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Messages - phaedrusxy

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D&D 3.5 and Pathfinder / Re: BEHOLD!
« on: January 18, 2024, 10:07:54 PM »
It was also one of the earliest OP builds, and it’s so simple that it was likely to be actually used in games. Snow… something was one poster who popularized it, way back on 339.

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Homebrew and House Rules (D&D) / Re: Universal/Generic 5e Character Class
« on: January 12, 2024, 09:46:26 AM »
Example characters built using the Universal Character Class. I've tweaked the costs of things a lot since making some of these. So there may be errors.

Core Sorcerer (24 pts)
To gain the full abilities of a 20th level sorcerer, you'd need to take Spellcasting 9 times to reach 9th level spells. However, that would still only leave you with three spells known. So you'd need to take Spell Knowledge 6 times to get the same number of spells known as a base sorcerer. You'd then spend 1 more on an archetype. Since spell points equal sorcery points under the old system, you'd then need to spend 4 points to get the same number of sorcery points and 4 more points to get four metamagic abilities.

This would be fairly close to a sorcerer with the exception of its spell slots which are radically different because this is using a Spell Point system. However, if you calculate the sum of the spell slot levels (i.e. spell points) of a standard 20th level sorcerer, it comes out to 89 plus 20 from sorcery points, for a total of 109. The universal sorcerer character described above would have 101 spell points, which is slightly less, however they would have more flexibility in how they cast them, the ability to cast more high level spells, and they could choose spells known from any class list. So overall I’d say at level 20 this is slightly more powerful.

To reproduce the core sorcerer at level 5, we spend 3 points on Spellcasting, 1 point on an archetype, 1 on metamagic, and 3 on Extra Spell Points. This gives us a total of 21 spell points which exactly equals the core sorcerer’s 21.
We spend our last point on Spell Knowledge, bringing us up to a total of 5 spells known compared to the core sorcerer’s six. So we have one less spell known, but more flexibility. I’d call them equal at level 5.

Core Barbarian (20 pts)
Take Tough 3 times to approximate d12 hit dice (3 pts), Rage x2 (2 pts), and Extra, Relentless, and Persistent Rage (3 pts) gives us all the rage related abilities. Pick an archetype (1 pt), and take Basic Armor Proficiency (1) and Martial Weapon Proficiency (1), as well as unarmored defense (3 pts). Add Reckless Attack and Extra Attack (2 pts). Danger Sense cannot be exactly reproduced, but if you chose Dexterity as a save to be proficient in (either starting out, or through a feat), you could then take Indomitable for that for (1 point) and get advantage on all Dex saves (not only those for which you can see the threat). I renamed Feral Instinct to Quick Reflexes, and so we take that (1 pt). We then add Brutal Critical x3 (3 pt) and Indomitable Might (1 pt). We can’t get the capstone of Primal Champion, but then again this system was really made to replace multiclassing not single classed characters.

Core Rogue (21 pts)
Sneak attack 10x (10 pts), Tough (1), Basic Armor Proficiency  (1), Cunning Action (1), Archetype (1), Expertise and Skilled (2 pts), Uncanny Dodge and Evasion (2 pts), Reliable Talent (1 pt), Blight Fighting (replaces Bindsense)(1 pt), Slippery Mind can be emulated via Indomitable (1 pt). The proficiencies don’t exactly match (gain med armor & shields, lose a couple weapons), and we miss out on Elusive and Stroke of Luck, but it’s pretty close.

Core Cleric (24 pts)
Spellcasting 9
Armor 1
Archetype 1
Scholarly Caster 2
Domain 1
Channel Divinity 1
Spell Knowledge 8 (+16 spells known)
Tough 1

This does not get Divine Intervention or the Improved version, but those seem like DM fiat abilities, anyway. It gains proficiency in heavy armor. A cleric 20, assuming Wisdom 20, would be able to prepare 25 spells. This reproduction can also prepare 25. Our Universal Cleric only has 81 spell points, compared to 89 for the core cleric, but they can cast many more high level spells.

Core Wizard (23 pts)
Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Extra Spell Points (3x, for a total of 12 spell points to approximate Arcane Recovery which gives 10)

A wizard 20, assuming Int 20, would be able to prepare 25 spells. This character can also prepare 25 spells, but it loses Spell Mastery and Signature Spells. Our Universal Wizard only has 81 spell points, compared to 99 for the core wizard (including Arcane Recovery), but ours can cast many more high level spells.

Core Druid (24 pts)
Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Wild Shape (3 pts)
Tough 1

A druid 20, assuming Wisdom 20, would be able to prepare 25 spells. This can also prepare 25. Loses Timeless Body, Beast Spells and Archdruid. 81 vs 89 spell points.

Core Paladin (31 pts)
Basic Armor, Heavy Armor (feat) + Martial Weapons 3
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Divine Sense) 1
Lay on Hands 1
Divine Smite (and Improved) 2
Divine Health 1
Archetype 1
Extra Attack 1
Aura of Protection 1
Courageous (Aura of Courage) 2
Cleansing Touch 1
Extra Spell Points 4x
Extra Spells Known 5x

Core Ranger (25 pts)
Basic Armor & Martial Weapons 2
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Primal Awareness) 1
Archetype 1
Extra Attack 1
Skilled Hunter 4x (gives Favored Enemy, Natural Explorer, Hide in Plain Sight, Vanish, and Freedom of Movement - which is an improvement over Land’s Stride)
Blind Fighting (Feral Senses) 1
Extra Spell Points 4x
Extra Spells Known 3x

We would need 1 more point than available to recreate a 20th level core ranger!

Core Fighter is actually one that is completely impossible to reproduce because they are the only one that gets more than one extra attack, and I think adding this to a character built with this system would likely be overpowering. They also get extra uses of Action Surge and Indomitable at higher levels, which is not possible with this universal character class.

Likewise, Warlock has such weird mechanics compared to the other classes that it is also impossible to reproduce exactly with this system, and if we tried to accommodate perfectly recreating it, we’d wind up breaking the system in some other way. The Font of Power feat emulates the Warlock’s spell slot mechanism, but it would be very weird to use Build Points to buy access to a single spell known at a given level (Mystic Arcanum) when you could instead spend a point on improving your full spellcasting. In some ways it’s like a class that was 10 levels long, and then they decided to change it into a totally different class from levels 11-20.





Now let’s try to break this system… I bet it won’t be that hard. 😀

Smite Cleric (6th level)
Tough 1x
Spellcasting 3
Divine Smite 1
Channel Divinity 1
Domain 1 (choose War for the attack as a bonus action plus armor and weapon proficiencies and +10 to hit as a reaction)
Extra Attack 1
Font of Magic 1

1: Spellcasting, Divine Smite, Channel Divinity, Domain, Tough
2: Font of Magic
3: Spellcasting
4: Sneak Attack (+1d6)
5: Spellcasting
6: Extra Attack

I tried to fit all of this in at level 5, but you have to delay the 3rd Spellcasting point until level 5, and therefore can’t take Extra Attack until level 6. We'd have effectively d8 hit dice, heavy armor and martial weapons for free from the War domain, extra attack, SMITE, and +1d6 Sneak Attack,. A number of times equal to our Wis mod (per LR) we get a 3rd attack as a bonus action from the War domain. As a reaction, we can also add +10 to hit using Channel Divinity. This is on top of full spellcasting. We only know 3 spells (not counting the War domain), but who cares? We’re going to be using those spell points to SMITE SMITE SMITE, and we get 3 free spell points for each SHORT REST!  We don’t need a super high Wisdom, but it will be determining both spell DCs (if we decide to cast anything on anyone else) and our number of bonus action attacks. So we shouldn’t completely ignore it, either.
I don’t think this is broken, but it’s quite powerful. With that +10 to hit as a reaction, we could also consider taking the Great Weapon Master feat instead of Sneak Attack (or swap out our Ability Score Improvement.at 4th). It would likely average a bit higher on damage, and definitely be a more dynamic way to play.

The Glass Cannon (5th level)
Spellcasting x3
Font of Magic
Extra Spell Points x4
Archetype (Evocation wizard)

This character only knows 5 spells (and 4 cantrips), but has 29 spell points (vs core sorcerer’s 21), and can regain 3 with a short rest. He can only cast 3 Fireballs per day, but he won’t hit any friends, and he still has enough firepower to throw out 10 Scorching Rays after that.
To be honest, this kind of sucks.

The Bladesinger (6th level)
Spellcasting x3
Archetype (Bladesinger) 1
Tough 1
Metamagic (Quicken) 1
Extra Spell Points x4

The extra attack from Bladesinger is interesting, in that it lets us substitute a cantrip for an attack. With Quicken Spell, we can further Quicken a Booming Blade every round, basically giving us 3 attacks per round for 2 spell points. Per Jeremy Crawford, we can do this with a Shadow Blade. So that’s 3 attacks doing 2d8+dex for damage each round. We also add our Int mod to AC on top of Light armor (from Bladesinger). So our AC is 12 + Int + Dex (could easily have +3 in each, for 18), and although we only know 3 spells (and 3 cantrips), our third one could be Shield for another +5 AC when needed. We have 29 spell points. So we can run this combo for many rounds of combat.

Although we only have 2 uses of Bladesong, the only thing we lose is the Int bonus to AC. The main thing we want from this archetype is the extra attack with Booming Blade. The light armor and weapon proficiencies are also nice.

