human passion for gems and gold. Oddly enough, those aarakocra who have befriended earthbound humanoids in the past have found that the same dwarves, halflings and humans who confuse them so greatly make the best of friends. Though elves timeless perspective gives them a more enlightened view of the fluidity of wealth, aarakocra find elves to be condescending and rude, while many elves assume aarakocra are primitive at best, ignorant at worst.</o:p></div>
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<b>Society</b></div>
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<o:p>The largest aarakocran realm of Aaqa is a meritocracy, ruled by a council known as the Wind Dukes. Smaller aeries, or villages, can be found nestled throughout isolated mountain ranges across the Material Plane. Many of these follow the meritocracy model of Aaqa, though some have isolated themselves from Aaqa and follow their own path.</o:p></div>
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<b>Adventuring<o:p></o:p></b></div>
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Aarakocra are born and bred to oppose the forces of Elemental Evil. The majority spend their lives defending the tranquil realm of Aaqa located in the Elemental Plane of Air, though many take the fight against evil wherever they must, including the Material Plane.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBQ_iTAWfod4A5x7j8a4vODivDwMBSDVOZ3wDLaJ8N5W5WE1oR7hPqUgohwVgFEhEd4HsiYqaPNAxGlp0ufkjWhCWmBzY10bkuV-UVkR-TYgzPvxwsLIgFUqMHT9MdMexERYFlVecBxA/s1600/Monster-Manual-Aarakocra-CONCEPT02.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBQ_iTAWfod4A5x7j8a4vODivDwMBSDVOZ3wDLaJ8N5W5WE1oR7hPqUgohwVgFEhEd4HsiYqaPNAxGlp0ufkjWhCWmBzY10bkuV-UVkR-TYgzPvxwsLIgFUqMHT9MdMexERYFlVecBxA/s1600/Monster-Manual-Aarakocra-CONCEPT02.jpg" height="400" width="300" /></a>Members of every class can be found among the aarakocra. Feral warriors known as <i>rocs</i> follow the barbarian path of the berserker, though some totemic barbarians exist as well. Aarakocra bards are well-known for their singing voices and possess members from both of the core colleges. Clerics gain their divine abilities, not from gods, but from powerful elemental beings, and may choose their domain from Knowledge, Light, Nature and Tempest.</div>
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Druids of both core Circles exist (see <b>Druids</b> below). Aarakocra fighters are charismatic leaders skilled in working as teams (misnamed "flocks" by other humanoids), so are commonly trained as <i>battle masters</i>, though a variation of the <i>eldritch knight</i>, known as <i>storm lords</i> (see <b>Fighters</b> below), act as elite warriors and bodyguards to important leaders.<br />
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Aarakocra monks are masters of maneuverability, using their wings and talons to great advantage both in the air and on the ground. They follow both the open hand and elemental traditions, though a small society of shadow monks are rumored to work for cultists of Pazuzu. Paladins are rare among the aarakocra, though not entirely unknown, and follow the Oath of the Winds (see <b>Paladins</b> below). Rangers of both archetypes are common among aarakocra, tracking and destroying the Duke's enemies. </div>
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Rogues are the rarest class among the aarakocra. Those that do take levels in the class follow the <i>thief</i> archetype, though they call themselves <i>infiltrators</i> (see <b>Rogues</b> below). When an aarakocra is born with arcane magic in their blood, they follow the wild magic sorcerer blooodline. Those rare warlocks who bind themselves to otherworldly powers are drawn to certain avian archfey or the fiend lord Pazuzu. Though they may follow any pact, warlocks are often granted the Pact of the Chain, choosing imps, quasits or pseudodragons as their familiars. Wizards among the aarakocra study all arcane traditions except necromancy.</div>
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<span style="font-size: large;"><b>Aarakocra Traits</b></span></div>
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<b>Ability Score Increase.</b> Your Dexterity increases by 2 and your Wisdom increases by 1</div>
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<b>Age.</b> An aarakocra reaches adulthood at the age of 20 and they have been known to live as long as 200 years.</div>
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<b>Alignment.</b> Aarakocra are raised to oppose the forces of Elemental Evil and lean toward good alignments. Personal freedom is at home beside their loyalty to the Wind Dukes of the Elemental Plane of Air, therefor most aarakocra are neutral good, though lawful and chaotic members of the race are not uncommon. Though rare, evil members of the race are sometimes recruited or blackmailed into working for elemental cults or for the fiend lord Pazuzu.</div>
