Posts Tagged ‘ 5E D&D ’

December 1: Wait

Over in the OSR Google group, Iacopo Maffi suggested folks create an OSR Christmas calendar. He also suggested a specific theme for each day. Here’s my first day, presented in both 1E and 5E flavors.

In the woods not too far from the village? Strange happenings. Animals are more skittish, and no one has heard birdsong for at least a fortnight. Nights seem darker, colder. Animals are more skittish, and no one has heard birdsong for at least a fortnight. On the nights of the full moon, an impossible metal tower rises among the trees. A monstrous women dwells in the tower. What does she look like? Who knows? We know she’s there. Everyone has heard her hellish screams echoing in the tower’s bulbous superstructure. Those brave enough to approach the tower during the night when the moon is full have heard pounding and scratching, trying to break free. What are we doing about it? We’re farmers and herders. What can we but wait?

Rapunzhel is the tormented revenant of a young woman drowned in a water tower due to a cruel prank perpetrated by several of her classmates in the 1960s in a small town in southern Georgia. The water tower became unmoored from any specific reality, and now it shifts from world to world, seemingly at random. The tower always appears near a rural community of modest size. It remains for several months, but only becomes visible and material during the nights of the full moon. Most nights, Rapunzhel remains trapped in the tower, raging against her fate and her captivity. She always manages to escape, however, and, driven by her mad rage, she fills the night with blood and horror. When dawn breaks after her rampage, she and the tower vanish, shifting to another world.

Rapunzhel is a water-bloated corpse, moist and rotting. Her white hair writhes and flails, twisting and stretching and seeking. Her weeping eyes blaze with feral hatred.

1E Stats
Frequency: Very rare (unique?)
No. Appearing: 1
Armor Class: 5
Move: 15″//15″
Hit Dice: 8
% in Lair: 90%
Treasure Type: Nil
No. of Attacks: 2 + special
Damage/Attack: 1-6/1-6 + special
Special Attacks: Entangle
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral evil
Size: M (5-1/2′ tall)
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: VII/1,075 XP + 10 XP/hp

Rapunzhel attacks with her talons and her wildly flailing hair has grown to impossible lengths in her undeath. Her hair attacks up to 1d4 medium-sized targets within 10 feet. A small-sized target counts as 1/2 a target, and a large-sized target counts as two targets, et cetera. Targets struck by her hair must make a saving throw versus paralyzation or become entangled in a mass of squirming, constricting hair. One per round on its turn, an entangled target may attempt to escape the hair by making a successful bend bars/lift gates check; otherwise, the target takes 1d4 points of damage from constriction. A creature not entangled in hair may use an edged weapon to cut the hair, which is AC 5 and takes 8 hit points to cut through; all hit points must be inflicted by same creature.

Rapunzhel cannot be harmed by nonmagical weapons. Once per round, when she is missed by a melee attack, Rapunzhel may immediately teleport without error to another spot she can see that is no farther than 9″ away. Being undead, she is immune to sleep, charm, poison, and effects that require a living target. She swims quickly and easily, and she has no need to breathe. Rapunzhel can be turned as if she were a vampire.

5E Stats
Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 127 (15d8+60)
Speed 40 ft., swim 40 ft.
Ability Scores STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 10 (+0), WIS 15 (+2), CHA 13 (+1)
Saving Throws Dex +6, Wis +5
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poison
Senses darkvision 90 ft., passive Perception 12
Languages English
Challenge 7 (2,900 XP)

Actions

* Multiattack: Rapunzhel makes three attacks: twice with her claws and once with her hair.

* Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage and 7 (2d6) necrotic damage.

* Hair: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Rapunzhel’s hair continues to constrict each grappled target once per round at the end of Rapunzhel’s turn for 1 minute or until the target escapes.

Reactions

* Defensive Teleport: Once per round, when a creature misses Rapunzhel with a melee attack, Rapunzhel may teleport up to 20 ft. as a reaction, doing so at the end of the turn of the creature that triggered this ability.