A variation on the above is to take Empower instead of Quicken, since the 2d8 is spell damage. This would be much cheaper (since you only need to spend it when you first cast the spell), and free up Spell Points for something else.


Building Sun Wukong

If he was given all the powers and strength from his various portrayals, Sun Wukong would obviously be too powerful to be allowed as a player character. However, you could build something covering a wide variety of what he does using this Universal Character Class. Here’s my shot at it.


Sun Wukong, Muscle Wizard Monk (20th level)(24 pts)
Unarmored Defense (strength) 1
Spellcasting (strength) x9
Archetype (Way of the Open Hand?) 1
Tough 1
Martial Arts 1
Ki (strength) 1
Flurry of Blows 1
Diamond Soul 3
Ki-Empowered Strikes 1
Perfect Self 3
Font of Power 2
Extra Attack 1
Step of the Wind (free with Ki Class Ability)

Spellcasting: he has 81 spell points, 9 refresh with Short Rests, Strength is casting stat
Spells known:
True Polymorph (72 transformations)
Fly
Invisibility
Major Image (there is no balanced way to allow a character to make a bunch of actual copies of themself like he does with his magical hairs he got from Guanyin, but with this they could make an illusion of them)
Teleport
True Seeing
Time Stop
2 more spells known (he does a bunch of other things, so pick one that is most important to your vision of him)

His main ability score is strength, and this system allows you to really focus on that as your main stat, using it for unarmored defense, spellcasting, and even Ki abilities. He can change himself or someone else into another creature, fly, turn invisible, Teleport, cast Time Stop, and create powerful illusions to at least create the appearance of many of the other abilities the character does.

3
Homebrew and House Rules (D&D) / Universal/Generic 5e Character Class
« on: January 12, 2024, 09:45:37 AM »
I'm working on writing a sourcebook set in an Asian-style world where muscle wizards and monks who can fly and shoot fireballs should totally be a thing. I'm also not happy with how the core multiclassing system works. So I spent an inordinate amount of time to come up with this, which I'm sure can be broken to hell and used to create the 5e Pun-Pun, which is why I'm asking you, Gentle Reader, to help me find all the horrible/bad/overpowered things that can be done with it. Excuse the bad/missing formatting. I'll clean it up as I have time. I tried using ChatGPT to fix the formatting, but it's being a lazy pain in the ass right now.


Why make this class?
The multiclassing rules in standard D&D leave much to be desired. In Chinese mythology and stories, it's common for a "mundane" character (like a monk,  fighter or barbarian in D&D terms) to have powerful magical abilities. This class facilitates such characters and offers balance at higher levels.

How to use this class?
Characters taking this class should be barred from multiclassing with standard D&D classes. This class is designed to emulate and balance them. Full spellcasters might prefer standard classes, but those wanting to mix abilities will find this class suitable.

Class Abilities
All characters using this class start with the following but can purchase more with Build Points.

Hit dice: d6 (improvable by taking Tough)
Saving throws: Choose two for proficiency
Proficiencies: Simple weapons only, no armor or shields
Skills: Choose three for proficiency
Languages: Up to three, including a secret language if applicable
Background: Choose one standard D&D background (a second can be purchased)
Character Traits (See below): As many as you want, but you can only get at most 2 extra build points from taking them.
Ability Score Improvement: When you reach 4th character level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may purchase a feat instead of increasing ability scores.

Build Points
Build Points are used to purchase Class Abilities and Feats. The costs for most of these are listed with their descriptions (1 if not specified). Some class abilities are tiered, and will require spending more build points to access more advanced features. Some tiered class abilities will additionally be limited by level. You cannot take any of these Class Abilities more than once unless they specify otherwise in their description.

Each character starts with 3 build points, and gains 1 more at each level. A character may gain extra build points by taking a character trait (listed below, but DMs feel free to make up your own). For each trait taken, you gain 1 more build point. No more than 2 bonus build points may be purchased in this way for any character.


Character Traits
Roleplaying Character Traits should be encouraged via awarding Inspiration points. DMs are encouraged to frequently add scenarios to allow players to roleplay their character traits, and to make up their own traits.

Righteousness (Yi): Inspired by the noble actions of heroes in myths. Characters with this virtue always strive to do the right thing, even if it's not the easiest path. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Wisdom (Zhi): Characters with this virtue always aim to be cool headed and choose a moderate course rather than an extreme one. A character with this virtue cannot choose the Overly Curious or Dauntless traits.
Loyalty (Zhong): Characters are extremely loyal to their comrades or cause, and may never abandon them. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Humility (Qian): Inspired by legendary figures who achieve greatness through modesty and humility, characters who strive for this virtue may never brag about themselves, complain about harsh circumstances, or try to obtain more than their fair share. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).
Honesty (Chéngshí): A character who strives for this virtue may never willingly lie (but they may not offer everything they know, and can refuse to answer). If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Dauntless: You never back down from a challenge. You may not retreat from a fight, or back down from a direct challenge to you (unless it would lead to certain death or dishonor). If you back down from a challenge, you are disheartened and take disadvantage on all ability and skill checks until you’ve had time to rest and reconsider your actions (1 long rest). 

Stinky: This flaw makes the character naturally smelly, hindering social interactions and giving disadvantage on Persuasion (charism) checks with civilized races.

Delicious: Monsters find this character irresistibly tasty and may target them preferentially in combat.

Loudmouth: The character is incapable of whispering and tends to blurt out things without thinking, possibly alerting enemies or spoiling plans. They take disadvantage on stealth checks that require them to be quiet for more than 1 round.

Chronic Snorer: During rest periods, the character's loud snoring could attract unwanted attention or creatures, and may interfere with their companions’ ability to benefit from a Long Rest. Roll 1d10 each time the party takes a long rest, and on a 1 any companions who are sleeping within 20 feet do not get the benefit of a long rest. (This does not affect creatures with the deafened condition, including if they plug their ears, but such creatures are automatically surprised if the party is ambushed while they are asleep).

Overly Curious: Much like Sun Wukong's insatiable curiosity in "Journey to the West," this character must investigate anything even slightly unusual, potentially leading to danger or delays.

Gluttony (Zhu Bajie Inspired): A character with an insatiable appetite, leading to potential food-related distractions or resource depletion. Any time food is presented, the character must consume at least twice as much as a typical character (so they need double rations for the day, etc). They will not ignore obvious dangers to pursue this, but may be lured into traps and have disadvantage to perceive such threats any time a tasty treat is visible.

Gullible: This character always wants to believe in the best in people, and finds it hard to believe that others might have malicious intent. They have disadvantage on Insight checks to determine if others are lying.


Class Abilities (purchasable with Build Points)
Feats: D&D 5e feats may be purchased for 1 build point. You can also choose a feat instead of an Ability Score Increase, as per the standard D&D rules.

Archetype: Choose the abilities of one Archetype for any class (sorcerous origin, wizard tradition, (Patron + Pact Boon), monastic tradition, etc). You gain all of the abilities at the appropriate levels for a standard single-classed D&D character with this archetype. You may only choose one Archetype per character. If you do not have some of the abilities that are improved by an Archetype, you gain no benefit for those Archetype abilities until you spend an additional build point to acquire them.

Some archetypes likely would not work well with this system, such as the Arcane Trickster or others that add spellcasting onto a class that otherwise does not get it, and thus should be disallowed. Any specific abilities from disallowed archetypes should be allowed to be purchased using Build Points, if the player desires. However going through all of the available archetypes and assigning costs for their abilities is beyond the scope of this work. Talk to your DM to work out the costs using what’s listed here as an example.

Skilled: Pick three skills or tools. The character becomes proficient in them. This may be taken more than once. Build points spent beyond the first on skills may be used to grant knowledge of up to three new skills, or grant expertise of up to three skills the character is already proficient in (or any combination thereof).

Martial Weapon Proficiency
Benefits: You are proficient with all martial weapons.

Basic Armor Training: You gain proficiency with light and medium armor, and shields.

Reliable Talent: For any skills you have Expertise in, you may never count as having rolled lower than a 10 (unless you have disadvantage).

Indomitable: Choose one ability score for which you are proficient with the associated saving throw. If you fail a saving throw or ability/skill check for that ability score, you may reroll. You may use this once per short rest.

Cunning Action: Your quick thinking and agility allows you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion: You must be proficient in Dexterity saving throws to take this ability. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.

Sneak Attack: As the rogue ability. Each point spent gives +1d6, with a maximum of no more extra dice than ½ character level rounded up.

Spellcasting: The first time you take this, you gain two cantrips and the ability to cast one 1st level spell. Each further point spent on the Spellcasting class ability will increase the maximum level of spells which can be cast by 1, as well as granting one more spell known, and another cantrip for every two points spent. Every time the character gains a level, they may replace as many spell formulae and cantrips known as they want.

Spellcasting in this system is based on spell points, with spells costing a number of spell points to cast equal to their level (this replaces the sorcery point system under the sorcerer class). However, the character may never cast the maximum level spell available to them more than three times per short rest.

The amount of spell points gained from this ability is equal to the number of times it has been taken squared. All spell points are reset with a long rest. This ability cannot be taken more times than ½ of your character level (rounded up) to a maximum of 9 times.

You may choose any ability score you want to determine your saving throws and spell attacks. Yes, this means you can make that Muscle Wizard you’ve always dreamed of.

Extra Spell Points:
Prerequisite: Spellcasting
Benefits: You gain 2 more spell points the first time you take this, and the amount you gain increases by 2 for every time you take it (2, 4, 6, 8). You may not take this more times than your character level, up to a maximum of 4 times.

