Paladins in Amerath

Available Subclasses: Devotion, Ancients, Vengeance (PHB); Crown (SCAG)

alhandra tyler walpole

Image by Tyler Walpole

A number of chivalrous and holy orders exist in Amerath, and paladins are generally members of these; crusaders and defenders of the faith.

 

Hit Points
Hit Dice: 1d8 per paladin level
Hit Points at 1st level: 1d8 + 16 + your Constitution modifier
Hit Points at higher levels: 2d4 (or 5) + your Constitution modifier per paladin level after 1st
Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons
Tools:
One gaming set
Saving Throws:
Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a jian

(a) five javelins or (b) any simple weapon

(a) a priest’s pack or (b) an explorer’s pack

Leather armor, two daggers, and a holy symbol

 

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Spellcasting

Paladins can not cast spells, though they still gain spell points as normal, which can be used for their Divine Smite.

Divine Sense

Paladins do not have Divine Sense; instead, they have Battle-Ready, below:

Battle-Ready

Whenever you roll initiative, you gain a number of temporary hit points equal to your paladin level + your Charisma modifier.

Fighting Style

May only choose from Defense, Daseel Style, Protection, Rosebriar Style, Half-sword, or Acrobatic.

Gifts of the Faithful

At 2nd, 6th, 9th, and 12th levels, a Paladin may select one feature from below:

Bonus Ability Score Increase

The paladin may increase a single ability score by 2. This gift can be taken multiple times, but only once per ability score.

Bonus Feat

The paladin may take any feat they qualify for as a bonus feat. This gift may be taken multiple times.

Channel Divine Power

Some Paladins may channel divine power like a cleric, though in a slightly more limited fashion. When selecting this feature, a paladin chooses one use of the Channel Divinity feature. They may use this feature a number of times per long rest as if they were a cleric of half their level. If this feature is chosen again it adds a different Channel Divinity feature.

Defend the Fallen

If an ally is reduced to 1/5 or less of their maximum hit points by an attack, you may use a bonus action to Dash provided your Dash takes you closer to that ally.

Pool of Belief

Gain 2d6 dice, which can be used in one of two ways:

Added to a Divine Smite, as per PHB pg 86.

Or, spent as a bonus action to grant an ally temporary hit points equal to the result, which stack with any other temporary hit points. This can only be used on creatures with at least 1 Hit Point, and does not work on undead or constructs.

Spent dice are recovered at the end of a long rest. This feature may be taken multiple times, each time adding 1d6 to the belief pool.

True Believer

1/day, add your proficiency bonus to any save, even if proficiency already applies. You must declare your use of this feature before rolling.

 

All other features as normal.

Clerics of Amerath

Available Subclasses: Knowledge, Life, Light, Nature, Tempest, Trickery, War (PHB); Arcana (SCAG); Forge, Grave (XGE); Order (GGR)

 

Clerics are found wherever folk settle. The Acolyte and Cloistered Scholar backgrounds are the most frequent.

 

Hit Points

Hit Dice: 1d4 per cleric level

Hit Points at 1st Level: 1d4 + 8 + your Constitution modifier

Hit Points at Higher Levels: 2d2 (or 3) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor

Weapons: Daggers, war fans, quarterstaffs, darts, blowguns, longswords, jian, shortbows, longbows.

Tools: Calligrapher’s supplies, and choose one additional Artisan’s tool or a musical instrument.

Saving Throws: Wisdom, Charisma

Skills: Choose three from Arcana, Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception, Performance, Persuasion, Religion, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longbow and 20 arrows or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A holy symbol

 

Spellcasting

A Cleric’s spellcasting ability is predicated on their Charisma, rather than their Wisdom. If any cleric spell specifically refers to the cleric’s Wisdom modifier or Wisdom score, it instead uses their Charisma modifier or Charisma score.

Sacred Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Sacred Arrows

Beginning at 3rd level, by spending spell points, you can infuse spiritual power into your arrows. This allows them to break through barriers, destroy certain permanent spells, and purify objects; additionally, they count as magic weapons for the purposes of dealing damage and breaking through creatures’ defenses.

Sense Unnatural

As an action, you can open your awareness to detect the presence of otherworldly entities. Until the end of your next turn, you know the location of any aberration, elemental, fae, celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity.

Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 3 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Spirit Hunter

Clerics receive extensive training in dealing with malignant spirits. Starting at 1st level, a cleric may always act during a surprise round against spirits and undead.

