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81
Uncle Kittie's Unnecessary Revisions / Re: 5E Monk Traditions
« Last post by bhu on March 17, 2024, 03:10:01 AM »
WAY OF THE MOIST PALM   (Monk Subclass)
You were raised to be the personal bodyguard of the Frog Council.  Despite your art being called the Way of the Moist Palm, that is effectively a quaint synonym for your tongue.  You keep your tongue in reserve as a hidden weapon.  Mostly because you don't like using it.  In addition to paying for your training, the Frog Council has had to pay for your PTSD therapy made necessary by being able to taste your opponents...

MOIST PALM TECHNIQUES
At 3rd Level, you can summon The Moist Palm by spending 1 Ki Point as a Bonus Action.  For the next 10 Minutes (or until you die/become incapacitated) you  can make Unarmed Strikes with your super stretchy tongue.  During this time you have the following benefits:

You can use the tongue to make an Unarmed Strike, and it's range is 5 feet greater than normal.  You use your Wisdom modifier for attack and damage rolls with the tongue.  Successful attacks by the tongue do Frog Damage.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.  Additionally, if it successfully hits, the target must make a Strength or Dexterity Saving Throw (it's choice, Save DC is 8 + your Proficiency Bonus + your Wisdom modifier), or it is considered to be grappled (and restrained for as long as you maintain the grapple).  As a Bonus Action, you can move a creature grappled by the tongue up to 5 feet toward you. 

MOIST COUNTENANCE
At 6th Level, you may begin to sweat profusely for 10 Minutes (or until you die/become incapacitated) by spending 1 Ki Point as a Bonus Action (or as part of the Bonus Action used to summon the Moist Palm.  During this time you have the following benefits:

You gain Advantage on any rolls to Grapple an opponent, or escape being Grappled by them.  You become resistant to Acid, Fire and Psychic damage.  If you are already resistant to one of these  damage types, you temporarily become immune instead.

MOIST BODY
At 11th Level, when you summon your Moist Palm and Moist Countenance, your skin turns green and frog-like, and your limbs get longer.  Once on each of your turns, when you hit a target with the Moist Palm you can deal extra damage to the target equal to your Martial Arts die.  When you make an Opportunity Attack with your tongue, your opponent must make a Dexterity Save (Save DC is 8 + your Proficiency Bonus + your Wisdom modifier) or be Blinded as long as you maintain the Grapple due to your tongue occupying his face.

MOIST AWAKENING
Beginning at 17th level, you gain a few extra abilities when summoning you Moist Body and Countenance (this costs another +3 Ki Points).  You temporarily Teleport to any point you can see in range (which is equal to your land speed) instead of moving, thereby gaining immunity to effects that reduce your movement speed.  On any turn that you use this Teleport, you gain Advantage on all Saving Throws until the beginning of your next turn.
82
Uncle Kittie's Unnecessary Revisions / Re: Bard and Wizard Subclasses
« Last post by bhu on March 17, 2024, 03:05:45 AM »
RIBBITEER   (Bard SUbclass)
The Frog Council paid for you to go to College, where you specialized in throat singing, and as a thank you, you're now a walking billboard for them.  You're like The HU, but instead of singing of the glories of Mongolia, you sing about the glories of frog.  You also provide a method of spying on the public for the Council, as well as acting as a go between for setting up meetings with the disenfranchised people who contact the Council for help. 


HARMONY
At 3rd Level, you can sing as an Action, and any creatures of your choice within 10 feet must make a Wisdom Save against your spell save DC, or take 2d4 thunder damage, and begin to sing along with you (this uses their Bonus Action for the turn), requiring another saving throw from any creatures of your choice within 10 feet of them, or they take 2d4 thunder damage as well and also begin to sing.  This progresses until there are no creatures within range.  If the Saving Throw is successful, they take half damage, and do not sing.  Congratulations, you are a musical virus.  They must make another Save each round you use this ability.  The damage increases to 3d4 at Level 10 and 4d4 at Level 20.

THE POWER OF THE FROG
At 6th Level, any time an opponent fails a Saving Throw against one of your spells, you regain one Inspiration Die (max of one die per round).

THE FROG COUNCIL GETS OUT THE MESSAGE
 At 14th Level, you can empower a spell you cast up to three times per long rest.  One target affected by this spell has Disadvantage it's Saving Throw.  If the target chooses to use Legendary Resistance, this instead means it must now make a Save (but doesn't have Disadvantage on the roll).
83
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 16, 2024, 11:30:51 PM »
FRAWGHEMOTH
As a child you were possessed by angry, vengeful spirits.  The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs.  At least that's what the spirits said.  Granted their resemblance to frogs was kind of...superficial.  The tribes shaman tried exorcisms, but to no avail.  You really didn't want the spirit to go away.  You'd always been shunned by the tribe for being different, and now you had a friend.  A friend who gave you super powers and neat advice.  Advice such as "Running at people screaming out of the darkness is socially acceptable."