Metamagic:
Prerequisite: Spellcasting
Benefits: For each build point you spend, you can learn one Metamagic (as listed in the Sorcerer core class). For the purposes of using these abilities, Spell Points count as Sorcery Points.

Spell Knowledge: A character with the Spellcasting ability may take this ability to learn two new spell formulae of any level they can cast from the Spellcasting ability. This may be taken as often as wanted.

Channel Divinity: The character gains the ability to Turn Undead 1x per short or long rest, of a cleric equal to their character level, as described in the Cleric core class. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. As you gain levels, you will also gain the ability to Destroy Undead of certain CR, as a cleric of your character level.

Divine Domain
Prerequisite: Channel Divinity and Spellcasting
Benefits: You gain the benefits of a cleric domain.

Scholarly Caster: This ability costs two build points. A spellcaster with this ability keeps a book or other item that contains all of the spell knowledge (formulas/formulae) that they have gained throughout their lives by studying ancient tomes, scrolls, divine inspiration and/or sharing information with other scholars or supernatural beings.
A character with this ability who has access to their spellbook may change all prepared (known) spell formulae after a long rest, or one prepared formulae by spending 1 minute per spell level. If their spellbook is lost or destroyed, they may recreate it by spending one full day per point they have spent on the Spellcasting class ability in study.

A character with this ability may also cast any ritual spell even if they do not have that spell prepared/learned currently.

Font of Magic: This ability costs 2 build points. A spellcaster who takes this Class Ability regains a number of spell points equal to the number of times they have taken the Spellcaster class ability each time they take a short rest.

Eldritch Invocations:
Prerequisite: Spellcasting
Benefits: They gain an Eldritch Invocation of their choice from the Warlock class abilities. The Learned Scholar class ability above counts as Pact of the Tome for prerequisites.

Wildshape: Spending 1 point will let you gain the ability to change into a small or tiny creature of the beast type of your choice once per short rest. You must choose the specific form at the time of picking this ability, but can change your choice each time you gain a level. These forms may not have a CR greater than 1/4th or 1/4th of your level, whichever is greater.

Spending a second point on this gives you the ability to Wildshape as a druid of your level. Spending a 3rd point grants you the Wildshape ability of a Circle of the Moon druid of your level (excluding elemental shapes). Spending a 4th point grants you the elemental shapes available to a Circle of the Moon druid of your level.

Armor Proficiency: You are proficient with all armor and shields.

Powerful Music: You gain proficiency with three musical instruments (or performance types, such as singing) and the Bardic Inspiration and Song of Rest abilities equal to a bard of your level.
If you spend a second point on this, you gain the Cutting Words ability of a College of Lore bard.

Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the options listed in the Fighter class. You can't take a Fighting Style option more than once.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature you must finish a short or long rest before you can use it again.

Action Surge: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. This may not be used to cast a second spell in a round, but can be used to activate magic items that may produce the effects of spells.

Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + one ability score modifier (your choice, this cannot be changed once chosen).

Martial Arts
Cost: 1 Build Point
Benefit: Gain the ability to use Dexterity instead of Strength for attack and damage rolls with unarmed strikes and weapons. Unarmed strikes can use a d4 for damage. Gain the ability to make one unarmed strike as a bonus action.

Ki
Cost: 1 Build Point
Benefit: Gain a Ki pool equal to your character level. You can spend these points to fuel various Ki features such as Flurry of Blows, Patient Defense, and Step of the Wind (which you can take for free). Recover Ki points after a short or long rest.
Choose one ability score (traditionally Wisdom) to determine any saving throw DCs or attack bonuses associated with abilities fueled by your Ki.

Step of the Wind (Ki prerequisite)
Cost: 0 Build Point
Benefit: Spend 1 Ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.

Flurry of Blows (Ki prerequisite)
Cost: 1 Build Point
Benefit: After taking the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.

Patient Defense (Ki prerequisite)
Cost: 1 Build Point
Benefit: Spend 1 Ki point to take the Dodge action as a bonus action on your turn.

Deflect Missiles
Cost: 1 Build Point
Benefit: Use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack, reducing the damage by 1d10 + your Dexterity modifier + your character level.

Slow Fall
Cost: 1 Build Point
Benefit: Use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

Stunning Strike (Ki prerequisite)
Cost: 1 Build Point
Benefit: Spend 1 Ki point to attempt to stun a creature you hit with a melee weapon attack.

Ki-Empowered Strikes (Ki prerequisite)
Cost: 1 Build Point
Benefit: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Stillness of Mind
Cost: 1 Build Point
Benefit: Use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
Cost: 1 Build Point
Benefit: Gain immunity to disease and poison.

Diamond Soul (Ki prerequisite)
Cost: 3 Build Points
Benefit: Gain proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Ki point to reroll it and take the second result.

Quivering Palm (Ki prerequisite)
Cost: 3 Build Points
Benefit: Spend 3 Ki points to set up lethal vibrations in a creature's body. On a subsequent turn, you can use your action to trigger these vibrations, which can render the creature unconscious or even kill it.

Empty Body (Ki prerequisite)
Cost: 2 Build Points
Benefit: Spend 4 Ki points to become invisible for 1 minute, during which time you also have resistance to all damage but force damage.

Perfect Self (Ki prerequisite)
Cost: 3 Build Points
Benefit: When you roll for initiative and have no Ki points remaining, you regain 4 Ki points.

Danger Sense
Prerequisite: Proficient in Dexterity saving throws
Benefits: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Rage: You can Rage as a 1st level barbarian. If you take this a second time, you count as a barbarian of your character level when determining rage damage and number of uses per day.

Extra Rage: You count as a barbarian of your character level when determining rage uses per long rest.

Relentless Rage: Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might:
Requirement: To take this, you must be proficient in Strength saving throws.
Benefit: if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Extra Attack: You gain a second attack. You cannot take this prior to 5th level. You cannot permanently gain a third attack on an action through any other feats, class abilities, or archetypes (barring spells like Haste, etc, that can temporarily grant extra attacks).

Reckless Attack: Grants the Reckless Attack ability, allowing the character to make attacks with advantage at the cost of granting advantage to attackers against them until their next turn.

Fast Movement: Increases speed by 10 feet while not wearing heavy armor. This may be taken up to 3 times.

Quick Reflexes: You gain advantage on initiative rolls and the ability to act normally on the first turn of combat if surprised.

Brutal Critical: Add one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. You may take this up to three times.

Improved Critical: You score critical hits on either a 19 or 20 on the die roll. This does not stack with other abilities that can expand the range of critical hits, but can be taken with Brutal Critical.

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You also heal these extra hit points whenever you spend hit dice on a short rest. This feat may be taken up to 4 times.

Lay on Hands: As listed in the Paladin class.

Divine Smite (requires Spellcaster): When you hit a creature with a melee weapon attack, you can expend one spell point to deal 2d8 radiant damage to the target, in addition to the weapon’s damage. If you choose to expend additional spell points on this attack, each adds another 1d8, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Improved Divine Smite
Prerequisites: Divine Smite and at least level 9
Benefit: Add +1d8 radiant damage to all of your melee weapon attacks, and this stacks with your Divine Smite ability.

Aura of Protection: As listed in the Paladin class, except you may choose to apply the bonus from Wisdom or Intelligence instead.

Courageous: You can’t be frightened while you are conscious. If you take this a second time, it applies to all friendly creatures within 30 feet of you as well.

Cleansing Touch: As listed in the Paladin class, but uses may be linked to Wisdom or Intelligence instead, if desired.

Skilled Hunter: Gain the Favored Enemy, Land’s Stride, and Natural Explorer abilities, as they are listed in the Ranger class. This ability may be taken more than once. Choose new Favored Enemies and Terrain each time this ability is chosen.
Additionally, if you have taken this ability at least twice, you gain the benefits of the Hide in Plain Sight ability listed in the Ranger Class.
If you have taken this at least three times, you gain the benefits of the Vanish ability listed in the Ranger Class.
If you have taken this at least four times, you gain the benefits of a Freedom of Movement spell at all times.

Blind Fighting: You have trained extensively to fight without your sight, and to rely on other senses. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it, nor does it get advantage on attack rolls against you. You are also automatically 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 deafened.

Sense the Supernatural: You have a sixth sense when it comes to creatures that are divine or unnatural. As an action, you may open your senses for 1 minute. During this time, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. You may also detect cursed or sacred locations within this range. This feature doesn’t reveal the location or number of creatures or locations, unless they are within 60 feet, but it does give the direction(s) they are in.
If such creatures are within sixty feet, you know the exact location as well as 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 may use this once per short rest. If you wish to use it more often than this and have the ability to cast spells, you may expend a spell slot for additional uses and these last 1 minute per level of the spell slot expended.

5
Ran a short adventure with just 3 of the PCs during the holidays (the others were traveling). The dwarf barbarian had asked for a magic item (bracers) to grant advantage on all saves against all magic used against him. I thought this seemed like a good opportunity for a quest, and came up with one that was also a way for the paladin and sorcerer to seek some redemption. They were joined by an NPC cleric (who will be my PC when the dwarf player swaps into the DM's seat in the future).