Channel Divinity Modification: Exorcism

Instead of being able to turn undead, exorcism affects any aberration, elemental, fae, celestial, fiend, or undead.

In addition to usual use, you may use this ability in concert with an attack, such as with a bow or a sword; if your attack is successful, your Exorcism takes effect. This uses up one use of your Channel Divinity, whether the attack hits or not.

After you reach 5th level, when a non-undead creature fails its saving throw against your Exorcism feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Exorcism table. Undead creatures are Destroyed as usual.

Exorcism

Cleric Level    Banishes Creatures of CR…

5th                    ½ or lower

8th                    1 or lower

11th                  2 or lower

14th                  3 or lower

17th                  4 or lower

 

Domain Modification: Life

Life domain clerics gain proficiency in Medicine and the herbalism kit, instead of Heavy armor.

 

Domain Modification: Nature

Nature domain clerics gain proficiency in Medicine and the herbalism kit, instead of Heavy armor.

 

Domain Modification: War

War Domain clerics gain proficiency in Medium armor, not Heavy armor.

 

All else as standard.

 

Khazelhil

Khazelhil (Fire Elves, Ashen Elves)

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Image shamelessly stolen from Phobs

The Fire Elves are descendants of the ancient High Elves of the Ashen Kingdoms, said to have had the favor of the gods; but they sought yet more power, and drew otherworldy energies upon themselves, and made deals with demons. The wars for supremacy that followed the latter were their downfall. So many centuries on, they are somewhat rare, but not uncommon in certain regions, such as the forests surrounding the Lake of Tears and the settlements nearby; they are more widespread in the South. They are often distrusted, for the Ashen Kingdoms had many faults in their final days, and the rumors of infernal heritage are well known; thus they are generally insular.

Fire Elves tend to wear enveloping hooded cloaks or robes, brown or red or black or green or cobalt or scarlet on the outside, and sometimes veils; golden or golden-brown on the inside and the trim, with rich patterns. They wear bright clothing beneath, sky-blue or ochre or yellow or crimson or white, and many wear patterns of facepaint to match. They wear a good deal of jewelry, gold and silver and bronze and steel, and are fond of necklaces and bracelets and rings and earrings; however, they rarely wear piercings or tattoos. Those with antlers or horns will often hang small shapes of jewelry from them.

Fire Elves have the same lithe body shape as other elves, and have bronze skin, flame-red hair, and golden eyes with black sclera; the last of these are frequently the only thing seen beneath their robes.

Some have one or two stranger features as well, the impetus for their robes. Roll 1d3-1 times on the table below.

d100   Some fire elves:

1-4       Have polyphonic voices

5-8       Are androgynous, perhaps hermaphroditic.

9-12     Are hooved

13-16   Have a strange floral or herbal fragrance

17-20   Move with feline grace

21-24   Habitually sleep in ditches, up trees, or beneath hedges

25-28   Have bones of branch and vine

29-32   Are mad as a hatter

33-36   Have catlike eyes

37-40   Have a pair of delicate antlers or horns

41-44   Have clawed fingers

45-48   Smell of incense and spice

49-52   Have eyes that flash with reddish light when they feel strong emotions

53-56   Have goat’s legs and hooves instead of normal legs

57-60   Smell of brimstone

61-64   Have soft hair, like fur

65-68   Have a splash of shocking color in their hair or eyes, like blue, orange, or pink.

69-72   Have an upturned nose, or only nose slits

73-76   Smell of burnt wood

77-80   Smell of fresh-turned earth

81-84   Leave a wake of ash and cinder

85-88   Have no shadow and/or cast no reflection

89-92   Have a sharp-toothed grin, slightly wider than most people find comfortable.

93-96   Cause unease in animals

97-100 Wither plants with prolonged touch/presence

Ability Score Increase. Your Charisma score increases by 1.

Otherworldly Ability. Choose two of the following traits, or roll randomly (reroll duplicates). Charisma is your spellcasting ability for any spells.

1          Charm person 1/day

2          Clairvoyance 1/day

3          Darkness 1/day

4          Cause fear 1/day

5          Resistance to fire damage

6          Resistance to lightning damage

Languages. You can speak, read, and write Common, Elvish and the Blood Speech.

