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Messages - phaedrusxy

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1
So... my son is 16 and too busy to play regularly. Since his character was the one that actually fireballed the guards, I decided it was time for a reckoning. I discussed this with him, and he said he was OK with it.

I had a couple of powerful bounty hunters (12th level lore bard and 12th level werebear barbarian, see earlier post) catch up to the party. A couple other PCs weren't really playing anymore (or had changed characters), so I had it announced in game that two of the "Sinister Six" had been captured. I was running a game for two other PCs (my daughter's paladin and her friend's monk), and a third who was newly joining (tiefling druid). I gave them several warnings that they should flee to a nearby druid grove (and decided that these druids are basically anarchists in my game, who fight against the ever-expanding civilization, and so sometimes take in fugitives if their values align). On their way to the druid grove, the bounty hunters caught up with them. The bard was using Improved Invisibility and managed to Blind 3 of the 4 PCs in the first round (all but the paladin), which really turned the tide against them. The bounty hunters killed the sorcerer (whom I was running as an NPC) in a very pitched battle. The remaining three were completely enraged at this point, and managed to kill the bard (despite two of them still being blinded), but finally took the hint and fled to the druids. I forgot all about the bard's Cunning Action ability from her two rogue levels... but I doubt it would have mattered much, and the PCs were screaming for blood at that point. So it was probably best to sacrifice her... I could always have her revived, if I really wanted... but I probably won't. Better to have them encounter a depraved and depressed Krogar later... lol.

Since the party is split, I'm thinking of starting Against the Giants with the other PCs by having them be conscripted as punishment for their crimes. Instead of drow and Tharizdun being behind it, I think I will have mindflayers and an elder brain, culminating with the elder brain moving under the city (ripped shamelessly off from Baldur's Gate 3).

2
Legends of the Heroes / Re: Mind Games
« on: September 27, 2024, 11:01:03 PM »
So we finally got back to this, and it went well, but did require a bunch of me checking old notes when they asked me questions, and them studying their character sheets to even remember what they could do, heh. It was just me and my two kids, which hasn't happened in a while. My son is 16 now and is extremely busy and rarely plays at all, but they had the day off school because of all the rain from the hurricane and so he felt he was caught up enough on schoolwork, etc.

We started off with a recap, then they teleported back to Aundair where they found things were not normal. First, there were House Kundarak guards everywhere, including outside the palace gates (replacing the normal guards). Secondly, there were WAY more of the Dream Houses, and the streets were nearly empty, as most of the populace was lying around in cots with these dream helmets on, living a fantasy life instead of reality.

They made their way to the castle, and spoke to the Queen, who told them that basically the Kingdom was bankrupt, and House Kundarak was there to make sure she didn't basically try to liquidate as many assets as possible and flee or something. They have also imposed basically an economic version of martial law where all funds are locked down, and she's not allowed to take any actions that might further upset the economy of the kingdom. This is a temporary situation, but of course she's not happy about it.

The PCs decided that the dream houses were the priority, and set out to investigate. The kalashtar psion, since he can't dream, opted to do real world investigation, while the changeling mind pirate went into the dreamscape. The psion eventually made his way up the distribution chain for these devices until he reached a local minor nobleman. He was using Detect Thoughts while questioning him, and found his memories to be strangely vague and the nobleman himself seemed confused when he couldn't answer basic questions like what did the people selling him the devices look like, etc. (His memory has been modified, and I plan to use a lot of stuff like this to keep them chasing their tails because although they are insanely good at reading and stealing people's memories... they're up against the dreaming dark... who knows all about their methods, and how to counter them).

The mind pirate's adventure started out with her just invading the dream of a random nearby person. This turned out to be a battered woman dreaming of murdering her abusive husband. The woman was disturbed to find her dream invaded, and after a couple of lucky checks realized she was dreaming and intentionally woke up. I described this as ejecting the mind pirate (who goes by Spyder) into a vast space populated by the dreams of many people floating around in bubbles. She made a couple of good Spot and then Lucid Dreaming checks and said she wanted to "Look for a Quori"... so I said she found one...

She saw an odd dream where there was a very tranquil lake, but the surface looked incredibly busy with hundreds of different reflections on its surface that didn't match the rest of the tranquil forest of the dreamscape. As she entered it and looked at the lake, she realized these reflections were all basically active scrying windows onto the real world, after seeing the psion in one and the queen in another. Then she saw her own reflection, running in terror, with a shadowy figure with red eyes behind her. Then I said... roll initiative.  :plotting

I had her face off solo with a Hashalaq Quori which I found some homebrew stats online for. I also gave it full ranks in Lucid Dreaming with a +10 racial bonus, and had it use the skill to emulate some wizard spells in their fight. It was a great battle, with her getting it near death only for it to heal (and injure her) with a Hostile Empathic Touch. She decided that turnabout was fairplay, and hit it with a couple of emulated Vampiric Touch spells.