They headed to the underdark to find an aboleth who either had the bracers, or knew something about them. After discussion, they basically decided to make it a straight up assassination and to just stick the dude's brain in a jar (provided by their new illithid ally), rather than try to negotiate with him for the information while he was still alive and in his own turf. They pulled it off almost flawlessly, too. I kind of wish I'd taken a bit more time and drawn this out over a few adventuring sessions, but due to time constraints that didn't feel like an option. They basically used stealth and magic to sneak past almost all encounters (they did fight some drow) right up until they surprised and quickly murdered the aboleth (it didn't even get to take a single action... :D ). I plan to still have it able to use its telepathy and enslave abilities, and so that could still lead to some fun shenanigans. I also plan to have the NPC cleric take the brain (his deity is the Raven Queen, and she wants it for all the secrets it likely holds). I'm debating on just having him straight up steal it, but also would like to be able to play him with the group in the future without being immediately murdered... so I have a bit of a conflict of interest. 

I already hinted that the aboleth knows how to craft the bracers the dwarf wants, and if the cleric steals it before they get that information, he'll definitely be unhappy. :lol

6
D&D 5e / Re: [Let's Read] Unbreakable Volume 1
« on: January 05, 2024, 01:46:26 PM »
Thanks. This looks fantastic. I just ordered a hard copy.

7
Mindscapes / Re: Lucid Dreaming [Skill/Subsystem]
« on: January 04, 2024, 10:38:00 AM »


will update to 5e here, WIP
Edit: Well... it looks like there's a pretty good write-up from Mongoose Publishing (and available through the 5eSRD) already. I think I might just use theirs instead of rewriting this.
https://www.5esrd.com/gamemastering/the-planes-of-existence/plane-of-dreams/

(click to show/hide)

8
Mindscapes / Re: Mind Pirate [Base]
« on: January 04, 2024, 09:31:58 AM »
This is how I'd update this to 5e: make it a bard archetype.

3rd Level - Styx-Forged Blade
    As a ritual that takes 1 hour, the Bard imbues the magical powers of the Styx into a melee weapon that they are proficient with. This gives the following abilities:
  • Channeling: When attacking with a spell with a range of touch, the Mind Pirate may add the damage from their Styx-forged Blade as a bonus action as if they had attacked with it (this does not require a separate attack roll, it is part of the touch attack from the spell).
  • Focus: They may use that weapon as a spellcasting focus.
  • The bard may only have one Styx-forged Blade at a time, and if their current one is lost or destroyed, they can imbue a new one by repeating the ritual on another.

3rd Level - Expanded Spell list
The Mind Pirate may choose spells from the sorcerer or wizard spell lists in the necromancy school.


6th Level - Water Breathing and Walking:
  • Add Water Breathing and Water Walk to their spells known, and they can cast each once per day without using a spellslot.

9th Level - Mind Shielding:
  • Their Styx-forged weapon now also has the properties of a Ring of Mind Shielding. Any spell used to bring them back from the dead does not need the normal material component as long as the caster has the weapon at hand.

14th Level - Sky Barge:
  • At 14th level, the Mind Pirate can bestow upon any barge or other small ship he captains the ability to fly with a speed of 60' for as long as she is at the helm.

17th Level - Planar Barge:
  • Add Gate to the bard's list of spells known, and while at their Sky Barge's helm they may cast it once per Long Rest for free to facilitate planar travel with the ship and occupants.

9
Homebrew and House Rules (D&D) / Re: Time and Space [Tome] Base Classes
« on: January 03, 2024, 10:08:20 PM »
I'm going to try upgrading these to 5th edition. A quick and easy version of the Warper would be to make it a monk archetype. The monk's unarmored AC makes sense easily, as do many other base monk abilities. Here is what I'm thinking for abilities granted by the archetype:

Warper Monk Archetype
The monk gains the ability to cast a small number of spells using Ki points. Their DCs and spell attacks are based on Wisdom.

Level 3: Warp Strike & Warp Sense
  • Warp Strike: The Warper may spend 2 Ki points to use Misty Step as a bonus action, and gains advantage on the first attack after teleporting.
  • Warp Sense: Due to their ability to sense empty spaces (or lack thereof), the Warper gains permanent advantage on Perception checks for detecting hidden creatures or objects.
Level 6: Expanded Warp Abilities
  • The Warper gains the ability to cast Blink and Web (the "Web" is a distortion in space, and so is not flammable), each costing 3 Ki points.
Level 11: Enhanced Teleportation
  • The Warper gains the ability to cast Teleport as a spell for 4 Ki points.
  • Additionally, he may now cast Misty Step as a reaction.
Level 17: Co-location
  • At 17th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or de-activated as a reaction, and may only be used for one round per Warper level per day (minimum 1 round duration per use) and costs 3 ki points per round of use. This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.
  • However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears. Effects that block Teleportation will prevent this from working.


The Time Thief seems like it would work pretty well as a rogue archetype (or bard, but I'm going with rogue here) based off Arcane Trickster.

Time Thief Rogue Archetype

3rd Level - Time Thief Spellcasting
    Gain the ability to cast spells, with Intelligence as your spellcasting ability.
Speedcasting: The Time Thief may cast spells from a customized spell list focused on time and movement manipulation. The Time Thief may cast any spell from this list with a casting time of 1 action as a bonus action instead. If the Time Thief has the ability to cast any other spells, the casting time for them is not modified by this ability.
Cantrips: Learn two cantrips from the Time Thief spell list.
Spells Known of 1st-Level and Higher: Knows three 1st-level spells from the Time Thief spell list starting at 3rd level. As they progress, they gain new spells known and spells per day as the  Arcane Trickster Rogue Archetype at higher levels.
Chrono-Trigger:
The Time Thief (Agraramel) may treat any of the following spells as being on his class list for the purpose of activating spell-trigger items:
(click to show/hide)
[/list]

3rd Level - See it Coming
    AC equals 10 + Dexterity modifier + Intelligence modifier when not wearing armor or wielding a shield.
    Always act in a round, even if surprised.

6th Level - Quickened Haste
  • Cast Haste on yourself as a bonus action, without using a spell slot, once per short rest.
9th Level - Stasis Field
  • As an action the Time Thief may cast Hold Monster once per short rest without using a spell slot. Intelligence is your spellcasting ability for this spell.
17th Level - Momentary Stop
  • As an action the Time Thief may cast Time Stop once per short rest, without using a spell slot.
Time Thief Spell List
Cantrips: Mage Hand, Prestidigitation, Minor Illusion, Message, Frostbite, Ray of Frost, Control Flames, Gust, Guidance, Dancing Lights, and Light.
1st Level: Expeditious Retreat, Longstrider, Jump, Shield
2nd Level: Blur, Misty Step, Rope Trick, Slow
3rd Level: Blink, Tiny Hut, Protection from Energy, Haste
4th Level: Dimension Door, Freedom of Movement

10
Haven't done the bounty hunters yet. They did decide to "turn in" the Bob clone that they captured that had committed some/all of the crimes from the wanted posters. They questioned him extensively at first, of course. They learned that he also had a limited memory of the past, but his went back about six months. Their interrogation led them to conclude that he had obviously been manipulated into committing all of these crimes by Varian.

When they went to turn in Bob, I had a politician giving a speech about the tragedy/terrorist attack that had occurred the night before to the families who were gathered to see if their loved ones had been among the dead. She vowed that the culprits would be caught and brought to justice, and announced there was a 10000 gp reward. There were also wanted posters for the "Sinister Six" with pictures of their illusory disguises they had been wearing when they blew up the butcher shop full of Flaming Fist/policemen. The description of the grieving families hit the player of the sorcerer (my son) so hard that he almost teared up in real life.  :lmao

That night, I had their couatl "guardian" visit them in a collective dream. She taught the sorcerer the Ritual Casting feat as a boon, and ultimately said she'd been Scrying on them and the people they'd interacted with, and had seen Varian entering a sewer tunnel that blocked her Scrying from penetrating it. This led to the final adventure of this "What About Bob?" arc. The rogue PC has a passive perception score of 19... which makes most traps a waste of time. I decided that I really wanted to try catching them in some traps for once... and had the pressure plates be beneath the water level in the sewer (making them not detectable with passive perception, and giving disadvantage on checks to find them). Well... they still managed to figure out a way to find them easily. The rogue has a unique familiar/spider dagger, and she had it crawl around beneath the water surface and she used its sight to detect all the traps... I had an Indiana Jones style giant boulder, and some other really nasty ones... that never got used...  They did set off the boulder trap just out of curiosity, but only after they were all safely on the other side of it... :rolleyes

However... this noise did justify the "BBEG" hearing the commotion, and prebuffing because he knew they were coming.

I decided to have an illithid arcanist be the "BBEG", and the fight took place at his "cloning laboratory" where he had been making all the "Bob" clones. I swapped his spells around and gave him a troll thrall to make the fight more lethal and memorable, and this actually went beautifully. It was the first time I felt I was able to actually challenge the whole group, getting most of them down to 1/2 hit points, but wasn't too lethal (no one actually dropped).

Encounter 3 (cloning facility): 1 troll (thrall, breastplate +1, for AC 16), 1 mindflayer arcanist with customized spells (spell slots in parenthesis shows remaining/total after the fight):
Cantrips (at will): mending, minor illusion, mage hand, fire bolt
1st level (3/4 slots): detect magic, disguise self, shield, sleep
2nd level (2/3 slots): Scorching Ray, invisibility(conc), mirror image
3rd level (0/3 slots): clairvoyance(conc), lightning bolt, blink
4th level (2/3 slots): https://www.dndbeyond.com/spells/vitriolic-sphere, illusory terrain
5th level (1/2 slots): animate objects(conc), modify memory

I had a comical scene where the mindflayer's lair actually had a nice cobbled street leading up to it, and signs saying "Keep Out", "No trespassing" and "Violators will be eaten" as they approached the door to its lab.