Male Names: Thylius, Virakarra’uzur, Azraz, Loshamos, Yarikh, Cendunus, Mundus, Adrelukan, Ashus, Vinamurra’uzur, Sharalphasis, Lonlaraz, Anmos, Harraz, Menelphus, Andrakaraz, Lokkalius, Virmiraz, Kammos, Eularius, Nalmenos

Female Names: Colitta, Aetheria, Mylith, Dorissa, Nittari, Hemine, Kalith, Hessunher, Hessebel, Sylissa, Arpharis, Nikkaris, Liletria, Nikkather, Betraz, Colmine, Kanetria, Deleria, Kattari, Sharilphanat, Carena

 


Fire Elves, an Elf subrace of Amerath; essentially, the setting’s response to tieflings.

I think the tables are fun.

Mirror of Realized Appetition

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Mirror of Realized Appetition

Fashioned for the notably vain Queen Ysonthe of Herl by the enchanter Temanrean, in his bid for her hand; though he did not win – being murdered by the fleshchangers for encroaching upon their Art – his gift saw much use by the Queen.

The Mirror of Realized Appetition enables the user to change any one aspect of their physical appearance (anything from scars to eye color to sex), permanently (unless changed again by use of the Mirror, of course). The mirror may be used as often as the bearer desires. However, while modeled after the Art of the fleshchangers, it does not carry with it their soothing practices, and consequently the user experiences some pain, unless they make the appropriate save.

For 5e, they must make a Con save each use or take 1d8 damage; for B/X or similar OSR, they must save vs. wands each use or take 1d6 damage.


Not really part of any setting I’m working on. Inspired by the Harry Clarke Bestiary project over at Emmy Allen’s blog, though I have no idea if it’s still ongoing.

Tinkers

A table and some rules I use for my 5e setting, inspired largely by the tinkers in the Kingkiller Chronicles, as well as something I saw on the excellent Signs in the Wilderness blog.

Tinkers

“A gold piece, a silver piece, and a copper piece”

“A tinker’s advice pays kindness twice”

A Tinker’s Debt Is Always Paid

Once for any simple trade. A character who trades with a tinker will generally find some use for the items they received, often more than they expected. (Tinkers have a knack for offering things PCs will need for some upcoming challenge in the adventure).

Twice for freely given aid. Aid in return, such as tips or directions; additionally, all rolls against the character have disadvantage for a while (DM’s judgement).

Thrice for any insult made. All rolls against the character have advantage for a while (DM’s judgement, dependent on the severity of such insult; generally, I wouldn’t recommend more than one encounter.).

Also, if a tinker offers a bargain that the character doesn’t accept, always find a reason for them to need the thing they could have gotten.

 

Roll up a random Tinker:

d6           Appearance

1              Pack almost as big as the bearer

2              Pushing a small cart

3-6          Riding a (1-3) shabby cart/(4-6) brightly painted cart, pulled by a (1-3) eland/(4-6) elk/(7) yak/(8) ox/(9-10) pack dog/(11-12) Plainsbird.

 

d4           Attitude

1              Cheerful

2              Friendly

3              Alert

4              Sleepy

 

d100         Advertises 9 of:

1-2          Silk scarves

3-4          Writing paper

5-6          Sweetmeats

7-8          Belt leather

9-10       Black pepper

11-12     Fine lace

13-14     Bright feather

15-16     Small clothes

17-18     Rose water

19-20     Heath blankets

21-22     Feather-plumes

23-24     Plains-melons

25-26     Pipe-leaf

27-28     Summerwine

29-30     Moose cheese

31-32     Rice cakes

33-34     Goat cheese

35-36     Sharp knives

37-38     Sweet apples

39-40     Juicy peaches

41-42     Pure salt

43-44     Stead Ivory

45-46     Wild ginger

47-48     Warm furs

49-50     Tea leaves

51-52     Sour Lemons

53-54     Sweet Plums

55-56     Sugarcane

57-58     Apricots

59-60     Pomegranites

61-62     Olives

63-64     Paadria hats

65-66     Straw caps

67-68     Rice wine

69-70     Sharp arrows

71-72     Bells

73-74     Candles

75-76     Iron Chain

77-78     White Chalk

79-80     Healer’s kit

81-82     Holy symbol

83-84     Ink and inkpen

85-86     Lamp and lantern

87-88     Soap

89-90     Tinderbox

91-92     Whetstone

93-94     Artisan’s tools

95-96     Gaming set

97-98     Musical Instrument

99-100   Herbalism kit

 

d12         Service/Skill

1-6          Knife-sharpener

7-8          Cobbler

9-10       Story-teller

11-12     Knows trails and back ways for miles

 

d4           Looking For

1              Supplies – rope, cloth, food, tea

2              Something to pass the time – alcohol, pipe-leaf, a musical instrument.

3              Something to use as a gift – a silver locket, shell beads, a golden bracelet, fine gems.

4              Tack and saddle

 

d4           In Need Of (but does not mention):

