Etichette
mercoledì 5 giugno 2019
Three monsters&NPCs for Tomb of Annihilation
My love for designing and reskinning monsters (and NPCs) drove me to create three new ones for my campaign in Chult: Batiri Warlock, Pterafolk Alpha and Shadow Stalker.
The weirdest thing is that one of them, the Shadow Stalker, was never encountered by the players, because the storyline evolved in a different way than what I'd originally planned.
Statblocks are there
BATIRI WARLOCK
The Batiri Warlock is a special member of the tribe who has been blessed by a pact with some ancient spirit that dwells in the forest. Alternatively, its patron can be one of the surviving Barae of Mezro, or some extraplanar creature or SzassTam too.
PTERAFOLK ALPHA
A Pterafolk Alpha is the leader of its flock. Approximately, 1 in a 10 pterafolks is a Pterafolk Alpha. It's bigger and stronger than its counterparts.
SHADOW STALKER
A Shadow Stalker is a human that still follows the teachings of Eshowdow.
Bye.
The DM
venerdì 15 febbraio 2019
12 events at the city gate
Bye.
The DM
domenica 30 settembre 2018
Kobold Victory Chart
I like kobolds (if you want, you may read others articles of mine about them).
If you want to inject some random craziness into your game, use the chart below.
I've modified a similar chart for D&D 4e by Mike Mearls, originally appeared in Dragon 364.
When a kobold causes damage to a creature roll a d12
1 Take the stuff and run away
2 The tribe will shine
3 I was only lucky
4 That's never happened before
5 I'm better than you
6 Let's win the fight
7 You're next
8 This will only anger them
9 I'm only getting started
10 I'm the strongest warrior of the tribe
11 Time to run!
12 Fear Me!
Fear Me!
The kobold gains 2d6 temporary hp, has advantage on saving throws and attack rolls and add 1d6 to its damage on successful weapon attacks.
I'm better than you
The kobold can use its reaction to cast the vicious mockery cantrip targeting another hostile creature. Charisma is its spellcasting ability and the spell save DC is 10.
I'm only getting started
The kobold gains 2d6 temporary hp.
I'm the strongest warrior of the tribe
The kobold can immediately take another Attack action rolling weapon attack with advantage and adding 1d6 damage on a successful hit.
I was only lucky
The kobold can take the Hide Action as a bonus action until the end of its turn.
Let's win the fight
The kobold use its reaction to make an inspiring speech. All kobolds that can hear it within 30 feet add 1d6 damage on a successful attack until the end of the fight.
Take the stuff and run away
The kobold picks an item from the fallen creature and can use its reaction to take the Disengage Action and move away up to 15 feet.
That's never happened before
The kobold is stunned until the end of its next turn, shocked by its own success.
The tribe will shine
All kobolds that aren't unconscious within 30 feet gain 2d6 temporary hp.
This will only anger them
In fear of retribution of the creature's allies, the kobold is frightened until the end of its next turn.
Time to run!
The kobold can take the Dash Action as a bonus action until the end of its turn. Its movement doesn't cause opportunity attacks.
You're next
As a reaction, the kobold can move up to 15 feet and make an attack to a creature that is hostile to it.
Born to be Kobold!
Bye.
The DM.
giovedì 13 settembre 2018
6 New Magic Bows
The Dungeon Master Guide has only 1 magic bow: the very rare Oathbow.
I like them, so here there's 6 brand new bows for you:
Bow of Far Distance
weapon (bow), uncommom
This bow is a magic weapon. The range of this bow is double than normal.
Bow of Accuracy
weapon (bow), rare, requires attunement
This bow is a magic weapon.
When you make ranged weapon attacks with this bow, you ignore half-cover or three-quarter cover of your targets.
You can make ranged weapon attacks without penalties to a target you can't see (e.g.: hidden, total cover, invisible) if you're somehow aware of its presence.
Once used this last property you can't use it again until you take a short rest.