Since they set off the boulder trap, the mindflayer knew they are coming and prebuffed with the following:
Mirror Image, Blink, illusory terrain, and Animate Objects (conc)
It mindblasted them through a small opening in the door as they approached, then sent the troll and animated objects to attack them. The objects were six small animated objects (as per spell description) and one rug which I treated as a rug of smothering but with 50 hit points (per a large Animated Object). After the initial mindblast, the mindflayer retreated to inside part of the Illusory Terrain and blasted them with a couple of lightning bolts while they were tangling with the troll and animated objects.

The thing that really saved the party was that the sorcerer decided to buff with Mirror Image himself just before the fight started... This led the Animated Rug to miss him (hit an illusory double), and then let him Counterspell the first Lightning Bolt from the Illithid. If this hadn't happened, I'm sure one or more party members would have been dropped to zero or died. The paladin and barbarian were both stunned for 4 and 5 rounds, respectively, and effectively removed from the fight. The enemies focused on the ones that were not stunned, and the rest of the party somewhat stupidly continued to fight with the animated objects and troll rather than immediately going after the hidden spellcaster. They paid for this as he continued to rain more Lightning Bolts down on them... Eventually the paladin made her save, and charged over inside the illusory wall with him. He had actually blinked out, and so at first she saw nothing, which allowed me to have him dramatically appear all around her (he and his 3 illusory doubles) and try to eat her brain.  :lol The rest of the party (besides the still paralyzed barbarian) had finished off the troll and animated objects by then, and finally decided to go after the caster.

However, the sorcerer commented that he was so impressed with the Animate Objects spell (which he was unaware of both in and out of game) that he would love to talk to the spellcaster and learn how he did it. I asked "Did you say that outloud in character?" and he said "Sure" and made a great persuasion check. So... they decided to stop the fight, call a truce, and basically became allies with the rogue illithid.  :lmao He's basically a completely amoral "absent minded scientist" and (from what he told them)  hadn't really been aware of what nefarious purposes Varian had been putting his clones to use on. (This is partially true... but he also didn't really care... because he sees humans and other mortals like a cat might see a mouse). He agreed to swap spell knowledge with the sorcerer, and they agreed to supply him with fresh bodies for his cloning research...  :flutter

He revealed most of what he knew about Varian, and his own experiments, but was obviously withholding some things (which they picked up on via Insight checks). They decided to not confront him for now, but go along with being his (at least temporary) ally. If they continue allying with him, I plan to use this as a way to create "backups" of their characters (via cloning bodies and copying their minds in my version of the "Thought Bottle"), and also give them the opportunity to change their character builds a bit (the illithid has Modify Memory, and I played up how he is basically so skilled at it that he can use real memories taken from one creature and "patch" them into another one, etc, enhanced by his experiments and equipment).





11
So they've went a bit down the "murderhobo" path, and I think it will be more fun to have "consequences" rather than trying to talk to them outside of the game. They're mostly teens and pre-teens, and I was a total murderhobo when I first started D&D, and definitely wouldn't have been deterred by out of game talks by an adult. So I doubt they would, either. One of them is a paladin (of vengeance), and I'm going to have some public displays portraying the group as notorious criminals (funerals with crying families, a speech by a politician, maybe even an angry mob, etc). This will culminate with wanted posters looking for the "Sinister Six", and with a very high profile bounty hunter NPC coming after them. They were under the effects of a Seeming spell (from an item they got a while back), and so being able to link the crimes to them and track them down will be no small feat.

Enter Krogar, the Hunter (and his less well known, but oh so important partner).

Krogar, Forest Gnome Barbarian (Frenzy Path) 12
Background: A fearsome warrior known for his unexpected transformation and powerful combat abilities. His small stature in his natural form belies his formidable strength and presence as a werebear.

Ability Scores:
Strength: 20
Dexterity: 14
Constitution: 20
Intelligence: 10
Wisdom: 14
Charisma: 8
Hit Points: 438 [max 18d8+12d12+(30x5)] or 294 if we drop the werebear racial HD (still debating... I definitely don't want him dying too fast, and ideally I think I'd like him to actually beat up and capture the party...)

Armor Class: 19
Attacks (raging): Claw +10 (2d8+7), Bite +10 (2d10+7)
Multiattack: can make 2 claw and 1 bite attack with the attack action, plus an additional attack as a bonus action when in a frenzy. Combined with the Extra Attack feature, this gives him a total of 4 claw and 1 bite attacks per round.
Speed: 50 ft. (climb 30 ft.)
Saving Throws: Strength +10, Constitution +10
Skills: Athletics +10, Wisdom (Survival, Perception, Insight) +7, Intimidate (str based when in hybrid) +10

Barbarian Features:
Rage (frenzy): 4/day
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
Can make an extra attack as a bonus action while raging
Mindless Rage (immune to charm and fear while raging)
Relentless Rage (if dropped to 0, DC 10 Con save to stay at 1 HP. DC increases +5 each use)

Unarmored Defense
Reckless Attack
Danger Sense (advantage on Dex if can see source)
Extra Attack
Feral Instinct (advantage to initiative, and can always act in Surprise round)
Brutal Critical (+1 extra die on crits)


Feats:
Tavern Brawler: Proficient with improvised weapons, unarmed strikes deal 1d4 damage, and can start a grapple with an unarmed attack (or claw)

Special Abilities:
Werebear Transformation: Can transform into a hybrid werebear form as part of the same bonus action used to enter a rage. Gains natural weapons (claws and bite) and increased size and movement.
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Lycanthropy: Any humanoid bit by Krogar must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy. (I don’t even want them to be infected with this… so I might just lose this.)

Legendary Actions:
Roar: As a Legendary action, Krogar can unleash a terrifying roar. Each creature within 30 feet must make a Strength saving throw (DC 18) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Powerful Blows (Legendary Action): Once per turn when Krogar hits with a claw attack, the target must make a Constitution saving throw (DC 18) or be knocked 15 feet away, prone, and stunned until the end of Krogar's next turn.
Legendary Resistance: If Krogar fails a saving throw, he can choose to succeed instead (3/day).

Combat Tactics
Roar + Rage: Krogar enters battle with a terrifying cry accompanying his transformation.
Powerful Blows: Utilizing his special claw attack to control the battlefield, he swats away a target that resisted his Roar, knocking them prone and stunning them.
Frenzied Assault: Krogar uses his Frenzied Rage to make multiple attacks, focusing on the most threatening opponents and using the free grapple ability from Tavern Brawler to   keep them from escaping.

Role in the Campaign
Krogar's unique combination of Barbarian rage and werebear transformation, along with his Powerful Blows ability, makes him a formidable opponent. His presence on the battlefield requires strategic thinking and coordination from the party to overcome. His lawful good nature and the non-lethal intent of his Powerful Blows add complexity to his encounters, potentially leading to interesting moral dilemmas and role-playing opportunities.


Laryssa, the Halfling Bard/Rogue https://www.myth-weavers.com/sheets/?id=2860182
Race/Class: Halfling (Lightfoot for the Charisma bonus)/Bard 10 (College of Lore for additional skills and cutting words) and Rogue 2 (for Cunning Action)

Background: A former spy or scout, Laryssa has honed her skills in stealth, espionage, and charm. Her small stature and unassuming appearance allow her to easily blend into crowds and go unnoticed.

Abilities and Skills:
Charisma: High, primary ability for Bard spells and social interactions.
Dexterity: High, important for stealth, acrobatics, and ranged attacks.
Skills: Expertise in Stealth, Deception, and Persuasion. Proficient in Acrobatics, Insight, and using Thieves' Tools.
Bard Abilities: Bardic Inspiration, Jack of All Trades, expertise in key skills, and spells focusing on charm, illusion, and information gathering.
Rogue Abilities: Cunning Action (allowing her to hide as a bonus action)
Spellcasting:
Cantrips: "Message" for covert communication, "Vicious Mockery" for a ranged attack.
1st-3rd Level Spells: "Charm Person," "Disguise Self," "Enthrall," "Invisibility," and other utility or control spells, as well as some buffs for Krogar (Haste would make him truly terrifying...).

Equipment:
Armor: Light armor for mobility.
Weapons: A shortbow for ranged attacks and a shortsword or dagger for close combat.
Magical Items: Items that enhance her stealth and espionage abilities, such as Boots of Elvenkind or a Cloak of Elvenkind.

Combat Tactics
Hit and Hide: Laryssa uses her Cunning Action to hide after casting a spell or making an attack, making it difficult for enemies to target her.
Spellcasting: She focuses on spells that control or distract enemies, like "Confusion," while staying hidden to maintain concentration.
Mobility: Her small size and agility allow her to move through the battlefield with ease, finding new hiding spots and vantage points.

Role in the Campaign
Laryssa's combination of Bard and Rogue abilities makes her a versatile and elusive adversary. She can gather information, create distractions, and support Korgar in combat with her spells and sneak attacks. Her ability to stay hidden and move undetected adds an element of surprise and strategy to encounters, challenging the party to adapt to her hit-and-run tactics.