December 1st, 2017  in RPG No Comments »

The Bunyip

Aggressive and territorial, bunyips hunt wild swamplands. Combining features of a hippo, a crocodile, and a great cat, a bunyip has a bulky body covered by thick flesh and dark fur. A bunyip’s legs are squat, ending in broad paws with webbed toes. Its stubby, wide tail is used as a rudder when it swims. At the end of its powerful neck is a fearsome head with strong jaws full of sharp teeth. The bunyip is most active at night when it uses its tremorsense to detect prey moving through the water.

Roars in the Night. Bunyips are largely solitary and territorial, and a bunyip aggressively defends its territory against other predators. A bunyip’s first line of defense against trespassers is its terrifying roar. Swamps that are home to bunyips often echo from sundown to sunrise with distant roars.

A Sudden Attack. Bunyips are ambush predators. Although not especially nimble or quiet when moving, a bunyip can lurk still and silent, often submerged, for long periods of time until suitable prey is detected. Then, the bunyip surges to attack with its powerful jaws.

Bunyip
Huge beast, unaligned

Armor Class 13 (natural armor)
Hit Points 57 (6d12+18)
Speed 25 ft., swim 50 ft.
Ability Scores STR 23 (+6), DEX 9 (-1), CON 17 (+3), INT 3 (-4), WIS 10 (+0), CHA 7 (-2)
Skills Stealth +2 (in natural habitat when motionless)
Senses tremorsense 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)

Ambush Predator: When motionless in its natural habitat, a bunyip is difficult to notice. Wisdom (Perception) checks to notice a hidden bunyip are made with disadvantage. If a bunyip surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 11 (2d10) damage from the attack.

Hold Breath: The bunyip can hold its breath for 30 minutes.

Actions

* Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

* Roar (Recharge 5-6): The bunyip emits a terrifying roar. Each creature within 60 feet of the bunyip and able to hear the roar must make a saving throw. Each creature that fails a DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

November 27th, 2017  in RPG No Comments »

The Charvog

A charvog is a squat, broad-shouldered goblinoid. Its facial features somewhat resemble a cross between a human and a cat or an ape. It has powerful arms, noticeably thicker and longer than its legs. A charvog’s most noteworthy feature are the sword-length projections of serrated, spiked bone that grow from its forearms past the elbow. Note only does a charvog use these bony growths in combat, smashing and stabbing with berserk ferocity, the monster races quickly across ice by dropping to all fours. It uses the bony growths like sled runners, pushing itself with its legs.

Charvog
Medium humanoid (goblinoid), chaotic evil

Armor Class 14 (leather armor)
Hit Points 13 (2d8+4)
Speed 25 ft.
Ability Scores STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 9 (-1), WIS 11 (+0), CHA 8 (-1)
Skills Stealth +7
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 10
Languages Goblin
Challenge 1/2 (100 XP)

Furious Attack: At the start of its turn, a charvog can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

* Skate: Ice does not count as difficult terrain for charvogs. When on ice, a charvog can take the Dash action as a bonus action.

* Multiattack: A charvog makes two attacks with its bony spikes.

* Bony Spike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8+1) piercing or slashing damage.

* Javelin: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

November 25th, 2017  in RPG No Comments »

The Apoapọju

The steaming jungles of equatorial wildernesses teem with myriad forms of life, most mundane, some bizarre, and few more bizarre that the grotesque apoapọju. This large, slow-moving insectile horror has a swollen, transparent abdomen in which wriggle dozens of toxic larvae.

Apoapọju
Large monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 102 (12d10+36)
Speed 20 ft., climb 20 ft.
Ability Scores STR 14 (+2), DEX 10 (+0), CON 17 (+3), INT 3 (-4), WIS 10 (+0), CHA 6 (-2)
Skills Perception +3, Stealth +6
Saving Throws CON +6
Senses tremorsense 60 ft., passive Perception 13
Languages
Challenge 5 (1,800 XP)

Actions

* Multiattack: The apoapọju makes two attacks with its disgorge larva attack.

* Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

* Disgorge Larva (Recharge 5-6): Ranged Weapon Attack: +3 to hit, range 30/120 ft., one or two targets. Hit: 2d6 (7) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution save against poison or become Paralyzed for 10 minutes. The target can repeat the saving throw every minute, ending the effect on itself on a success. Disgorged larvae quickly die.

November 24th, 2017  in RPG No Comments »

Dwarf as Class for 5E

Way back when, in the Golden Age of the World’s Greatest Roleplaying Game, a dwarf was not just a race option for players. Dwarf was also a character class. It was a race-as-class. Someone else has undoubtedly already done this, but here’s my version of the Dwarf character class for 5E.

Dwarf Class Features

As a dwarf, you gain the following class features.

Hit Points

Hit Dice: d10 per dwarf level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dwarf level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, battleaxe, handaxe, light hammer, and warhammer
Tools: Choose one artisan’s tools from smith’s tools, brewer’s supplies, or mason’s tools

Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, or Survival.

Equipment

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

* (a) chain shirt or (b) studded leather armor, light crossbow, and 20 crossbow bolts
* (a) battle axe, handaxe, light hammer, or warhammer and a shield or (b) one simple melee weapon and one artisan’s tools
* (a) a dungeoneer’s pack or (b) an explorer’s pack

Dwarven Nature

You have an assortment of inborn abilities.

Ability Score Increase

Your Constitution score increases by 2.

Age

Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage. At 9th level, you can reroll a saving throw you fail against magic. You must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this latter feature twice between long rests at 13th level and three times between long rests starting at 17th level.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check instead of your normal proficiency bonus.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Dwarven Variety

You belong to one of the several dwarven subraces. Choose a subrace. Hill dwarf and mountain dwarf are detailed in the Player’s Handbook. Other subraces are detailed below.

Deep Dwarf

Deep dwarves live far under the earth, seldom having contact with races who live in the light of day.

Ability Score Increase: Your Dexterity score increases by 1.

Improved Darkvision: You can see in dim light within 90 feet of you as it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gray Dwarf

Also called duergar, these dwarves also live deep beneath the earth, driven their eons ago for worshipping evil gods.

Ability Score Increase: Your Intelligence score increases by 1.

Gray Dwarf Magic: You can cast enlarge (but not reduce and invisibility on yourself only, doing so once each with this ability. You regain the ability to do so when you finish a long rest.

Gray Dwarf Stealth: You have advantage on Dexterity (Stealth) checks when you are alone or accompanied by no one other than gray dwarves.

Sunlight Sensivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision: You can see in dim light within 120 feet of you as it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fighting Style

You adopt a particular fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once even if you later get to choose again.

Crossbow

You gain a +1 bonus to attack rolls you make with crossbows, and you ignore the loading properties of crossbows with which you are proficient.

Giant Fighter

When you are fighting a Large or larger creature, you gain a +1 bonus to AC and melee attack rolls.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Ancient Foe

You have significant experience studying, tracking, hunting, and even talking to giants, goblins, half-orcs, hobgoblins, or orcs. Choose one of these creatures. You have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. You learn one language of your choice that is spoken by this ancient enemy. At 6th and 14th levels, you choose another ancient enemy from the list and learn its language as well.

Foe Slayer

Starting at 2nd level, you can push yourself beyond your normal limits for a moment when fighting your ancient foe. 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Dwarven Archetype

At 3rd level, you choose an archetype that you strive to emulate in your life as a dwarf. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dwarven Archetypes

Dwarves manifest their fuller dwarven natures in different ways. The dwarven archetype you choose reflects the way your dwarf shows his fuller dwarven nature.