Bow of the Elements
weapon (bow), rare, requires attunement
This bow is a magic weapon. On a successfull hit with a ranged weapon attack, the target takes an additional 1d6 damage. The damage type is determined when you find the bow by rolling a d6:0
1-2 fire
3-4 cold
5 lightning
6 thunder
Bow of the Faerie Fire
weapon (bow), uncommon
On a successful hit of a ranged attack with this magic weapon you can force the target to roll a DC 13 Dexterity Saving Throw. On a failed save, the target sheds greenish dim light for 10 feet radius for 1 minute. While it sheds that light, attacks against it are made with advantage. At the end of each of its turn it can make a new saving throw to end effect. Once you use 3 times this property you can't use it again until the next dawn.
Bow of Light
weapon (bow), common
This bow is a magic weapon. As an action you choose a point within range and fire an arrow. This property can be used also when you take the Attack action. Hit or miss, from the point you've chosen sheds a bright light for 20 feet radius and dim light for additional 20 feet for 1 minute.
Bow of Rapid Fire
weapon (bow), rare, requires attunement
When you take the Attack action and make ranged weapon attacks with this magic weapon you can make an additional attack as a bonus action.
Bye.
The DM.
domenica 26 agosto 2018
Crypt Thing: a new monster for your dungeons
Feedbacks are appreciated.
Bye.
The DM
mercoledì 22 agosto 2018
Low Magic Campaigns
A typycal question from many DMs is:
"How can I run a low magic campaign (or where magic is rare but very powerful) in D&D?"
The answer is not simple because D&D is a game where magic isn't uncommon nor "rare but very powerful".
Magic, instead, is so common that the Barbarian is the only class that can never access to spellcasting.
Whatever adaptation you'll choose, it wouldn't fit 100% for the standard game.
To whom asks me about low magic campaigns, my first answer is "Is it only the setting that must be low magic, or PCs must have limitations too?"
If you're concerned only about the setting, then my solution is very simple:
Just assume that in your campaign spellcasters and magic items are very rare.
The PCs are exceptional individuals and their use of magic reflects that uniqueness.
Mundane world can have mixed reactions in such campaigns, for example:
- laws can forbid or limit spellcasting in urban or civilized areas
- spellcasters are controlled and registered. Those that elude these controls are outlaws.
- common folks are automatically hostile towards spellcasters.
- when spellcasters interact with common folks they have disadvantage on their Charisma checks.
- witches' hunts or hostile actions towards spellcasters are regularly organized by public authorities or violent riots burst out from the population
A different approach is requested if you want limitations to your PCs.
I'm not very fond of such option.
A rule of the Good DM is
Any forced limitations to PCs is a DM's defeat.
For me, some lightly limitations are:
Gritty Realism from DMG
As their rests will take longer time, spellcasters' precious slots will recharge at a slower rate.
They'll think twice before to cast a 1st level spell or higher because they'll fear to run out in a short time.
Troubles between PCs and NPCs
Just use what written above regarding interactions with NPCs or laws from public authorities.
Magic Items
Thanks to bounded accuracy, D&D 5e can be played at high levels with very few magic items.
Keep a rigid control on their distribution, increasing their rarity, preferring single use ones such as potions and using the optional rule of charges from the DMG for the others. Once they run out of charges they lose their powers.
For extra difficulty you can choose not to reveal the number of charges left.
If you're still not satisfied by these options, you can choose these heavier ones:
Cantrip
If you believe that infinite cantrips are "too high magic", give them slots too, using the same rules of recharging of normal slot.
I can see three choices :
- cantrips' slots number is equal to the number of known cantrip.
- cantrips' slots number is equal to spellcasting ability bonus plus proficiency bonus
- if you use the optional rule of spell points from DMG, than a cantrip is 0,5 point
Material Components
All components are always consumed when the spell is cast and cheap components cannot be replaced by Arcane Foci or Holy Symbols.
PCs will have to keep track of components, without them they wouldn't be able to cast spells.
High Level Spells
You can rule that in your world higher level spells are hard to cast.
For example, anytime a spell is cast with a 3rd level slot or higher, the caster must succed in a check with DC 8+slot level.
The caster roll a d20 and adds her spellcasting ability bonus and her proficiency bonus.
On a failed check, the caster couldn't channel enough magical force, the spell fades away without effects and the slot is lost.
Multiclass and Feat
They're already optional rules (though largely used) but you can rule that spellcasters cannot multiclass or non spellcasters cannot take the Magic Initiate or Ritual Caster feat.