12
Game has been going well. We're deep into the "Bob Mystery" at this point. After seeing wanted posters, and hearing people give first-hand accounts of "Bob's" past crimes which included killing an old lady who had an alchemy shop, they started asking around town while Bob stayed hid. This drew some attention from the Flaming Fist, who cornered one of the PCs and questioned him under a Zone of Truth. He managed to say enough to put them off his trail without outright lying, which was a very entertaining RP scenario. Then another PC was approached by someone claiming to be "an old friend" of Bob's. If you've seen Memento, this is the "bad guy" who has been manipulating the main character into being his own personal hit man, basically. This NPC was a warlock of the great old one with a heavy focus on deception and manipulation. There was a particularly memorable scene where my son's sorcerer and the warlock are both using Detect Thoughts on each other at the same time, and realize it.  :lmao They then of course grew to mistrust this PC, which led to a fight where they killed him (disappointingly fast... as he was level 11 and they were 6th). He got two of them alone, and managed to Charm them both... but the sorcerer popped a Silvery Barbs and passed his 2nd save. The charmed barbarian then grappled the sorcerer, but the other PCs showed up and finished off the Warlock before he could escape.

Then I had them meet another Bob clone, who is the one who actually committed a bunch of these crimes, and they managed to subdue him without killing him. There was also some hints pointing at the fact that there might also be more than one version/clone of the Warlock they just defeated, also. So I can bring him back as a recurring villain. :D

During their investigations, the PCs wound up getting trapped in a crime scene (one of "Bob's" victims) with the Flaming Fist investigating the room above them. They escaped, but blew up the building and killed 15-20 Flaming Fist members in the process, and so now I think I'm going to send some particularly terrible bounty hunters after them. More to come about that in a separate post.

13
One guy showed up with no character aside from a generic concept (elven arcane archer). So I used ChatGPT to make a character sheet for him, and he promptly named the character "Bob", and the rest of the party began joking that he has amnesia (because he had no backstory). He's been kind of disinterested and mildly disruptive to the game. I thought I'd try making up something interesting and possibly funny/annoying to get back at him and hopefully drag him into being a bit more engaged in the game... and this is what I came up with (mostly this is going back and forth with ChatGPT, but honestly it didn't actually add much... I was just using it as a sounding board and place to store and organize my ideas a bit):


https://chat.openai.com/share/9fcb0528-b5e3-434e-94bf-2a5cac11bee6

Excerpts:

Me:
I think I want to play upon this "joke" and develop a background and plot for "Bob" based on this idea. I want to combine some elements of the movie Memento with others from the Planescape: Torment video game. In both, the protagonist had amnesia, and was manipulated by others to do things because of it.

I want to come up with an antagonist for Bob, who will likely be a devil in disguise (although their latest adventure involves them escaping from Hades, so they may be very quick to suspect a literal devil or something like that... so maybe just a nefarious mortal). This mortal will claim to be Bob's old friend/agent/butler or something like that, and will give him information that's supposed to be about his past, but will really be made up to manipulate him into doing what this character wants (probably something illegal/immoral like assassination or robbery, etc). In an earlier game I ran, I made a custom item called a "Thought Bottle" that could be used to store memories. It could be done as a "backup" in case your memory was erased/tampered with, or as a way to "hide" important memories even from yourself, in case you were captured/tortured/mindread. I think I'd like to incorporate this into Bob's story as well. The individual manipulating Bob (we should come up with a name and description, and also an alias, etc) will supply Bob with a thought bottle that supposedly contains memories of his past (his family being murdered, etc) but which are really not his, and are merely used to manipulate him.

ChatGPT
This is a fantastic plot setup for your D&D campaign, rich with intrigue and potential for dramatic twists. Let's flesh out this antagonist and the use of the Thought Bottle in Bob's story:

Antagonist Creation
Name and Alias:

Real Name: Varian Thorne
Alias: Eldon Greycastle
Description:

Appearance: Varian, under the guise of Eldon, presents himself as a well-dressed, middle-aged human with sharp features, a neatly trimmed beard, and piercing grey eyes. He carries himself with an air of sophistication and confidence.
Personality: Charismatic and articulate, he is adept at persuasion and deception. He exudes an aura of trustworthiness and benevolence, which masks his true manipulative and self-serving nature.
Background:

As Varian Thorne, he is a devil or a mortal deeply aligned with infernal powers, skilled in illusion and mind manipulation. His true motives are shrouded in mystery, but they involve intricate plots and the manipulation of others for his gain.
As Eldon Greycastle, he claims to have been Bob's trusted friend and confidant, spinning tales of their shared past and adventures, all fabricated to serve his hidden agenda.
Motivation:

Varian's ultimate goal could be tied to a larger plot in your campaign, such as destabilizing a kingdom, acquiring a powerful artifact, or eliminating a rival. He sees Bob's unique skills and amnesia as the perfect tools to achieve his ends.

Incorporating the Thought Bottle
The False Memories: The Thought Bottle given to Bob contains fabricated memories, such as witnessing his family's murder or being betrayed by a close ally. These memories are designed to evoke strong emotions like anger, sorrow, or a desire for vengeance, manipulating Bob into carrying out Varian's bidding.

Discovery and Revelation: As the campaign progresses, Bob might find inconsistencies in these memories or encounter individuals who contradict them. This could lead to a quest to uncover the truth about the Thought Bottle and the memories it contains.

Climactic Confrontation: The climax could involve a confrontation with Varian, where the truth is revealed. This could be a pivotal moment for Bob, offering a chance for catharsis and resolution.

Additional Plot Twists
Real Memories: At some point, Bob might come across a genuine Thought Bottle containing his real memories, leading to further revelations about his past and his true identity.

Varian's Vulnerability: Varian's connection to Bob and the Thought Bottle could be a double-edged sword. Perhaps there's a way for Bob to use the Bottle against Varian, turning his own weapon to the party's advantage.

Moral Dilemmas: The false memories might involve moral quandaries, forcing Bob and the party to make difficult choices based on information that may or may not be true.

This setup offers a rich narrative full of potential for intrigue, character development, and dramatic revelations. It's important to balance the revelations so that they feel earned and impactful, and to ensure that the player controlling Bob is engaged and enjoys the unfolding of their character's story.


Me:
I would like Bob to occasionally run into someone who has met him, find wanted posters of himself for crimes he has no memory of, and find secret hideouts where he has left messages and equipment for himself (hidden from Varian also). Help me flesh these ideas out. I think I will have the history of Bob involve the city of Baldur's Gate, as I just bought a book with a lot of information about that fictional city (and have played several video games set there).

ChatGPT
Incorporating elements like encounters with past acquaintances, wanted posters, and secret hideouts into Bob's story, especially with a setting like Baldur's Gate, can add depth and intrigue to his character arc. Here's how you can flesh out these ideas:

Encounters with Past Acquaintances
Unexpected Recognition:

Bob could be recognized by various NPCs in Baldur's Gate, ranging from former allies to old enemies. These encounters should be sporadic and unpredictable, adding to the mystery.
Example: A former comrade-in-arms who greets Bob warmly, reminiscing about a battle they fought together, leaving Bob confused and curious.
Mixed Reactions:

People's reactions to Bob can vary greatly, depending on his past interactions with them, which he doesn't remember. Some may be friendly, others fearful or hostile.
Example: A street vendor who suddenly becomes nervous and refuses to serve him, hinting at a past intimidation or wrongdoing.
Wanted Posters
Crimes He Can't Recall:

Bob discovers wanted posters with his likeness, accused of crimes like theft, assault, or even darker deeds. The details are vague enough to be plausible but not so specific that they give away his entire past.
Example: A poster in a tavern's notice board accusing "an elf of high skill in archery" for a high-profile assassination.
Bounty Hunters and Law Enforcement:

These posters could lead to encounters with bounty hunters or city guards, adding an element of danger and urgency to his quest for the truth.
Secret Hideouts
Hidden Safe Havens:

Bob finds hidden caches or safe houses throughout Baldur's Gate, which he apparently set up for himself. These could contain equipment, gold, notes, or clues to his past.
Example: A hidden compartment in an old inn room, containing a bow, some gold, and a cryptic note written in his handwriting.
Messages to Himself:

In these hideouts, Bob might find messages he left for himself, possibly hinting at his past actions or warning of future dangers. These messages could be riddles or coded to prevent others, including Varian, from understanding them.

Tying It All Together
Integration with Baldur's Gate: Use the lore and setting of Baldur's Gate to enrich these encounters. The city's diverse districts and infamous criminal underworld provide a perfect backdrop for Bob's mysterious past.
Gradual Revelation: The information Bob gathers should slowly piece together a larger narrative. Each encounter or discovery provides a piece of the puzzle but also raises new questions.
Player Agency: Ensure that the player controlling Bob has agency in how they respond to these revelations. They should feel like active participants in uncovering their character's past, not just passive recipients of a pre-determined story.
By weaving these elements into the tapestry of Baldur's Gate, you can create a compelling and immersive narrative for Bob that keeps the player engaged and invested in uncovering the truth about their character's mysterious past.

Me:
I want to have a child (about 10 or 11) come up to Bob on the street and deliver a letter warning him. When he asks who gave the child the letter, the child will say that he did, about 3 weeks ago, and paid him to give it to Bob himself when he saw him again, but to make sure he was alone and that no one else was watching.