1              His feet are bare and bloody.

2              His cloak is more patch than fabric, and full of holes.

3              His stomach growls audibly.

4              Wearing the remnants of a hat.

 

Taverns & Tea-Houses

A couple of tables I worked up, for taverns and tea-shops in the D&D setting I’ve been working on the last couple of years.

[A brief note on the setting, Amerath: A swashbuckling, sword-and-sorcery wuxia setting, with inspiration less from medieval Europe and more from the Americas, Asia, and the European Bronze Age.]

Taverns

 

Random Tavern

d6           Construction

1              Wood planks

2              Cut stone

3              On a boat in the harbor

4              Whitewashed walls, red roof tiles

5              Over water – on stilts or pilings, perhaps also acting as a bridge.

6              Rice-paper and red-painted wood

 

d4           Interior

1              Cushion seating and low tables, futon beds

2              Chairs and tables

3              unfurnished floorboards (50% chance of being covered in straw), bare benches and stools

4              Long communal tables

 

d12         Atmosphere/Other Notes

1              Carpets strewn about the floor, colorful wall hangings (1-3 patterned, 4-6 scenes)

2              A smoky haze hangs over the main room

3              Live plants and lava stone, black velvet paintings, trained pseudodragons on the bar and in the rafters

4              Additional seating outside

5              Well-behaved merchant patrons

6              Raucous laborer patrons

7              A bar fight is currently in progress

8              Informal, casual, friendly

9              Funded by a temple, staffed by priests, holy iconography prevalent.

10           Dim lighting, gloomy, quiet muttering

11           Thieves’ guild safehouse, secret cellar

12           Owner waters down the drinks

 

d10         Food Offered 3 of:

1              Roast meat (1-2 turkey, 3-4 moose, 5-6 mutton)

2              Lamb/mutton and potato stew

3              Bread (1-2 sourdough, 3-4 rye, 5-6 rice, 7-8 flatbread)

4              Cheese (1-2 moose, 3-4 goat, 5 yak, 6 sheep)

5              Seafood (1 trout, 2 salmon, 3 catfish, 4 bass, 5 perch, 6 carp, 7 mahi mahi, 8 halibut, 9 crab, 10 shrimp, 11 lobster, 12 crayfish)

6              Bread and sauces

7              Meat pies

8              Rice

9              Meat or vegetable skewers

10           Noodles

 

d6           Drinks Offered 3 of:

1              rice wine

2              beer

3              red wine

4              white wine

5              orange wine

6              pink wine

 

d10         Also Offers 1d3 of

1              Pipe-leaf

2              Side room with (1-2 singing, 3-4 dancing, 5-6 drama, 7-8 comedy)

3              Private room with screen, access to bar, offers private drinking for higher price

4              Dancing girls

5              Free lunch with purchase of one drink

6              Communal bath, using water from nearby hot spring if any

7              Fruit pies

8              Gaming supplies (1-2 dice, 3-4 cards, 5-6 pattern guessing games, 7-8 roll d6 twice)

9              Live music, open stage

10           Spiced potatoes

 

 

Tea Shops

 

Random Tea Shop

d6           Construction

1              Wood planks

2              Cut stone

3              On a boat in the harbor/river

4              Underground (1-3 cave, 4-6 cellar)

5              Over water – on stilts or pilings, perhaps also acting as a bridge.

6              Racial (1d4)

1              Elvish: walls of graceful stone and living trees, a canopy of branches and a latticework of stone, a floor of moss or short-cropped grass, lit by jars of fireflies at night set loose when morning comes. Trees artfully scattered across the main room.

2              Dwarvish: walls of stone in geometric shapes, set tight without mortar; a floor a few steps below the level of the ground, so the building seems larger inside than out; few windows, with light provided by lamps filled with glowing spores; reading material may be provided.

