lunedì 6 novembre 2017

2 New Wizard Spells

These spells were originally created by Bruce Cordell in his AD&D 2nd edition adventure Return to the Tomb of Horrors in 1998.

There you can find a conversion to D&D 5e.

Both are in the Wizard spell list.

BLACKFIRE
8th level necromancy
Casting time: 1 action
Range: 60 feet
Components: V, S, M (ash of a victim burned by fire)
Duration: 1 minute

You engulf a creature you can see within range with an aura of black fire. At the start of each of its turns, the target must make a CON saving throw. On a failed save, it temporarily loses 1d4+1 points of its Constitution score. If its Constitution score drops to 0 before the spell ends, the target dies outright. Lost points are regained after a long rest. The spell ends if the target makes three successful saving throws.

SUNWARD
3rd level abjuration
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a drop of aloe secretion and a 500 gp gem, which the spell consumes)
Duration: 8 hours

You choose up to four creatures you can see within range. Each target gain complete protection against sunlight. They automatically succeed on a saving throw or ability check caused by intense sunlight. The spell also negates the sunlight sensitivity trait.

Comments are always well appreciated.

Sunward was converted with the help of Mr. Tullio Urbàn.

Bye.

The DM

sabato 4 novembre 2017

2 New Wizard Spells

These spells were originally created by Bruce Cordell in his AD&D 2nd edition adventure Return to the Tomb of Horrors in 1998.

There you can find a conversion to D&D 5e.

BLACKFIRE
8th level necromancy
Casting time: 1 action
Range: 60 feet
Components: V, S, M (ash of a victim burned by fire)
Duration: 1 minute

You engulf a creature you can see within range with an aura of black fire. At the start of each of its turns, the target must make a CON saving throw. On a failed save, it temporarily loses 1d4+1 points of its Constitution score. If its Constitution score drops to 0 before the spell ends, the target dies outright. Lost points are regained after a long rest. The spell ends if the target makes three successful saving throws.

SUNWARD
6th level abjuration
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a drop of aloe secretion and a 500 gp gem, which the spell consumes)
Duration: 8 hours

You choose up to four creatures you can see within range. Each target gain complete protection against sunlight. They automatically succeed on a saving throw or ability check caused by intense sunlight. The spell also negates the sunlight sensitivity trait.

Comments are always well appreciated.

Bye.

The DM

mercoledì 20 settembre 2017

A Prestige Class for D&D 5e: Spellfire Wielder

D&D 5e lacks prestige classes.


More than two years ago an Unearthed Arcana presented a Prestige Class: The Rune Scribe.


According to the rough guidelines in the UA, I've attempted to create the Spellfire Wielder prestige class, based on the class presented in older editions such as 2nd and 3.5.


Spellfire Wielders are from the Forgotten Realms but you can easily adapt to any other setting.




PRESTIGE CLASS: SPELLFIRE WIELDER


Spellfire is a rare magical power highly coveted by many in Faerûn, as it allowed the user to absorb spells cast at them, internally convert it to raw magical energy, and then use it in myriad ways. Spellfire energies can be used to heal, to project destructive bursts of flame, for flight, and many other things


Level
Features
1st
Spellfire Blast, Magic Absorption
2nd
Drain Magic Items, Magical Healing
3rd
Flight
4th
Double Blast
5th
Crown of Fire


 


PREREQUISITES


 
In order to advance as a Spellfire Wielder, you must meet the following prerequisites:


  • Charisma 14. Spellfire wielders need a powerful attunement with the raw power of magic
  • Constitution 12. Spellfire wielders need a strong physical body to contain inside themselves the raw power of magic
  • DM's Permission. Spellfire wielders are very rare and have origin in the Forgotten Realms , and they might not to be suitable to your DM's campaign.
     
    HIT POINTS
    Hit Dice: 1d6 per spell wielder level
    Hit Points per level: 1d6 (4) + your constitution modifier per spell wielder level
     
    Magic Absorption

    You absorb the magical energy of a spell that is targeting you and not with an area of effect. The spell's energy is stored into your body. The energy has the same level as the spell when it was cast You can store levels up to your Constitution score. Each time you absorb more energy you must make a Constitution DC 13 saving throw. On a failed score, you absorb the energy but you immediately release it. Each creature, including you, or object not worn or wielded in a 10 ft radius suffers 1d6 fire and 1d6 radiant per level released. You can store levels up to to the double of your Constitution score at 3th level.
     