When she finally finished it off, I described her finding a confused and cowering man hiding in a bush. When she approached, she saw that it was the "abusive husband" from the first dream... and with a good check on her bardic knowledge, she realized that she'd just killed a quori that had been possessing and controlling him in the real world. And that's where we left off.  :eh

3
Mindscapes / Re: Mind Pirate [Base]
« on: September 26, 2024, 09:20:40 PM »
Here's a new spell that creates a "Manchurian Candidate":

Triggered Domination
Level" 6 (bard), 7 (sorcerer/wizard/mind domain/psionic (telepath) power)
Enchantment (Compulsion) [Mind-Affecting]

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood and a fragment of the target’s hair)
Duration: Until triggered (up to 30 days); once triggered, up to 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Description:
Triggered Domination allows the caster to implant a powerful compulsion or memory within the mind of the target. The implanted suggestion or command remains dormant until a specific event or condition—determined by the caster—activates it. Upon activation, the target follows the implanted suggestion as if under the effects of a dominate person spell or acts according to the modified memory or belief.

Spell Effects:
Memory Implantation (Optional): The caster may alter or implant memories in the target, changing their perception of past events to align with the caster’s narrative. The memory may be mundane or include specific details designed to control the target’s actions or beliefs. These memories may seem entirely natural to the target until the spell is dispelled or the memory is contradicted by undeniable evidence.

Trigger Condition: The caster sets a specific trigger event or condition that activates the spell. This trigger could be something the target experiences, such as hearing a particular phrase, seeing a specific object, or meeting a certain individual. The trigger can be as simple or complex as the caster desires.

Compulsion Upon Activation: Once triggered, the target is compelled to follow the implanted suggestion or command for up to 1 hour/level, as per a dominate person spell. The command can be as detailed as the caster wishes, including complex instructions that the target will follow to the best of their ability.

Command Resistance: While under the compulsion, the target may attempt a Will save once per day to break free. A successful save ends the compulsion, though the memory alteration (if any) remains.

Additional Notes:
Complex Commands: The caster can give multi-step instructions or conditional behaviors, such as “wait until the Queen is alone, then confront her with these accusations and flee when the guards approach.”

Memory Layers: The spell may also suppress memories related to the spell’s casting, so the target has no recollection of being enchanted or controlled. The target may not even know that the trigger exists, making this spell exceptionally difficult to detect before activation.

4
Legends of the Heroes / Re: Shattered Isles
« on: September 26, 2024, 08:31:08 PM »
At one point I had one PC down below 0, and another in the low teens, both inside the mouth of the tendriculous... but they managed to survive and win, again largely thanks to the Warper (who teleported both out of it's mouth before they got chomped again and/or swallowed). Once they figured out that "Oh we probably shouldn't try to melee this thing..." it was matter of "kiting" it with ranged attacks. With it's terrible 20 ft movement speed, this was quite easy.

The players were particularly annoying to me, and I've basically decided I probably won't run this game again for a while (or maybe ever with the exact same set of players... two of them are siblings, and they argue loudly).

5
Legends of the Heroes / Re: Shattered Isles
« on: August 30, 2024, 01:22:36 PM »
Running through a modified Ghosts of Aniel took two game nights.

In the initial encounter, they wound up fighting Navae (the ghost wizard), the phase spiders, and Navae summoned some skeletons. I gave him some feats from Libris Mortis, and let him apply them ot the summoned skeletons, but they were still not much more than useless speed bumps. The Warper’s access to the Blink spell really made a huge difference, as he could see the spiders and ghost on the Ethereal plane, and also delay the teleportation/arrival of them all if they tried to appear within 30’ of him. This really let them dominate the battle, avoiding all but the first couple of spider bites entirely (they’d know where the spiders were going to appear, delay them, and all move away and hit them with ranged attacks).
Navae put up a decent fight, getting the Mindpirate down to single digit hit points, and attempting (but failing) to possess the Warper, but lost over half of his own hit points before he finally fled. Then the rest of the ghostly/cursed townsfolk showed up and told the party the whole story, and we left off there.