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<b>Size.</b> Aarakocra are smaller and thinner than the average human, ranging from 5 to 5-and-a-half feet tall, and weighing between 90 and 120 pounds. Their wingspan is their most impressive feature, averaging 20 feet. Your size is medium.</div>
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<b>Speed.</b> Your base walking speed is 25 feet. You also have a fly speed of 30 feet (see Wings below)</div>
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<b>Keen Senses. </b>You have proficiency in the Perception skill and may double your proficiency bonus on any skill check that involves sight.</div>
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<b>Child of Aaqa.</b> Aarakocra have advantage on saving throws against lightning and thunder damage, as well as against spells or powers that manipulate air, such as <i>gust of wind, wind wall, </i>or an air elemental's <i>whirlwind </i>power.</div>
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<b>Wings.</b> An aarakocra's impressive wingspan allows them to fly at great speeds, but they may not hover. In order to fly, an aarakocra must have a minimum of 10 feet of open space on either side of them and 30 feet of open space above, below them or any combination (taking off from a ledge 15 feet above the ground and 15 feet below the ceiling is appropriate). An aarakocra who has been restrained, either by a spell, net, lasso, grapple or other effect may not fly. An aarakocra is also prevented from flying while wearing armor or while carrying a heavy load. At 5th level, your fly speed increases to 50 feet. </div>
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<b>Dive Attack.</b> An aarakocra who flies at least 30 feet during a round, and has descended at least 20 feet at the end of that movement, deals one additional die of damage with the first melee attack made during that round.</div>
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<b>Talons.</b> Aarakocra possess powerful talons on their feet. They may choose to deal 1d4 slashing damage with their unarmed attacks instead of the normal 1 point of bludgeoning damage. Aarakocra monks and those trained in similar forms of unarmed combat, deal unarmed damage as their class indicates, but may choose to deal either bludgeoning or slashing damage with each unarmed attack.</div>
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<b>Summon Air Elemental.</b> Five or more aarakocra may summon an air elemental as detailed in the Monster Manual.</div>
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<b>Languages.</b> You can speak, read and write both Common and Auran. </div>
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<b><span style="font-size: large;">Classes</span></b><br />
Though any class is available to aarakocra, several classes have new options that are ideal for aarakocra characters.<br />
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<b><span style="font-size: large;">Druids (Circle of Air)</span></b></div>
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<b>Wild Shape</b></div>
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Druids who possess fly or swim speeds may Wild Shape into creatures that possess the same modes of movement.</div>
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<b>Circle of the Land</b></div>
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Aarakocra druids that follow the Circle of the Land follow the Air Circle. The Air Circle follows the same rules as other Circles with the following changes.</div>
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<b>Bonus Cantrip</b></div>
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In addition to the core druid cantrips, you may select your bonus cantrip from <i>ray of frost</i> or <i>shocking grasp</i>. This cantrip is considered a druid spell.</div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9CXFbv9Hw-TYZEnz4eJiznKxFj6JBaCavJaJRf1qCQYcadlhILVIKPIw_s33KlvOpY8J2QTKk-47afyYEr4UL6kx-5AYlyjEPlefxD-SZYLiWTqxuJuM6OisylpWm8cTwXoyUwNAfA/s1600/aarakocra_by_jeffdee-d79ryf3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9CXFbv9Hw-TYZEnz4eJiznKxFj6JBaCavJaJRf1qCQYcadlhILVIKPIw_s33KlvOpY8J2QTKk-47afyYEr4UL6kx-5AYlyjEPlefxD-SZYLiWTqxuJuM6OisylpWm8cTwXoyUwNAfA/s1600/aarakocra_by_jeffdee-d79ryf3.jpg" height="400" width="307" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The original aarakocra by fan-favorite, <a href="http://jeffdee.deviantart.com/">Jeff Dee</a></td></tr>
</tbody></table>
<b>Natural Recovery</b></div>
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No changes.</div>
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<b>Air Circle Spells</b></div>
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3rd level: <i>fog cloud, thunderwave</i></div>
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5th level: <i>call lightning, protection from energy</i></div>
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7th level: <i>ice storm, wind wall</i></div>