    Spellfire Blast
     
    As an action, you can expend your energy levels stored to make a melee or a ranged (maximum range 120 ft) spell attack to a creature or an object. Charisma is your spellcasting ability and you add your proficiency bonus. On a successful hit, the target suffers 1d6 fire damage and 1d6 radiant damage per energy level released.
     
    Drain Magic Items
     
    As an action you can drain one charge from a touched magic item (including scrolls or potions), converting the energy into a single stored energy level. A fully drained item has no magical properties. At 4th level you can drain power from touched permanent magic item. The item loses its magical functions for 24 hour. You store energy levels according to the rarity of the item:


Rarity
Energy levels
Common
1 energy levels
Uncommon
3 energy levels
Rare
5 energy levels
Very Rare
7 energy levels
Legendary
10 energy levels


If the item is held or carried by a creature you must win a Dexterity contest with that creature.


 


Magical Healing


As an action you can expend your energy levels stored to heal a creature that you can see within 30 feet from you and with less hp than its hp maximum. You heal 2d6 hp per energy level used.


 


Flight


As an action you can expend your energy levels stored to gain flying 40 ft movement. The effect lasts 1 minute per energy level used.


 


Double blast


When you use your Spellfire Blast feature you can target 2 different creatures.


 


Crown of Fire


As an action, you can expend 10 energy levels to manifest for 1 minute a halo of fire around your head. The crown has the same effects of the daylight spell. You gain immunity from fire and radiant damage and resistance to any other damage type. All nonmagical weapons that strike you are melt after causing damage.


Bye.


The DM

sabato 2 settembre 2017

Missing Giants: Verbeeg

For the Missing Giants series, following the conversion to D&D 5e of the Voadkyn, a.k.a. Wood Giant., now it's the turn of the Verbeeg.

Human Behemoths. They're from 8 to 10 feet tall and weigh between 300 and 400 pounds. Some have minor deformities, such as club foot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color.

Mutual Beneficial Relationship. Verbeeg inhabit areas infested with hill giants and ogres and have relationship with them and often they divide the same lairs. The Verbeeg provide intelligence and direction that hill giants and ogres lack, while they provide instead protection by their greater fighting prowess.

Flesh Lovers. Verbeeg eat almost anything, but they love flesh of all sorts, expecially of sentient creatures.

Selfish and Practical. Verbeeg are smart enough to let others soften up the enemy first. Since they're commonly found with hill giants and ogres, in the first few rounds of combat they drive their less intelligent companions into the battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.

VERBEEG
Large giant, neutral evil

Armor Class 14 ( hide armor and shield)
Hit Points 43 (5d10+15)
Speed 40 ft.

STR 19 (+4) DEX 10 (+0) CON 17 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)

Skills Perception +4
Senses passive Perception 14
Languages Giant
Challenge 3 (700 XP)

ACTIONS

Multiattack. The Verbeeg makes two greataxe attacks or two javelin attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage.

Javelin. Ranged Weapon Attack: +7 to hit, range 50/150 ft., one target. Hit: 13 (2d8+4) piercing damage.

Verbeeg's Command (Recharge 5-6). Up to three allied hill giants or ogres within 120 feet of the Verbeeg that can hear it can use their reaction to each make one weapon attack.

Bye.

The DM.

sabato 26 agosto 2017

5 New Magic Boots

There you can find 5 magic boots for D&D 5e, some hombrewewed and some converted from previous editions of the D&D game.

Boots of Balance
Woundrous item, uncommon (requires attunement by a Rogue)

While wearing these boots, you ignore the effects of difficult terrain.

These boots have 5 charges. While wearing them you can use a bonus action to gain advantage in any Dexterity (Acrobatics) check that involves movement, such as walking on a rope or on a rooftop.
The boots regain 1d4+1 expended charges daily at dawn.

Boots of Carrying
Woundrous item, common

While wearing these boots, your Carrying Capacity is doubled (Strength score multiply by 30).

Deceptor's Boots
Woundrous item, uncommon (requires attunement)

While wearing these boots, you can cast the gaseous form and invisibility spells. Once cast, you can't cast that spell again until the next dawn.

Boots of Jumping
Woundrous item, common

While wearing these boots, you can cast the jump spell. Once cast, you must take a short or long rest to use this power again.

Boots of Tracks
Woundrous item, uncommon (requires attunement)

While wearing these boots, you can choose to leave tracks different than yours. The tracks can be of any humanoid or beast creature.

Bye.

The DM.

sabato 19 agosto 2017

La "Paura" della Magia

Premessa: Questo post tocca elementi profondi del nostro essere DM, che addirittura potrei definire "valori". Quando si parla di valori, ognuno ne è intimamente toccato e può essere urtato. C'è chi non si riconoscerà e c'è chi dirà che non è vero.