With this limitation you'll prevent some of the most feared (not by me) combos.
Spells Limitations
Simply, in your world some spells are unknown or not revealed by gods.
Make a list of those spells and give it to the players during Session 0.
Class Limitations
You can ban from the game some archetypes such as the Eldritch Knight or the Arcane Trickster or you can swap the regular Ranger with the Ranger without spell from Unearthed Arcana or you can rule that paladin's slot can be used only for the gli slot Divine Smite feature.
You can also ban entire classes, but I strongly advise not to do so.
Conclusion
I hope that these advices would help you to shape your game.
But when you're starting to plan a low magic campaign, ask yourself the same question I ask to whom seek counsel to me
"Why do you want a low magic campaign?"
If your first answer is "Because I like worlds with low magic"
Then I have a second questions for you:
"What don't you like of D&D's magic system that you need to modify or restrict It?"
And provocatively I have a third question:
"Why is much more common that people ask me about low magic campaigns than about a world without warriors or rogues, or about a world where magic is so common that people normally live in skyscrapers built on clouds?"
In following posts, on this blog, will investigate about these motivations
Bye.
The DM.
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
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.
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
|
- 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 POINTSHit Dice: 1d6 per spell wielder levelHit Points per level: 1d6 (4) + your constitution modifier per spell wielder levelMagic AbsorptionYou 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 BlastAs 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 ItemsAs 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
|
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 27 maggio 2017
How to create a fantasy world - Ancient Empires
Ancient empires or cultures, lost and forgotten but even simply decadent ones, are an important part of any fantasy world.
On Oerth we can find Suel Imperium, Baklunish Empire and the decadent Great Kingdom, on Toril Netheril and Myth Drannor among the others, on Aebrynis the Adurian Empire, the decadent Anuirean Empire and the lost Masetian culture, on Krynn the lost Kingdom of Istar, on Mystara the lost Nithian and Milenian empires and so on..
They are all sources for many adventures and plots in your campaigns.
RUINS
Ancient ruined cities, forgotten dungeons, abandoned castles or towers are perfect places for your adventures and your dungeons.
You can also introduce different features in your world: for example you can place ziqqurats and pyramids in a medieval setting.
TREASURE
Books, coins and art objects of an ancient culture are good examples of treasure your party can find.
Such things add realism to your campaigns.
MAGIC
Ancient lost spells, powerful magic items, powers forgotten and buried for a very long.
I'm sure you know what I'm talking about: this is a perfect way to introduce new spells or magic items.
THE LOST WORD
The Empire had disappeared after a war, a natural (or magical) disaster, or a plague.
Its ruins had been swallowed by jungle, forest, desert sands or by the sea.
Some descendants of the empire's population still dwell near those ruins or in coastal areas.
They are savage cultures that consider the ruins holy but haunted places.
THE EMPIRE STRIKES BACK
The Empire is still alive and now on the throne sits a capable leader who wants to bring back the empire to the ancient glory
He's going to start a war to win back the lost regions, using all the ancient empire's powers: magic, armies, powerful weapons, special monster such as dinosaurs, undead creatures, demons and many others.
THE GAME OF THRONES
The empire is still alive but is torn by civil wars, internal struggles of different powers that fight for the throne.
Examples are the Great Kingdom of Aerdi after the Greyhawk Wars or the Anuirean Empire after Roele's death.
Such a scenario is well suited for political struggles, large scale battles, nobles murdered or poisoned, secret plots and many other things.
Introducing in your campaigns an ancient empire increases the level of details of your world and guarantees you many hours of adventures.
Bye.
The DM
lunedì 17 aprile 2017
Warlock&Patron: managing their relationship
We have already seen how can be a relationship between a Warlock and a Patron
They are full of good hints and plots for your campaigns.
Let's see what would happen when the Warlock disobeys openly to her Patron's orders or when by her actions she avoids to fulfill its goals.
CURSE
The Patron lays a curse on the warlock.
The only limit to those curses is your fancy.
You can choose a mechanical penalty, such as:
- disadvantage to spell attacks
- targets of Warlock's spells have advantage on their saving throws
- disadvantage on Dex checks
- 1 permanent level of exhaustion
Curses last until the relationship is on a good way again.