3              Drow: red lanterns, silk tapestries, the faint smell of roses; no windows, curved and fluid stone; soups sipped quietly from shallow bowls, food eaten with knives or pairs of sharpened sticks.

4              Tallfellow Halfling: Built of wood, with many windows; spacious feeling, but a ceiling around 6’; anything colored is mainly in vibrant shades of brown, yellow, or green.

 

d4           Interior

1              Cushion seating and low tables

2              Chairs and tables

3              Private compartments

4              Long communal tables

 

d12         Atmosphere/Other Notes

1              Carpets strewn about the floor, colorful wall hangings (1-3 patterned, 4-6 scenes)

2              A haze of incense and smoke

3              Flooded ankle-deep in clear water, a slight current taking away any detritus; seating areas may or may not be raised on dry platforms.

4              Additional seating outside

5              Well-behaved merchant patrons

6              Raucous laborer patrons

7              Fountain fills the room with the sound of trickling water

8              Every patron is required to wear a carnivale mask

9              Reading materials are provided, and conversation kept to a low murmur

10           Tables, counters, bowls, utensils, fixtures are made of copper and bronze

11           Owner runs a smuggling ring. Secret door in basement leads somewhere convenient. Rough-looking folks at the side table are off-work employees.

12           Haunted. Do not sit in the corner, it is taken.

 

d8           Teas Offered 3 of:

1              White

2              Yellow

3              Green

4              Oolong

5              Red

6              Heilong

7              Blue Lotus

8              Herbal

 

d10         Also Offers 1d3 of

1              Pipe-leaf

2              Hookah

3              Rice Wine

4              Dancing girls

5              Pastries (3 of: 1 bubbly pie, 2 fruit tart, 3 chasan, 4 churro, 5 cream horn, 6 kolache, 7 cheese pastry, 8 curry puff, 9 fig roll, 10 lotus seed bun, 11 samosa, 12 empanada)

6              Soup (1-2 rice-noodle, 3-4 fish, 5-6 rice-noodle with fish, 7-8 lamb and vegetable, 9-10 turkey and potato)

7              Steamed buns, filled with meat or vegetables

8              Sandwiches and cakes

9              Live music

10           Sweet iced tea

 

D&D 5e: Elves of Wood and Jungle

In my homebrew campaign setting of Moonsea (See the Campaign Journal if you’re interested; I just added our most recent session and figured out how the dropdown menus work), Drow aren’t really all that bad. They’re just another subrace of Elves, one that lives in the deep jungles of Dhathan. Perhaps they were something else, once, but if so that was long ago.

Wood Elves are fairly similar to the Wood Elves described in the PHB, but there are a few key differences, including a greater affinity with animals.

Wild Elves are even more closely entwined with the animals of the forest, even being able to speak their language. However, they do have a few… cultural values that more civilized races have difficulty understanding. Yes, I know I’ve posted them before, but this time I’ve added a picture.

 

Drow

drow

Drow are wild elves, akin to sylvan or wood elves, but descended from an earlier subrace of dark-skinned elves. More primitive than other elves, they lead lives apart from civilized beings, deep in wild jungles.

Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves- they rarely top 5’4″-, letting them easily slip through tangles of underbrush that would stop or slow down larger beings. Their small size and light weight also make climbing trees easy for them.

Ability Score Increase. Your Charisma score increases by 1.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for the spell.

Life in the Trees. Climbing doesn’t halve your speed.

Bestowed by Silvanus. The drow have great knowledge of the jungles that they call home. You have proficiency in Nature.

Drow Weapon Training. You are proficient with shortbows, longbows, daggers and blowguns.

 

Wood Elves

wood elf

As a wood elf, you have keen senses and intuition, and your feet carry you swiftly and silently through your native forests. You are just as quick-witted as you are quick-limbed.

Wood elves are shorter than most other elves and men- about 5’ on average-, and have a frail, delicate build, but they are quite agile, and have an affinity of sorts with wild animals.

Wood elves’ skin tends to be coppery in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the dagger, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Natures Gift. You gain proficiency with Animal Handling. In addition, animals of the natural world are friendly towards you and your companions, so long as you do not threaten them and they are not overly hungry. They are willing to do small tasks for you, though nothing that would endanger them or their offspring.

 

Wild Elves

wild elf

Wild elves are a far older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings or Venthel. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and can’t abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but hey; nobody’s perfect.

Size: Small. They max out at 3’ 6 in height.

Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.

Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)

Bite: You have an unarmed bite attack that deals 1d4 piercing damage.

Languages: You can speak Elven, Animal, and Sylvan.

 

Brief update and a 5e PrC

Wow, I haven’t posted anything in a while. I’ve been REALLY busy with school. Anyway, after the D&D 5th edition Prestige Class UA came out, I worked up a conversion of the Bladesinger PrC. Probably not that awesome, but maybe, I dunno. It’s not playtested yet, but it’s at the end of the post.

So, we had another D&D session earlier. I’ll have the Session Five transcript up soon. Also, I’m gonna make another Linguistics post sometime this month, I’ve got some ideas rolling around in my head.

Anyway. The Bladesinger

Image link: http://imgur.com/9MHW08i  …Note that I have no clue who the artist is.

Bladesingers are those of Fey origin (usually elves or half-elves) who have woven together arcane magic and swordplay to create a fluid and majestic fighting style. While the majority are Eldritch Knights or multiclass fighter/spellcasters, any elf, half-elf, or other fey who meets the prerequisites can become one. Bard/rogues and even witch/barbarians are just as possible.

Bladesinger

Level Features

1            Bladesinger’s Defense, +4 mana

2            Lesser Spellsong, Ability Bonus

3            Song of Celerity, +4 mana

4           +4 mana, Ability Bonus

5            Song of Celerity, Song of Fury

Prerequisites:

Race: Any Fey

Base Attack Bonus: +3

Dexterity 13

Charisma 13

(OR 15 in one, 10 in the other)

Ability to cast arcane spells of 1st level.

 

Proficiency with longsword or rapier.

 

Proficiency with Acrobatics

Character Level 5th: It requires training and commitment to become a Bladesinger.

Class Features:

As a bladesinger, you gain the following class features.

Hit Points

Hit Dice: 1d6 per bladesinger level

Hit Points per Level: 2d3 (or 4) + your Constitutional modifier per Bladesinger level.

Proficiencies

Saving Throws: Dexterity

Skills: Gain expertise in Acrobatics

Armor: Light armor

Equipment

None

Archetype advancement

Your levels of bladesinger stack with your main character class in determining when you acquire your archetype abilities

Spellcasting

If you have a spellcasting class, your levels of bladesinger and your main spellcasting level stack in terms of how many spells per day you can cast, and what level of spell you can cast. If you have more than one spellcasting class, choose one of them to stack with your bladesinger levels.

Bladesinger’s Defense

While wielding a longsword or rapier in one hand (and nothing else) and wearing light or no armor, a bladesinger gets a Reflex bonus to AC equal to their class level, not exceeding their Intelligence bonus.

Lesser Spellsong

When wielding a longsword or rapier in one hand (and nothing in the other), a Bladesinger of level 2 or above can take 10 when making a concentration check to maintain a spell.

Song of Celerity

Once per day, while wielding only a longsword or rapier in one hand (and nothing in the other), a bladesinger of 3rd level or higher may quicken a single spell of up to 2nd level with a casting time of 1 action as if he had used the Quicken Spell Metamagic ability. At 5th level, he can quicken a single spell of up to 4th level.

Ability Bonus

As one becomes a bladesinger, one cannot help but become smarter and more agile. At 2nd and 4th levels add +1 to both your Dexterity and Intelligence scores.

Song of Fury

When a fifth-level bladesinger chooses the attack action with a longsword or rapier in one hand, (and nothing in the other), he can use his bonus action to make one extra attack in a round, but this attack and each other attack made in the round have disadvantage. This also affects attacks of opportunity he might make before his next turn.

The Wanderer (D&D 5e Class)

Edit from the future: Yeah… I made this when I was 16, so take any balance issues up with past me, please.


I do still need some feedback on this thing, because it’s currently a tangled mess of unplaytested awesome ideas. I think it should work pretty well, but I suppose we’ll find out as Ren levels up.

Anyway, what exactly is the Wanderer class?

That’s really, really hard to quantify. It’s sort of like a mix of the Bard and Rogue classes, with a dash of the Monk class, the Fighter class, and Mat Cauthon thrown in. Except that it isn’t. So I’m just going to post it before I confuse the issue any further.

Wanderer
Yet still the riven heights he clomb,
And wandered forests, all alone,
And creatures foul, and creatures fair,
These the kinds he met him there.
-Fragment of the ancient Lay of Tabhrin.