Qualche settimana fa avevamo lasciato il post sulle campagne low magic di D&D con due domande in sospeso:

1) Cosa vi dà fastidio della magia in D&D da doverla modificare?

2) Perché i DM mi chiedono lumi su come gestire un mondo con limitazioni sulla magia e sulle classi arcane/divine e nessuno invece mi chiede lumi su un mondo senza guerrieri e/o ladri?

Le due domande sono molto più legate tra loro di quel che sembra.

Inconsciamente o no, che lo ammettiamo oppure no, a ognuno di noi DM, in misura più o meno intensa, la magia fa "paura".

"Paura" perché è vista come:

Facile. La magia può abbassare notevolmente la difficoltà di uno scontro oppure può altrettanto facilmente far superare un ostacolo o risolvere un mistero che come DM ritenevamo ostici.

Overpowered. Con la magia ogni cosa diventa facile. Quindi come DM andiamo in crisi perché riteniamo di non saper porre sfide credibili ai PG.

Imprevedibile. Proprio perché rende le cose facili, la magia rischia di "rovinare i piani" che come DM avevamo preparato.

Questa "paura" ci porta a pensare "eh no....troppo facile così. Bisogna mettere dei limiti!" E così iniziano ban o restrizioni a classi/spell etc...

Facendo così commettiamo 2 errori

1) Implicitamente ammettiamo che non sappiamo gestire completamente il regolamento del gioco. E perdiamo un'occasione per migliorarci

2) Implicitamente ammettiamo di essere più 'railroad' di quanto pensiamo, perché abbiamo paura che "vengano scombinati i nostri piani" e così siamo carenti nella principale qualità di un DM, che è l'improvvisazione

Giocare a D&D invece giocare ad un gioco dove la magia, che lo vogliamo o no, è presente (su 12 classi solo 2 non possono mai accedere a spell è moltissimi mostri hanno capacità magiche), e dobbiamo necessariamente confrontarci con essa.

In un prossimo post vedremo come.

A presto.

Il DM.

giovedì 10 agosto 2017

Missing Giants: Wood Giant (Voadkyn)

There you can find a conversion to D&D 5e of the Voadkyn, a.k.a. Wood Giant.

Thin and Light. Voadkyns are smaller than other giants. They're 9 feet tall and weigh around 700 pounds and they have the physical proportions of humans.

Wood Elves Bonds. Voadkyns inhabit the same forests as wood elves. They have no lairs, choosing to live under the stars or with the wood elves for a while. The strong bond between wood elves and wood giants goes back further than either race can remember. This may account for Voadkyns' fey ancestry.

Solitary lives. Wood giants don't mix with other intelligent creatures but elves.
Humans who have had contact with Voadkyns describe them as friendly enough, but flightly and frivolous, never in great hurry to do anything other than eat and drink large amounts of wine. They don't fight unless forced to defend themselves or their allies.

Treasure Lovers. Voadkyns are fond of finely cut gems and magical items. Sometimes they join an adventurers' party in disguise, just to steal gems, jewels or magical treasure.

WOOD GIANT (Voadkyn)
Large giant, chaotic good (neutral)

Armor Class 15 ( studded leather armor)
Hit Points 67 (7d10+28)
Speed 35 ft.

STR 20 (+5) DEX 16 (+3) CON 18 (+4) INT 14 (+2) WIS 12 (+1) CHA 10 (+0)

Saving Throws Dex +7
Skills Perception +5, Stealth +7
Senses darkvision 90 ft., passive Perception 15
Languages Giant, Sylvan
Challenge 4 (1,100 XP)

Fey Ancestry. The wood giant has advantage on saving throws against being charmed and magic can't put it to sleep.

Low Cunning. The wood giant can take the Hide action as a bonus action on each of its turns.

Mask of the Wild. The wood giant can attempt to hide even when it's only light obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

One with the Woods. When in an area heavily obscured by foliage, the wood giant can use its action to become invisible until it moves or takes an action or reaction.

Plant Camouflage. The wood giant has advantage on Dex (Stealth) checks when it's in a wood or forest.

Shapechanger. The wood giant can use its action to polymorph into a humanoid of medium or small size, or back into its true form. Its statistics are the same in each form. Any equipment it's wearing or carrying isn't trasformed. It reverts to its true form if it dies.

Actions

Multiattack. The wood giant makes two greatsword attacks or two longbow attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+5) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 225/900 ft., one target. Hit: 12 (2d8+3) piercing damage.

Bye.

The DM.