If you think this kind of curses are too much heavy you can have the warlock to make a daily CHA ST, with a DC ranging from 13 to 20, according to the Warlock's fault.
The curse can be affecting only the roleplay instead. For example the Warlock:
- communicate only with gestures
- sees only in black and white
- suddenly chants old rituals, often when silence is important
- lose his memory
- receives false informations by his patron
Again you should consider a daily saving throw if you think the punishment is too harsh.
AGENTS OF THE PATRON
The Patron sends emissaries to the warlock.
They're both other Warlocks or typical creatures of the patron such as totemic beasts, demons, extraplanar creatures or anything else.
For minor faults they should be only a nuisance for the warlock; for example they can suddenly enter in a combat, casting a Counterspell to cancel a Warlock's spell ("Our Master Grazz't reminds you who's in charge, worm!"), or they help the opponent in an attack roll ("This is from Asmodeus'").
On major faults, the agents will seek the Warlock to attack and even to kill her ("This is the punition for who disobeys to Chtulhu's will!").
QUEST
The Patron can force the warlock on a quest for it.
Again, the limit is only your fancy: it can force with tricks, menaces, intimidations, by magic or something else.
The worse is the fault, the harder is the quest.
POWERS SUSPENDED
If you think Warlock's power are like a divine consequence from the relationship with a Patron, then the flow of power can be interrupted if something goes wrong between them.
You can forbid spellcasting of one or more spells or the use of some powers.
Or you can rule his powers recharge after a long rest instead of a short rest or that the warlock can use them only after a CHA check, again with a DC ranging from 13 to 20.
Personally, I don't like this last form of punishment, but in a rpg anyone can choose what suits better for his game.
Bye.
The DM.
domenica 2 aprile 2017
New Spells of Gloom
Some new spells I've created for Sorcerer, Warlock and Wizard lists.
They are all related to shadows, which are a recurrent theme in my campaigns.
CLAWS OF DARKNESS
2nd level necromancy
Casting time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your arms and forearms change shape, elongating into featurless claws of inky blackness. You can make two melee spell attacks to any creature within your reach, which is 5 feet wider than your normal. On a successful hit you make 1d6 cold damage and 1d6 necrotic damage. If you hit you can decide to grapple the target. On subsequent turns the target suffers additional 1d6 cold damage and 1d6 necrotic damage as long as it's grappled and at the end of its turn it can use an action to make a STR check to escape. If you're grappling a creature you can make only one melee spell attack and you can grapple up to two creatures.
While concentrating on this spell you cannot carry any object in your hands nor cast spells that require somatic or material components.
On Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you make an additional 1d6 cold damage and 1d6 necrotic damage for each slot level you use above 2nd.
SHADOW ARMOR
3rd level conjuration (ritual)
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You summon a shadow which instantly merges with your own shadow. Only creatures with truesight that can see you are aware of the two merged shadows. Each time you are hit by an attack, the shadow takes damage instead of you. If you are hit by a melee attack the shadow makes an attack of opportunity to the target. The shadow has the same hp, damage resistances, immunities vulnerabilities, and attacks of the Monster Manual's shadow.
The shadow disappears when it reaches 0 hp or the spell ends. You can dismiss earlier the spell on your turn as a bonus action.
On Higher Levels: When you cast this spell using a spell slot of 4th level or higher the shadow has 5 (1d8) additional hp for each slot level you use above 3rd.
SHADY PALM
1st level conjuration (ritual)
Casting time: 1 action
Range: Touch
Components: V, S, M (a palm frond which the spell consumes)
Duration: 8 hours
You touch one creature. A shadowy palm tree appear just behind it and a magical pool of shade is created under its fronds. The palm creates a lightly obscured area within 5 feet from the target. Creatures in this area are not affected by high temperature's effects. The palm moves with the target.
Bye.
The DM.
sabato 25 marzo 2017
New alternative covens for hags
Volo's Guide to Mosters is great expecially in its first part, where it gives various details and alternatives for some iconic monsters of D&D game..
It gives for example some alternative covens for hags.
There you can find other two covens I've developed for my games.
Conjuration. These hags master the art of calling beasts, plants, objects and extraplanar creatures for aid.