Battlerager

Battleragers are the most feared of dwarven warriors. In battle, the characteristic dwarven demeanor of calm, cool action crumbles, and the battlerager foams at the mouth, he screams imprecations, and even his body changes, growing in size and strength and speed. In the deepest of battlerages, the dwarf taps into the boundless fury of the dwarven god of war himself.

Battlerage

At 3rd level, when in battle, you surrender to the rage that burns in your heart. On your turn, you enter battlerage as a bonus action. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if you neither attacked a hostile creature since your last turn or have taken damage since your last turn. You can also end your rage as a bonus action. While raging, you gain the following benefits:

* You have advantage on Dexterity checks and Dexterity saving throws.

* You gain temporary hit points equal to 1d10 + one-half your dwarf level.

* When you make a melee weapon attack using Strength, you add one-half your proficiency bonus to the damage roll. Against your ancient foes, you add your full proficiency bonus to the damage roll.

If you are able to cast spells, you can’t cast them or concentrate on them while battleraging. Once you have raged a number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.

Unstoppable

Beginning at 6th level when you battlerage, you have advantage on saving throws against spells. You also have resistance to bludgeoning, piercing, and slashing damage.

War Frenzy

Beginning at 10th level when you battlerage, you can use a bonus action to tap deeper into your wellspring of rage. This counts as an additional use of your battlerage feature. Your muscles swell with unnatural power. Any of your ancient foes within 30 feet of you that see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficieny bonus + your Charisma modifier) or be frightened until the end of your next turn. For the duration of your battlerage, your melee weapon attacks deal 1d4 extra damage, and you have advantage on Strength checks and Strength saving throws.

War God’s Fury

Beginning at 14th level when you battlerage, your rage becomes a channel for the divine rage of the dwarven war god. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your superiority dice when you finish a long rest. Choose three maneuvers from the following list, which you can use when you battlerage: Evasive Footwork, Goading Attack, Lunging Attack, Menacing Attack (Wisdom saving throw DC equals 8 + your proficiency bonus + your Strength modifier), Pushing Attack, or Sweeping Attack.

Craft Priest

Dwarves excel at crafting. They are master artisans, and perfecting their arts plays a vital role in dwarven society. Craft priests represent the highest expression of dwarven craftsmanship.

Practice, Practice, Practice

At 3rd level, you gain proficiency in any combination of three Intelligence, Wisdom, or Charisma skills or tools of your choice. If you choose the artisan tools that you chose as one of your starting proficiencies, you become a master in that craft. You roll with advantage with any ability checks you make using the tools of your mastercraft. For every day of downtime you spend crafting with any of your proficiencies, you can craft one or more times with a total market value not exceeding 10 gp (or 15 gp with a mastercraft). You must expend raw materials worth half the total market value (or one-third the total market value with a mastercraft). If you want to craft something that has a market value greater than 10 gp (15 gp with a mastercraft), you make progress every in day in 10- or 15-gp increments until you reach the item’s market value. While crafting, you can maintain a comfortable lifestyle without having to pay 2 gp per day, or a wealthy lifestyle at half normal cost.

Spellcasting

Starting with 6th level, you can cast a number of cleric spells.

Cantrips: You learn three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Column of the Craft Priest table.

Preparing and Casting Spells: You prepare and cast spells as a cleric. When you choose your cleric spells that are available to cast, choose a number of cleric spells equal to your Wisdom modifier + five less than your dwarf level.

Spellcasting Ability: Just like a cleric, Wisdom is your spellcasting ability. Your spell save DC equals 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier equals your proficiency bonus + your Wisdom modifier.

Spellcasting Focus: You can use a holy symbol or artisan tools for which your are proficient as your spellcasting focus.

Magic Craftsmanship

Starting at 10th level, you can cast identify a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. At 12th level, you always have fabricate prepared as one of your 4th-level spells, and it doesn’t count against the number of spells you can prepare each day. At 14th level, you can always have creation prepared as one your 5th-level spells, and it doesn’t count against the number of spells you can prepare each day.

November 19th, 2017  in RPG No Comments »