Then, one day, the Frog Council visited the village.  "Let us train the lad" they said.  The village, eager to be rid of you, agreed.  Now you get to keep your friend!  And assist in the dispensing of froggy justice!  Which is mostly making people crap themselves by hulking out into ragefrog mode.

LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing.  All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel.  Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn.  The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.  Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. 

POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit.  For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit.  If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).

RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage.  This is not an Action, and you may see the result of the Saving Throw before deciding..

THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet.  Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated.  If it fails, it takes 1d6 frog damage.  Save DC is 8 + your Proficiency Bonus + your Constitution modifier.
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Arhosa / Adawolf [NPC]
« Last post by Stratovarius on March 16, 2024, 10:02:36 PM »
Adawolf

Medium Monstrous Humanoid (Kier 2/Savage 1/Kier Raider 3)
Hit Dice: 2d8+4d12+12 (47 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: TBD
Base Attack/Grapple: +6/+11
Attack: TBD
Full Attack: TBD
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, Scent, Woodland Stride, Swift Tracker
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 18, Con 14, Int 14, Wis 8, Cha 8
Feats: Controlled Leap (1), Extra Predator's Strike (3), See the Weakness (6), Track (b), Lifesense (b)
Skills: Athletics 14, Knowledge (Nature) 11, Perception 8, Stealth 13

(click to show/hide)

(click to show/hide)

(click to show/hide)
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[Arhosa] Arhosa PbP / Re: Anti Nowhere League [OOC]
« Last post by Skyrock on March 16, 2024, 08:56:06 AM »
Without speaking to anyone about what she is doing, Gwaedwen uses Morphic Ritual to turn Speed of the Fallen (3HD) into Enervating Star (3HD).

If she can complete the 5 minutes for the morph uninterrupted, she immediately sends the Enervating Star 30ft away towards the other voices, or, if that illuminate the party's scouts, to the side instead.
86
Arhosa / Re: Painwarper [Prestige]
« Last post by Stratovarius on March 15, 2024, 09:56:32 PM »
Cleaned up a little bit, especially The Whites of Their Eyes. Also updated the skills to the modern Arhosan setup.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on March 15, 2024, 09:14:03 PM »
nother request

                      Crabcoon
                      Tiny Magical Beast (Amphibious, Aquatic)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 10 ft.
Armor Class:          16 (+2 Size, +1 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +1/-3
Attack:               Pincer +4 melee (1d3)
Full Attack:          2 Pincers +4 melee (1d3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Electrovore
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
Skills:               Balance +9, Climb +9, Escape Artist +5, Hide +13, Jump +3, Listen +4, Move Silently +5, Spot +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair or Swarm (3-12)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ---

Crabcoons are furry grey crabs with the faces and tails of raccoons.  Unlike either crabs or raccoons, however, they feed on electricity.  Which means the little nuisances tend to chew on electrical lines.

Improved Grab (Ex): To use this ability, a Crabcoon must hit with a pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.  Crabcoons have a +4 racial bonus on grapple checks.

Constrict (Ex): The Crabcoon does 2d3 damage with a successful Grapple Check.

Spiderclimb (Ex): A Crabcoon can climb sheer surfaces as though with a spider climb spell.

Electrovore (Ex): Crabcoons feed on electricity, and they are immune to electricity damage.   Electricity damage heals them for an equal amount of damage instead.

Skills: Crabcoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently, Spot and Swim Checks.

Combat: Crabcoons are pretty fussy for their size.  They tend to go right for the grapple.
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[Arhosa] Arhosa PbP / Re: Anti Nowhere League [OOC]
« Last post by Stratovarius on March 15, 2024, 08:35:10 PM »
As night falls, the forest around you seems to come alive with mystery. The canopy above is so thick that not even the moon’s glow penetrates the darkness that envelops your group. As you prepare your evening's encampment, the quiet of the night is pierced by the distant sound of conversations. The low murmur of voices is too faint to discern the words but clear enough to tell there are quite a few talking. You are still a ways from Fracha or where you expect to encounter the caravan of slaves, even if it swung north. Given you've heard them and they, presumably, haven't heard you, you have a moment to confer. Of course, talking might alert them to your presence.

Anyone wishing to talk out loud should make a Stealth check.
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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Stratovarius on March 15, 2024, 08:27:26 PM »
Rolled 1d20+6 : 8 + 6, total 14

Rolled 1d20+9 : 20 + 9, total 29

Rolled 1d20+8 : 12 + 8, total 20

Rolled 1d20+8 : 17 + 8, total 25

Rolled 1d20+12 : 17 + 12, total 29
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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Stratovarius on March 15, 2024, 08:21:48 PM »
Rolled 1d20 : 18, total 18
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