1st level: arms of Hadar, entangle, find familiar, unseen servant
2nd level: dust devil, find steed, web
3rd level: conjure animals, hunger of Hadar, spirit guardians
4th level: conjure minor elementals, conjure woodland beings, Evard's black tentacles, grasping vine
5th level: conjure elemental, insect plague
6th level: wall of thorns
Mind affecting. Some hags delight the power of mind control, either direct or through aimed Illusions.
1st level: charm person, change self, color spray, command, sleep
2nd level: crown of madness, enthrall, suggestion
3rd level: fear, hypnotic pattern, major image
4th level: confusion, greater invisibility, phantasmal killer
5th level: modify memory, dominate person, dream
6th level: mass suggestion
Bye.
The DM.
sabato 11 marzo 2017
3 new woodland spells
This post follows a previous post about woodland cantrips.
There you can find 3 new spells, expecially suited for creatures who live in wilderness such as woods or forests.
The spells are on Druid and Ranger lists and a DM can choice to allow them to PCs or NPCs wood elves.
BOWSTAFF
1st level trasmutation (ritual)
Casting time: 1 action
Range: touch
Components: V, S, M (a wooden staff)
Duration: 24 hours
You touch a non-magical wooden staff. It becomes a longbow. The bow isn't magical and bears no magical dweomers.
CALL FOR THE WOODS
2nd level abjuration
Casting time: 1 minute
Range: Self
Components: V
Duration: 8 hours
You warn every denizens of a forest of an intruder. All beasts within a range of 1 mile to you become frightened and seek out their lairs or another safe place in which to hide. All fey creatures or elves within a range of 1 mile to you immediately know the nature of the threat as it is briefly described in no more than ten words.
On Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the range is 1 mile wider for each level you use above 1st.
ENTRUST THE BEAST
5th level enchantment
Casting time: 1 action
Range: 30 yards
Components: V
Duration: 24 hours
Choose a beast that you can see within range. The beast must hear you and it must be of CR 1 or lower. The beast must succeed on an Intelligence saving throw or it's charmed and you can order it to become a guardian of a specific site or a creature other than you. While charmed the beast doesn't stray from the designated area except to acquire food or it follows the creature it's guarding to the best of its ability. While guarding, the beast attacks any intruder except you. The beast doesn't gain any special abilities nor does it abandon the need to eat or sleep.
On Higher Levels: When you cast this spell using a spell slot of 6th level or higher you can read a beast of 1 CR point higher for each level you use above 6th.
venerdì 3 marzo 2017
How to create a fantasy village
D&D's official settings, and any other fantasy world, is filled by iconic villages where PCs can find shelter or new quests.
We have Solace from Dragonlance, Shadowdale or Daggerford from Forgotten Realms, Threshold from Mystara, Barovia and many others.
In fantasy literature one can find Hobbiton, Brea or Rivendell just in the Middle Earth.
A village is a wonderful starting point for your campaign or for creating your homebrew world.
Let's see some important things your village should have
It must have a special feature
A village must have something special, easy to be noticed and to be remembered by your players.
They should say "ah..we're at Ironfield? Then we're gonna find that.." or vice et versa.
It can be a natural feature (such as a river, a lake, a hill or a wood), a special building (a tower, an inn..), a ruin (catacombs, stone circles...), a powerful dweller (a wizard, a King's official, a retired adventurer..) or anything else you want.
Many houses in Solace are on top of Vallenwood trees and there's the famous Last Home Inn, while Shadowdale hosts the Twisted Tower and Elminster.
It must be near to places of adventures
The village should be near to places where PCs can find adventures such as dungeons, caves, ruins, forests or anything else.
Barovia is near Castle Ravenloft, Solace to Darken Woods, Shadowdale to Cormanthor and Myth Drannor ruins.
It must be a place for interaction
Create some NPCs the party can talk with. They should share news, ideas or get new quests.
For example in Solace Otik or Flint provide numberless ideas or quests, in Treshold Aleena of the Church of Karameikos can hire the party for many quests for the Church or her uncle Sherlane, Baron of the town.
Some secrets must be there
For your village follow a good DM rule:
For each thing you create, prepare also at least a secret related to it
It should be a hidden evil cult, a buried magical item, an ancient battlefield or whatever you like. Just use your fancy.