ChatGPT
This scenario is a great way to deepen the mystery surrounding Bob's character and his forgotten past. Here's how you can structure this encounter:

The Encounter with the Child
Setting the Scene:

Choose a location in Baldur's Gate where this encounter will have the most impact. It could be a busy market square, a quiet alley, or near a landmark that might be significant to Bob's past.
The Child's Approach:

The child cautiously approaches Bob, looking around to ensure they're not being observed. The child's demeanor should be a mix of nervousness and seriousness, indicating the importance of the message.
Delivering the Letter:

The child hands Bob the letter, explaining that Bob himself gave it to him three weeks ago with specific instructions on when and how to deliver it.
The Letter's Contents
A Warning:

The letter should contain a warning or critical information that is immediately relevant to Bob's current situation. It could be a warning about Varian's manipulations, a hint about his true past, or a clue to his next course of action.
Bob's Handwriting:

The letter is unmistakably written in Bob's handwriting, adding to the authenticity and mystery. It might reference things only Bob would know, further convincing him of its legitimacy.
Cryptic Clues:

Include cryptic elements or riddles that Bob (and the player) will need to decipher. This could lead to new locations, NPCs, or plot points in your campaign.
The Child's Role
Limited Knowledge:

The child knows very little beyond their instructions. They were told to look for Bob and to ensure he was alone when delivering the letter.
Payment:

Bob apparently paid the child a notable sum for this task, suggesting the importance of the message. The child could mention this as proof of the encounter's authenticity.
Aftermath and Implications

Player Reaction: Allow the player controlling Bob to react and decide how to proceed. They might want to question the child further, investigate the letter's contents, or look into where they were three weeks ago.

Building Suspense: This encounter should raise more questions than it answers, driving the plot forward and deepening the mystery surrounding Bob's lost memories.
Integration with Ongoing Plot: Ensure that this letter ties into the larger narrative of your campaign, whether it's related to Varian's schemes, Bob's forgotten past, or another plot thread.
This encounter can be a pivotal moment in your campaign, offering new directions for the story and further engaging the player in the mystery of their character's past.

Further ideas: if questioned, the child will tell Bob that this isn't the first time they've delivered this letter, and that Bob has paid them to keep it and show up again later with it (a clue will be that the letter looks old and yellowed, and not something 3 weeks old...).

Me:
Also, I have a crazy devious idea: Bob will be a mindless clone created by an insane/evil wizard/crimelord who basically grows them in vats using magic, and "programs" them to go out and do his dirty work. The original "Bob" is probably either dead, or kept imprisoned to use as "source material" for the clones.

ChatGPT
Your additional ideas add even more depth and intrigue to Bob's story. Let's explore how these can be integrated into your campaign:

The Child's Additional Information
Recurring Deliveries:

The child reveals that this isn't the first time they've delivered the letter to Bob. This could have happened multiple times over months or even years, suggesting a cycle that Bob is unaware of.
The aged appearance of the letter, contrasting with the child's claim of a recent handover, will be a significant clue to the players.

Bob's Instructions:

Each time, according to the child, Bob instructed them to keep the letter and return at a later date to deliver it again. This could imply that Bob (or his previous iterations) knew about the cycle of forgetfulness and tried to leave clues for himself.

The Twist of Bob Being a Clone
The Insane/Evil Wizard or Crimelord:

Introduce a new antagonist: an evil wizard or crimelord who creates clones for nefarious purposes. This character could be connected to Varian or operate independently, adding another layer to the campaign's plot.
This antagonist uses advanced magic or alchemical processes to create and "program" clones like Bob, sending them out to perform tasks like theft, espionage, or assassination.

The Original Bob:

The original Bob could be a tragic figure, either deceased or imprisoned as a source for the clones. Discovering the fate of the original Bob could become a significant plot point.
If alive, rescuing the original Bob could be a major quest for the party.
Implications for Bob:

Discovering he is a clone could be a shocking revelation for Bob and the party. It raises existential questions about his identity, free will, and the nature of his existence.
This revelation could lead to a crisis of identity for Bob, compelling him to find a new purpose beyond the intentions of his creator.

Integrating These Elements
Gradual Revelation: The truth about Bob being a clone should unfold gradually, with clues like the letter from the child, encounters with people who remember "Bob" differently, and discoveries that challenge his understanding of himself.
Moral and Ethical Questions: This plot twist opens up opportunities to explore themes like the ethics of cloning, the nature of identity, and what it means to be human (or elf, in this case).
Player Engagement: Ensure that the player controlling Bob is comfortable with this direction and is actively engaged in exploring these revelations.
This storyline offers a rich and complex narrative that can deeply engage your players, offering them a unique and memorable D&D experience. Remember to balance the darker elements with moments of hope and opportunities for the characters to assert their agency and impact the world around them.

Me:
Some of the "clues" that Bob is a clone could be him hearing eye witness accounts of his own past deaths, including some in ways that would be impossible for him to have survived or have been resurrected from. I will of course hold off on using these until later in the course of unfolding this mystery. Heck... at some point, I might even have "Bob" find another dead clone of himself (or even witness their death).

ChatGPT
Incorporating these clues into your campaign adds a chilling and surreal element to the mystery surrounding Bob. Here's how you can effectively use these ideas:

Eyewitness Accounts of Past Deaths
Incorporating Accounts:

As the party travels and interacts with NPCs, Bob could overhear or be directly told stories about an elf matching his description who met a gruesome or impossible-to-survive end. These stories should be spread out and come from various sources to avoid immediate suspicion.
Example: A tavern patron recounts a tale of an elven archer who fell from a cliff during a skirmish, a death that would be impossible to survive.
Details and Reactions:

The accounts should be detailed enough to unsettle Bob and the party, especially as they align closely with Bob's appearance and skills.
Bob's reactions to these stories, especially confusion or an inexplicable sense of familiarity, can add to the intrigue.
Discovering Another Dead Clone
Stumbling Upon the Scene:

At a climactic moment in your campaign, arrange for Bob and the party to find the body of another clone. This could be in a dungeon, a hidden lab, or even in the aftermath of a battle.
The discovery should be shocking, providing undeniable visual proof of Bob's true nature.
Witnessing a Clone's Death:

Alternatively, Bob could witness the death of another clone in a situation where their identical appearance and skills are unmistakable.
This could be a dramatic and emotional moment, especially if the dying clone shares a few words or a significant glance with Bob.
Handling the Revelation
Timing and Pacing:

Introduce these elements gradually and at a pace that keeps the players intrigued without overwhelming them. The discovery of another dead clone should be timed to have maximum impact, ideally when the players are starting to piece together the truth.
Player and Character Reactions:

Be mindful of how the player controlling Bob and the rest of the party react to these revelations. It's important to balance the shock and drama with opportunities for the characters to process and react to these discoveries.
Further Plot Development:

These revelations can lead to new quests, such as finding the creator of the clones, uncovering the purpose behind their creation, or seeking a way to end the cycle of cloning.
Moral and Ethical Implications:

Encountering past deaths and another clone raises deep questions about identity, morality, and the value of life, especially a life that can be so easily replicated. This can lead to rich role-playing opportunities and character development.
By carefully weaving these elements into your campaign, you can create a deeply engaging and thought-provoking storyline that challenges your players and leaves a lasting impression. Remember to balance the darker aspects with moments of hope, discovery, and triumph to keep the campaign dynamic and rewarding.

14
Game is going well so far. We had session 3 today. In the first session, they were abducted by mindflayers, implanted with tadpoles, witnessed a fight between the nautiloid and githyanki riding red dragons, and escaped the ship as it was crashing after randomly plane shifting to Hades. They fought some devils, and wound up basically joining the devil army that's sieging an ancient black citadel that holds one of the roots of Yggdrasil, and is their best shot at getting home.

In session 2, they contacted an insectile devil surgeon, and negotiated with a hellwasp swarm to get a neurotoxic poison that would immobilize the mindflayer tadpoles so the surgeon could remove them (which he successfully did). They also heard the pitch from Captain Grimtooth (a vampiric gnoll in the infernal army) about poisoning the root to end the siege (because he's sick of fighting there).

In session 3, they lured some demons outside the Black Citadel, ambushed and replaced some of them (using a magic item that casts Seeming once per day), and successfully infiltrated the Citadel (which is controlled by a demonic army). They looted a hidden stash the devils told them about, and we left off mid-fight with them attacking the guardians of the Yggdrasil root (they successfully snuck into the inner part of the Citadel using Seeming and Pass without Trace/stealth, but one of the devils in the final room was a glabrezu with True Sight). They managed to avoid the vrock flying over head (stealth), ambush and kill one hezrou in a surprize round, and bull rush another one into a pit trap they'd detected and avoided. Then the glabrezou successfully hit them with a Confusion and 4/5 party members failed their saves (one was outside the area). Both the rogue (using a wand) and sorcerer tried and failed to counterspell it. So it was meant to be. :D We left off there at a big cliffhanger, which I love (and my son hates). Although they're only level 6, they've shown time and time again that they punch way above their level, and there are 6 of them now. So I'm definitely not worried about the glabrezou itself, although there is a definite fear of one of the confused party mates pasting the sorcerer if they roll badly. :P

15
We've continued to play this, although I haven't updated in a while. In that time, ChatGPT has gotten MUCH better as a co-DM (it can spit out a character sheet for a given level/class/race in a few seconds, and is noticeably better at fleshing out plot, giving descriptions, etc).

There was an arc I'll add later before the current one where they went into an abandoned city of an extinct race of bird people to find a forbidden library. They were told about this by a coatl... but we'll save that story for another day...