In the second encounter, Navae did a bit better. He was waiting for them when they got to the village I pulled no punches and used his ethereal nature to its full benefits this time. I had the village be a bunch of treehouses linked with walkways, which gave him a huge advantage. He played "hit and run", popping out to attack and then flying through a wall into a building to hide. I opened up with Telekinesis against the Warper (who had by far been the biggest thorn in his side), but the Warper had Blink running and between that and his high AC he easily survived what could have been a deadly attack. Navae then successfully possessed the party rogue, which was very amusing, but the party very quickly took him down into the single digits, forcing the ghost out of his body, and then made quick work of the ghost, ending the encounter. The party had also very smartly recruited the rest of the elven villagers, with the Warper dropping weapons off in the Ethereal plane for them to use, and they were the ones that actually dealt the final blow to the ghost, which was very fitting.

Then they got the Macguffin, which I changed from being a gem imbued with a Wish spell to an actual Luck Blade, and I had it contain a second Wish. So they still have a Wish to use in the future, and someone gets a nice sword even after that. I also gave them several other fun and flavorful items, including one that is a custom one (and cursed... which they haven't uncovered yet.  :devil ).

Their success here in bringing back this ancient elven village will have worldwide repercussions, as all wizards in the world (as well as druids and clerics) had been killed off in the "cataclysm". However, this village was trapped on the Ethereal plane before that happened, and some of the residents are low level wizards. So they've effectively brought wizardry back into existence after 1000 years of it being only in myths. I told them they could retrain or multiclass to take levels in wizard if they want (which had previously been a banned class). They all also leveled up to 5th.

The next session, which will be tomorrow night, will probably focus mostly on them helping the elves get their village back to functional order, and likely repairing the flying ship they crashed here on. I also have what I think sounds like a fun as hell (for me at least...) encounter planned involving a tendriculous and a group of kuo toa who worship it as a deity. I plan to have one fighter with Mounted Combat ride it as a mount, and give the others my homebrew Wolfpack Tactics feat, which among other things lets them "trade places" with an adjacent ally as a free action. I'm going to do some flexible interpretation here, and let the Kuo Toa use this to sacrifice themselves to "take hits" for their Tendriculous "god". The whip (cleric) will also use his spells to buff the tendriculous (definitely including a Resist Energy). This should turn it into quite a nasty encounter, and part of me worries I might be overdoing it, but they've inevitably punched way above their weight class in the past, and I actually have no doubt they'll probably thrash this encounter the way they have pretty much all the others I've worried about being overpowered. :D

6
After some more recent playtesting, decided to remove the original Dispersal ability at 3rd level, but keep the 9th level Crowd Dispersal (which was an upgrade to it). Being able to teleport creatures as an attack action proved to be too powerful, especially in some environments (i.e. flying ships, ledges near cliffs, etc). The Warper already gets Recall at 3rd, which is enough by itself. (This is for the 3.5 version, obviously).

7
Legends of the Heroes / Re: Shattered Isles
« on: May 20, 2024, 03:09:35 PM »
Decided they were too low level (4th) to take on a Deepspawn, and so had them catch on that the captain and crew were clones, a fight broke out, and the ship crashed into a different island en route. Going to run a modified version of the Ghosts of Aniel there next game. On a related note: my homebrewed Warper class is overpowered as hell on a flying ship if you let them teleport people into open space/overboard.

8
Legends of the Heroes / Re: Shattered Isles
« on: May 19, 2024, 09:35:19 AM »
All kinds of stuff happened since I last posted for this game, then we abandoned this campaign for over a year but we're picking it up again. My memory is unfortunately not great... I was reusing plot elements from an amazing intrigue-based game that I'd played in online in a PbP on mythweavers. So my memories from that game and the one I recycled for my kids are kind of mashed together... lol.

I know they were investigating the death of a teenage girl that mysteriously appeared to have fallen off of or out of a the keep of a prominent family in the city. It was her home, and it turned out that she wasn't so nice. She and a couple other kids had bullied another girl in the past, and that girl had basically taken off on her supervillain arc and came back to murder them. She was a Tome Assassin NPC I made up. The PCs wound up confronting her at some point, I think, but she escaped and murdered another of the three kids. They were trying to protect the third and then that plot somehow led them down another one. (This is where my memory is really murky...).
I know the real plot is that a deepspawn outside the city is replacing prominent members of society with its clones. I think they stumbled onto this because one of the guards who was watching over the prominent third target of the assassin just happened to have been replaced, and the Mind Pirate PC stole his memories and learned of the plot. They didn't learn the exact nature of what is happening, only that he and the others involved are slavishly serving something they call "the mother". His memories of the mother were very vague and spotty and involved a very dark cavern, tentacles, pain and death. They did learn that this involves many prominent figures in the city being controlled/replaced (I can't remember if they know which).