You must create a map
There are some very good mapmaking softwares and on the web you can find some pregenerated maps for free, but the truth is you just need pen and paper.
An handful of buildings in the central area, some ranches and farms around, a tavern/inn, a general store and a smith is enough for your first village.
Create only what you really need
It's another rule of the good DM.
Create just a few NPCs and give details only to few buildings.
You'll have plenty of time in the future to further develop your village.
Bye.
The DM.
domenica 15 gennaio 2017
Some things I don't like about Out of the Abyss
Let's make a clarification about the topic: Out of the Abyss is probably the best adventure published for D&D 5th edition.
I had many pleasant hours while running it and this post wants only to point out what are in my opinion its few minor flaws.
Hopefully it will be helpful to those DMs who are planning to run it.
Underdark
The extreme and bizarre environment is a strength (you see and meet funny, strange and exciting people and places) but it's a weakness as well: it's an extremely dangerous environment, sometimes too much dangerous, and too often the interactions with NPC creatures is more limited than that in more conventional campaigns, because most of them are hostile creatures or too much "alien" and diferrent to properly communicate with the PCs.
Crowd
Party is going often to move and act in narrow passages and small places, and many NPCs will join the group.
Therefore in combat situations a kind of "traffic jam" will be likely, making difficult manoveurs and actions both for the party and the opponents.
Madness
Again it's very funny (in my campaign a lot of interesting situations started from the madness of a PC) but when indefinite madness happened the party had to stop its plans and start wandering the Underdark, looking for someone who could heal the mad PC.
The party was more troubled also because it lacked of a proper Cleric.
Time&Travels
The party id going to move and move again in an area as big as the Sword Coast. It means travels of weeks or months and in the end I tended to skip the travelling parts or I gave it the chance of teleporting to the right destination.
Maps
I like maps a lot. They help me focusing better on the place and handling scene and situations sundenly created by unexpected PCs' actions.
I found maps in the books to be too few.
I'd liked more maps.
Those are in my opinion some maps that would have been useful:
Derro's Quarter in Gracklstugh
Tower of Sorcere in Menzoberranzan
Tower of Araj
Some areas of The Filthriddens and The Labyrinth.
Despite of these minor flaws I strongly recommend to Out of the Abyss because it will give you many funny and pleasant gaming hours.
Let me know what you think of it.
Bye.
The DM.
giovedì 1 dicembre 2016
A new D&D 5th edition spell: Battlearms
This spell is originally from the old sourcebook "Bastion of Faith" by Bruce Cordell.
While it was at the beginning allowed only to the Clerics of Hextor from Greyhawk setting, now it's known and used by many faiths in several worlds and planes
Battlearms
4th-level trasmutation spell
Casting Time: 1 action
Range: Self
Components: V, S, M (two human bones)
Duration: 1 minute
You create two additional arms on your torso. They can normally take, hold and use objects and weapons.
On your turn:
- You can take the Use an Object action as a bonus action.
- If you take the Attack action you make two additional attacks, and you add your proficiency bonus to attack rolls if they're holding weapons your proficient with.
- If you make a melee spell attack, you have advantage on that attack roll.
On an opportunity attack you make two attacks instead of one.
Any armor or clothing you wear is magically altered to allow the new limbs and they revert to their new form immediately at the end of the spell.
Weapons or items carried immediately drop at the end of the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the arms are four, on your turn you make four additionaly attack rolls if you take the Attack action and you make three attacks on an opportunity attack.
Classes:
Cleric
Bye.
The DM.
venerdì 28 ottobre 2016
A New Random Encounters Table for Curse of Strahd
3 1 paladin (50% with 1d4 guards)
4 1 priest and 1d6 acolytes
5 1 dryad
6 Heavy rain
7 1d4+1 specters
8 1 owlbear
9 1d4 brown bears
10 1d4 giant boars
11 2d4 barovian witches
12 Mosquitoes
13 2d6 ghouls
14 1 satyr
15 1 mage with 2d4 skeletons
16 1d6 wereboars
17 1 cult fanatic with 2d6 cultists
18 1d4 poltergeists
19 1 wraith
20 Old cemetery
When the party find shelter the rain stops to start again when they go outside.