“You thought I was kidding? You should be so lucky. I really can do anything.”
Class Levels
Level Proficiency Sneak
             Bonus       Attack   Features
1st           +2            1d6      Ritual Casting, Sneak Attack
2nd         +2             1d6      Expertise
3rd          +2             2d6      Varied Study, Deflect Missiles
4th          +2             2d6      Ability Score Improvement
5th          +3             3d6      Extra Attack
6th          +3             3d6      Varied Study Feature
7th          +3             4d6      Unarmored Movement
8th          +3             4d6      Ability Score Improvement
9th          +4             5d6      Evasion
10th        +4             5d6      Expertise
11th        +4             6d6      Extra Attack (2)
12th        +4             6d6      Ability Score Improvement
13th        +5             7d6      Jack of All Trades
14th        +5             7d6      Varied Study Feature
15th        +5             8d6      Slippery Mind
16th        +5             8d6      Ability Score Improvement
17th        +6             9d6      Reliable Talent
18th        +6             9d6      Feral Senses
19th        +6             10d6     Ability Score Improvement
20th        +6             10d6     Signature Spells
Class Features
You gain the following class features.
Hit Points (conventional 5e)
Hit Dice: 1d6 per Wanderer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wanderer level after 1st

Hit Points (With our houserules)
Hit Dice: 1d4 per Wanderer level
Hit Points at 1st Level: 1d4+8 + your Constitution modifier
Hit Points at Higher Levels: 2d2 (or 3) + your Constitution modifier per Wanderer level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One musical instrument of your choice; thieves’ tools; one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Sleight of Hand; choose any two others.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword, or (c) any simple weapon
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a dungeoneer’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
• (a) any musical instrument or (b) thieves’ tools or (c) one type of gaming set
• (a) chain mail and a shield or (b) Leather armor and two daggers
Ritualist
You can cast a spell as a ritual if you have the spell in your reportoire. The number of spells you can learn as rituals is detailed at the end of the class description, as is the list of spells you can choose from.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table.
Expertise
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Varied Study
At third, sixth, and 14th level respectively, you may take one of the second, fifth, and 13th-level feature of one other class.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your wanderer level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
Unarmored Movement
Starting at 7th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Evasion
At 9th 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 fireball 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.
Jack of All Trades
Starting at 13th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Reliable Talent
By 17th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Fighting Blind
At 18th level, you’ve been in so many fights that you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Wanderer’s Luck
You might be favored by the gods. You may be slightly precognizant and not know it. You might just be really lucky. Whatever the case, whenever you roll a natural 1 on an attack roll, skill check, or ability check, you treat it as a natural 20.
Level   Cantrips             Ritual Levels
            Known           1st 2nd 3rd 4th 5th 6th
1st            1
2nd           1                 1
3rd            1                 2
4th            2                 2      1
5th            2                 2      1    1
6th            2                 2      1    1
7th            2                 2      1    1
8th            2                 2      1    1   1
9th            2                 2      2    1   1
10th          2                 2      2    1   1   1
11th          3                 2      2    1   1   1
12th          3                 2      2    2   1   1
13th          3                 2      2    2   2   1
14th          3                 2      2    2   2   1
15th          3                 2      2    2   2   2
16th          3                 2      2    2   2   2
17th          3                 3      3    3   2   2   1
18th          3                 3      3    3   2   2   1
19th          3                 3      3    3   2   2   1
20th          3                 3      3    3   2   2   1
Wanderer Cantrips
Blade Ward, Dancing Lights, Friends, Hex, Mending
Wanderer Rituals
1st Level
Alarm, Disguise Self, Grease, Jump, Longstrider, Purify Food and Drink, Message
2nd Level
Alter Self, Darkness, Darkvision, Silent Image
3rd Level
Daylight, Invisibility, Rope Trick, Water Walk
4th Level
Freedom of Movement, Nondetection, Tongues
5th Level
Animate Objects, Cure Wounds, Passwall, Polymorph
6th Level
Arcane Gate, Teleportation Circle

Dungeons And Dragons- quinta edición

And no, I’m not talking about the freaking awesome TV show. Not in this post, at any rate.

I picked up the 5th edition rulebooks about six months ago, and they’re awesome. I’ve been working on a campaign setting, which I finally finished. Long lore, long story, not important at the moment.

I came up with a few things for it. This process is also known as “Stealing awesome stuff from books, movies, and other people’s homebrew and then painting over it to make a sketchy totally-not-stolen new item.”