They learned of a "party barge" for the elite that was about to leave the city that is piloted by a Captain Talon Zane. He's an NPC that had showed up earlier in the campaign, but had died. The current PCs did not witness his death, but had heard the rumors (one of them knew him). When he shows up again, they are confused and confront him but he brushes it off with some quip like "The rumors of my death are obviously greatly exaggerated". He says his current route takes him near the location they seek, and offers to take them. In reality, he is a deepspawn clone, and is taking all the party goers to the deepspawn to be eaten and replaced. :D That's where we left off. They had just set sail. We're planning to resume tonight with a couple of new PCs who will likely just be "party goers" on the barge (or hired guards, etc).

9
My son's sorcerer has a cloak that acts as an enveloping pit, and they have been using it as a mobile base. I decided to make this even more fun, and said they found a secret door in one of the walls. However, they couldn't figure out how to open it, and I left them hanging for a few months IRL. During that time, a friend ran a couple of games in the same campaign and I got to play for a change...

A few weeks ago, I ran another one and picked that plot back up and had them finally figure out how to open the secret door. They had originally gotten the cloak off the corpse of their mentor (who ran the orphanage that was secretly a training ground for an organization much like the Forgotten Realms' Harpers). She already had it set up as a study, with several book shelves, chairs, etc. On the shelves, they found several tomes on an ancient civilization that they could only read with Comprehend Languages. They eventually figured out that several of these mentioned a character known as The Maestro, whom they deduced was the owner of the cloak (I can't remember how).

They eventually figured out that they could open the secret door by playing a refrain from one of his compositions. The door led to an ancient tower that appears to be floating in a void of nothingness filled with arcane wonders. Each floor was a kind of puzzle, and also contained even more books discussing The Maestro and other characters and stories from his civilization. I also wanted to mix in some Cosmic Horror, and so had some of them be things like The King in Yellow by Robert Chalmers, and had this play roles in some of the puzzles.

The first floor was a garden with a pool surrounded by trees with different color leaves and fruits. They never actually figured out the mystery here, but the pool can actually be transformed into a portal that goes to something like the Wood Between the Worlds from CS Lewis' works. There was an arcane elevator at the far end of the chamber. They eventually figured out how to activate it, and went to the 2nd floor.

The 2nd floor
This was a concert hall with a spectral composer. In order to get the elevator to go up further, the party had to figure out how to correct the score he played for them which they noted had a mistake.

The 3rd floor
The elevator opened onto a dressing room with several mirrors and wardrobes, with doors leading from it to a couple of bedrooms, and also a bathroom. The mirrors were magical traps, and anyone looking into them was immediately sucked in and had to battle against their doppleganger. The first one to draw blood won, and got to escape the mirror, while the loser remained trapped. Two of the three party members who looked at mirrors wound up being replaced by dopplegangers... (my daughter's paladin was the only one who explicitly said they were not looking into a mirror). The battle and resulting replacement happened instantanously, and so the paladin didn't note that anything had happened. I had them go into separate rooms to briefly play through the combats, and then tell them the results. I had the ones who were "replaced" roleplay their dopplegangers with some general instructions on what they were supposed to want/do (basically... kill the other party members then escape into the world to cause mayhem). Luckily the party sorcerer had managed to beat his doppleganger through good use of Counterspell, Silvery Barbs and Quicken metamagic... so he and the paladin eventually got the upper hand against the two dopplegangers (who were a barbarian and fighter).
This was definitely the most dramatic and memorable part of the tower, and my daughter later said she even felt creeped out looking into mirrors after that, and was afraid she'd have nightmares. :D

The fourth floor was a library. They had to bring some books to trade in for books on the shelves, and do everything silently, in order to win the favor of the librarian and pass to the next floor.

The fifth and final floor was an art museum with statues (some of which were horrifically twisted, and all of which were petrified creatures), a piano, and a case within which was the "Comedy" Mask. There were also some stone golems mixed in with the statues, one of which was wearing the "Tragedy" mask. This mask wearing golem animated, and basically told them to GTFO. There were arcane turrets in the room that were also obviously under it's control. The party did eventually leave without a fight, but managed to contrive a plan. They spoke long enough with the construct (from a distance that it didn't find threatening) to learn that the Maestro hadn't been to the tower in a very long time. They eventually decided to try contacting him via a Sending spell, and basically told him that they'd spoken to his guardian golem and they and it were "worried about him". They explained that they had his magic cloak, and invited him to meet with them the next night in a bakery... and he replied and graciously accepted. And that's where we left off.

10
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.

11
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.

12
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.

14
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

15
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.

16
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)

17
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.

18
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)

3rd Level - See it Coming
    AC equals 10 + Dexterity modifier + Intelligence modifier when not wearing armor or wielding a shield.
    Gains the Alert feat (PHB).

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[/list]

19
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).





20
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.

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