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9th level: <i>cloud kill, conjure elemental</i></div>
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<b>Land's Stride</b></div>
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This ability includes difficult terrain inflicted on flying creatures by spells such as <i>wind wall </i>and environmental effects such as heavy winds.</div>
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<b>Nature's Ward & Nature's Sanctuary</b></div>
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No change</div>
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<b></b><br />
<b></b>
<b></b>
<b></b></div>
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<b><span style="font-size: large;">Fighters (Storm Lord)</span></b></div>
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<b><br /></b></div>
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Aarakocra fighters who follow the <i>eldritch knight</i> archetype are known as <i>storm lords</i>. The class features remain the same with the exception of Spells Known and Spellcasting Ability, as follows.</div>
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<i><b>Spells Known of 1st-Level and Higher. </b></i>Storm lords select their spells (except cantrips) from the druid and ranger spell list in place of the wizard spell list. The limitations to spell selection involving abjuration and evocation spells remains. All other aspects of this feature remain unchanged.</div>
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<b style="font-style: italic;">Spellcasting Ability.</b> Wisdom is your spellcasting ability for your spells, since you call on the spirits of nature to power your spells. All other aspects of this feature remain unchanged.</div>
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<b><br /></b>
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<b><span style="font-size: large;">Paladins (Oath of the Winds)</span></b><br />
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Aarakocra paladins follow the Oath of the Winds, a variant of the Oath of the Ancients. At 1st level, aarakocra paladins lose proficiency with heavy armor, but gain proficiency with one type of artisan's tools and one musical instrument of their choice.<br />
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The tenets and features of the Oath of the Wind are the same as the Oath of the Ancients, with the exception of their oath spells and nature's wrath feature as follows.<br />
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<b>Oath Spells</b><br />
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3rd level: <i>fog cloud, speak with animals</i></div>
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5th level: <i>lesser restoration, misty step</i></div>
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9th level: <i>call lightning, protection from energy</i></div>
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13th level: <i>ice storm, wind wall</i></div>
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17th level: <i>commune with nature, hold monster</i><br />
<i><br /></i>
<b>Channel Divinity</b><br />
<i style="font-weight: bold;">Nature's Wrath.</i> The foe is ensnared by powerful winds instead of vines. Otherwise, the power functions exactly as the Channel Divinity power of the Oath of the Ancients. </div>
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<b><span style="font-size: large;"><br /></span></b>
<b><span style="font-size: large;">Rogues (Infiltrator)</span></b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6aR2Rm81Ee694gjU8UlBQBZnBmFKig7QhDEwVMedPe5V1K6XDq6zlMXVUP6O3rcr16JPWz9iDDIsK2pdCc917iVjIp0u7rtO0WZl5Sc-wKpYJpliA1GV7aMBhpprkVm3b2JKCXLlIrw/s1600/Aarakocra05.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6aR2Rm81Ee694gjU8UlBQBZnBmFKig7QhDEwVMedPe5V1K6XDq6zlMXVUP6O3rcr16JPWz9iDDIsK2pdCc917iVjIp0u7rtO0WZl5Sc-wKpYJpliA1GV7aMBhpprkVm3b2JKCXLlIrw/s1600/Aarakocra05.jpg" /></a>Aarakocra rogues that follow the <i>thief</i> archetype are known as <i>infiltrators</i> and are rarely involved with criminal elements. Infiltrators act as scouts, destabilize cults, infiltrate temples of Elemental Evil, and sabotage the resources of their enemies on any plane. The class features remain the same with the exception of Second-Story Work, which is replaced by Agile Flier.</div>
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<b>Agile Flier</b></div>
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Starting at 3rd level, you can use your reaction to dodge ranged attacks that you would normally be hit by, including missile traps, ranged weapons, and any damaging spell that requires an attack roll. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. If you are flying at the time you use this ability, you may add your rogue level to the roll.</div>
Rich Howardhttp://www.blogger.com/profile/06235467601059472682noreply@blogger.com21