…Anyway, if anyone cares, here are a couple things I came up with. Completely not playtested yet, but getting there.

Monstrous Subrace, for any race.
Your character, due to a magical accident, strange birth circumstances, or unusual ancestry, has greater abilities than a normal human; however, this is compensated for by their strange appearance and (often) being alienated.
Ability Score Adjustment. Your Strength, Dexterity, or Constitution can each have an increase of between 1 and 6; however, your Charisma, Intelligence, or Wisdom (respectively) loses the same amount.
Marked. Your character has a rather unusual look about them, such as antlers (grants gore 1d6 damage+ proficiency), elongated limbs (grants reach), gills (grants water breathing), glowing eyes (darkvision), a tail (advantage to acrobatics), wings (functions as below), fangs (bite 1d4+proficiency), or prehensile feet (can hold an extra weapon in feet).

Wings. As your character develops, so will their ability to use the spell Fly, as shown on the chart below.
Wing Proficiency
Level   You may cast Fly…        Fly Speed
1st       once per Long Rest       25 feet
4th       once per Long Rest       35 feet
8th       once per Short Rest      40 feet
12th     as a Cantrip                   60 feet

Elf Subrace: Wild Elves
Wild elves are a much older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and cannot abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but nobody’s perfect.
Size: Small. Wild elves max out at 3’ 6” in height.
Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.
Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)
Bite: You have an unarmed bite attack that deals 1d4 piercing damage.
Favored Class: Barbarian.
Languages: Elven and Sylvan.

Okay, I give up. I’m gonna stop doing all the ability headers in bold.

New Race: Zanyen
Their appearance holds some hint of Fey ancestry, but if so it is mixed with heritage unlike any known in the Multiverse today. They are muscular, but slim, and about 5-6 feet tall, with pointed ears and green-tinted skin. Their hair colors range though white, black, dark green, and dark orange. They have no facial hair and little body hair.
The history of the Zanyen has little information from before the Aberrant Swarm; however, they do have tales of a god they once worshipped, by the name of Izajan. Among the goals of the race are to find the body of their god, and then petition the New Gods (as they call the Eight) to restore him to life. Whether Izajan could shed more information on the history of the Zanyen is not known.
Zanyen live on the rolling plains of Shom, often within villages built around the ancient pieces of Old Sigil. They are consummate explorers, and as a result, they have acquired a reputation as planar merchants. They are often found sailing through the Mortal World, bringing interesting goods from their travels through the Multiverse.
Zanyen Traits
Ability Score Increase. Your Strength score increases by 1. Your Dexterity score increases by 1. Your Charisma score increases by 1.
Age. Zanyen mature quickly, usually at the age of 15. They have been known to live up to the age of 420.
Alignment. Zanyen are almost always Chaotic, however some may try to keep themselves under control through rigid codes of conduct, becoming Lawful.
They are usually neutral or good.
Size. Zanyen are about 5 to over 6 feet tall and weigh around 160 to 230 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
Trance. You can meditate deeply for 4 hours, which counts as sleeping for 8 hours.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Calm Fury. You can inspire fear through reason and provoke thought through anger. You may use an Intimidate check to replace a Diplomacy check or a Diplomacy check to replace a Intimidate check. The result counts as whatever check was replaced.
Favored Classes. Fighter, Druid, and Barbarian are the most common classes a Zan might belong to.
Languages. Zann, Common, and one other.

NEW FIGHTING STYLE
Half-Sword
When using a longsword or greatsword and no shield or other weapons, you deal piercing damage instead of slashing. You also gain a +1 bonus to attack and damage rolls with that weapon.

Druid Circle: Circle of the Avenger
Fast Movement: At 2nd level, a druidic avenger’s base land speed is faster than the norm for their race by 10 feet.
Wild Empathy: A druidic avenger has disadvantage on Animal Handling checks.
Rage: An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 2nd level, and one additional time per day for every four levels above 1st. An avenger does not gain the Relentless Rage or Persistent Rage abilities.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 14th level in this class.
Doublespell: At level 10, you may choose one spell you know of level 4 or below. Once, you may cast it without expending a spell slot. You regain this with your other spell slots after you finish a long rest.

I also made two classes, the Wanderer and the Witch, but the tables are gonna be annoying to put up, and it’s like five a.m. here, so I’m gonna stop this post now.