I want to tell about the LAST game. Another guy about my age, his daughter, and her boyfriend (both those kids are around 13) wanted to join us. So we merged parties for a total of 6 PCs, and I decided to railroad everyone together by completely ripping off the opening scene of BG3 (spoilers ahead).



I had them all abducted by mindflayers in a nautiloid ship, and at least one of them implanted with a tadpole. The others were unconscious for a while, and I hinted that maybe some of them were implanted while unconscious (you start worrying about that headache you woke up with, etc :D ). They were quite a resourceful bunch, and two of them managed to free themselves from their pods while the ship was being attacked by githyanki on red dragons and skipping through the planes to lose them... The PCs even managed to kill one illithid, and actually evacuate the ship before it crashed. I had them land in Hades, and didn't give them an easy way back (this is where I depart BG3).

Instead... now I'm going to rip off (and modify heavily) part of the plot of one of my favorite westerns: The Good, the Bad, and the Ugly. Except this time it's set in the Blood War instead of the Civil War, and the "bridge" they're going to be tasked to "blow up" is actually a planar conduit (root of Yggdrasil), and they're going to poison it, not use explosives. They fought a devilish patrol, took the offer of surrender from the last member, and managed to arrange a meeting with his Captain who will be the one to (eventually) propose to them that they destroy the "bridge" because he's tired of fighting and just wants to go home. :D

16
Legends of the Heroes / Re: Mind Games
« on: September 30, 2023, 07:42:44 PM »
RISE MY CREATION!

*Ahem*...

Going to re...visit this game... The kids wanted to go back to it. I had some ideas I wanted to throw down here.

1) I'm going to have the entire thing about freeing Tiamat be a "ruse" by the Cult of the Eye/Rierdrans to start a war between the 5 kingdoms, and bankrupt Aundair in the process. This will lead House Kundarak to seize the crown's assets to pay their debts, effectively marking the first takeover of a kingdom by a House (they will not depose the Queen, but instead send a "Trustee" to "manage" the assets of the kingdom, basically directing all taxes from the farms and vineyards of Aundair directly to Kundarak to pay off the debts, and selling off some of their other capital assets). The other kingdoms will no doubt balk at this. This will of course lead to the war switching from Kingdom vs Kingdom to Kingdoms vs Houses... with Droam allied with the Rierdrans behind it all. (It's not that the Red Hand wasn't actually working toward freeing Tiamat, nor that she was actually helping them... but they were ultimately deceived by the Quori/Inspired). The houses will not win this war via force, but via economics (i.e. embargoes, cut off communications and transportation, etc).

2) During this all, the Rierdrans have been setting up "dream houses" where people can participate in shared lucid dreams (think Opium houses of the 17th century). The popularity of these soared as the gloom and poverty of the war drove the civilian populace to desperation. The devices used in these houses will of course secretly let the Rierdrans eventually take over the minds of those using them. Eventually this will lead to those high in power being taken over (or assassinated and replaced). They will use this to have a kingdom or two back the Houses (and hence their "side").

3) Their plan is to eventually have the populace turn against the idea of feudalism, and instead turn to the Houses for Leadership (which they will secretly manipulate and/or outright control). Eventually, once the power of the kingdoms are destroyed, the armies of Rierdra will come in and take over officially weakened Khorvaire. Their puppets (those controlled via the Dream devices) will proclaim the Reirdrans offer the opportunity for a true and lasting harmony, something that will no doubt appeal to many who have lived through the 100 years war and the brief "peace" that followed it.

4) Another key part of the Inspired's goals is to use the tools and assets uncovered during the Red Hand campaign to bring Dal Quor closer to Eberron again. They will use the tools and locations taken over by the Red Hand in their efforts to breach the planar prison of Tiamat to instead bring the two planes closer again, so they can once again bodily invade Eberron.

17
Other Games / Re: Pathfinder: Kingmaker
« on: April 10, 2023, 09:28:40 AM »
It has been a while but I took all your advice to heart and started the game for the fourth time! I was able to beat it! It wasn't easy, it was more of a rough love but I did it and now I am eyeing The Path of Righteous. Thank you guys for your help :)
I never did finish it. :lol I was pretty far in, I think (was crowned Queen, hit level 17 IIRC) and ultimately got bored and quit. (Unless that is considered the finish... I guess maybe there might not be a discrete end point?)

18
Me:
Give me a good description to read while the kids go into the ancient underwater city

ChatGPT:
As you approach the entrance to the ancient underwater city, you feel a sense of unease wash over you. The entrance is a huge stone archway, carved with intricate symbols and images that you can't quite make out. The water is murky and you can't see very far into the city. But as you move forward, you can see that the buildings are tall and imposing, their roofs covered in algae and seaweed. It feels like the city has been abandoned for centuries, but there is an energy here, a sense of something stirring deep beneath the waves. You feel like you are being watched, but when you look around, there's nothing there. You can sense a presence, though, like an ancient and powerful being that has been waiting for this moment for a very long time. You have a feeling that this place is not safe, and that you are walking into a trap. But you press on, driven by the knowledge that what you seek is hidden within these ruins. The water gets deeper and colder, and you can hear strange whispers and sounds echoing through the city. You take a deep breath and move forward, determined to uncover the secrets of the ancient underwater city.

Idea: the idol acts as a Knowstone, but one that scales with your max spell level, and the spell it stores can be changed daily if you have the Tome of the Depths.

19
Hmm... speaking with this beast has not been completely fruitless, although the last few responses weren't really that helpful directly as they just repeated some things I'd already said back at me...

However, I think I will say that what they actually want is both the book, because that allows the owner to communicate with Dagon. (The sorcerer has already been doing this some. He read parts of the book, and had other things projected into his mind both when he was awake and when dreaming.) While this can give the owner some measure of power (he can cast Augury at will, and summon aquatic creatures once per week to fight for him), it also risks "waking" Dagon up... and if he is disturbed too much, he may decide to test the walls of his prison... and maybe it has been so long that they have weakened.

20
Further dialogue with the eldritch beast...

Me:
I really like your idea about having the kids explore the ancient underwater city mentioned in the Tome of the Depths. Could you flesh out the ideas you mentioned for that a bit more?

ChatGPT:
Sure! Here are a few more details on the idea of exploring the ancient underwater city:

Location: The ancient city is located at the bottom of a deep ocean and can only be reached by a treacherous underwater journey. The characters may need to gather information and equipment, such as diving gear and underwater vehicles, to successfully reach the city.

History: The city was once a thriving metropolis, home to a powerful and advanced civilization that worshiped dragon-gods. However, the city was eventually destroyed by a great cataclysm, sinking to the bottom of the ocean and becoming lost to time. The characters may discover relics and artifacts that hint at the city's history and the beliefs of its people.

Dangers: The ancient city is now inhabited by all sorts of underwater creatures, including dangerous sea monsters and hostile underwater civilizations. The characters will have to navigate these dangers and solve puzzles to uncover the secrets of the city and retrieve the powerful artifacts hidden within.

The Tome of the Depths: The characters discover that the ancient city holds the key to unlocking the power of the dracoliches and that the cult seeks to control this power. The characters must find the Tome of the Depths, a powerful artifact said to hold the secrets of the city and the dracoliches, before the cult can get their hands on it.

With these elements, the players can have an exciting adventure exploring the ancient underwater city, uncovering its secrets, and battling against the forces of the dracolich cult.

Me:
The Tome of the Depths is actually not about dracoliches. It is heavily inspired by the Necronomicon from the works of H.P. Lovecraft. The Tome of the Depths was written by a cultist that heard whispers from an ancient being locked away outside of the universe by the new gods. This being is older than the gods, one of the Old Ones. There is a pact among the gods that prohibits any of them from entering the mortal realm. All of the gods (and all magic users) basically feed on the power of souls to fuel their own powers. Modern gods mostly do this via worshippers who devote themselves intentionally to them, but the Old Gods simply devoured human souls directly. In the God Wars, these horrific beings were either destroyed or banished beyond the world, and the new gods created the Pact Primeval was written up, and signed by all the major powers, and enforced by them. Any being of higher than demigod status that dares to fully enter the Prime Material Plane risks the wrath of the combined might of all the greater powers, and any beings that have attempted to do so have either been destroyed or imprisoned. However, Dagon, the creature who inspired the Tome of the Depths, is such an ancient and powerful evil that if it were released even the combined might of the current gods might not be enough to defeat it. Even if they could, the resulting cataclysmic war would no doubt break the world and send civilization back to the stone age. I'm thinking that this idol that the kids stole may be a planar key that has some power to possibly set something in motion that might free Dagon. However, why would the Cult of the Dragon want such a thing? What other purpose could they have for it?

ChatGPT:
Interesting! The Cult of the Dragon is seeking to unlock the ancient being, Dagon, as they believe it will give them immense power. The idol they stole serves as a planar key that could potentially free Dagon from its prison outside the universe. The cultists believe that they will be able to harness the immense power of Dagon and use it to achieve their ultimate goal of ruling over the world. However, releasing Dagon would no doubt result in a catastrophic event that could threaten the very existence of civilization. The tension between the desire for power and the fear of the unknown consequences of releasing Dagon would make for an exciting and suspenseful adventure. The kids may be caught in the middle of this conflict, as they navigate through the underwater city, uncovering clues about Dagon and the pact of the gods, and ultimately deciding what to do with the powerful planar key they have acquired.

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