Visualizzazione post con etichetta design. Mostra tutti i post
Visualizzazione post con etichetta design. Mostra tutti i post

mercoledì 5 giugno 2019

Three monsters&NPCs for Tomb of Annihilation

Tomb of Annihilation is surely one of the best adventures for D&D 5e so far.



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

lunedì 6 maggio 2019

Riconoscere i mostri

Delle domande ricorrenti di un dm sono:

"Devo descrivere il mostro che incontra il party? Posso dirne il nome? Devo dirne i poteri?"

Le risposte a queste domande sono diverse e ogni metodo utilizzato rispecchia uno stile di gioco differente.

Vediamo alcuni dei metodi più usati

Niente è segreto

In questo stile, il DM comunica al party sempre il nome dei mostri incontrati ed eventualmente anche eventuali poteri particolari.

Questo metodo, che ha l'indubbio vantaggio di velocizzare il combattimento (i PG, sapendo cosa aspettarsi, saranno più veloci nel decidere cosa fare) è però poco apprezzato dalla maggioranza dei DM, che ne contestano la meccanicità a discapito della componente di role play e lo vedono come un'occasione ghiotta per il metagaming da parte dei giocatori.

Conosci solo ciò che hai visto

Il DM fornisce il nome delle creature ed eventuali poteri particolari solo di creature che i giocatori hanno già incontrato.

Per incontrato, alcuni DM fanno riferimento a quelli effettivamente incontrati nel corso della campagna, altri estendono a quei mostri che per background i PG possono aver incontrato nel loro passato prima della campagna.

Il metodo piace a molti DM perché ha il vantaggio di innalzare il livello di realismo (anche se è una parola molto scivolosa accostata a un gdr high fantasy come D&D) e innalza il roleplay, ma non è esente da difetti.

Paradossalmente rischia di ridurre il realismo e il roleplay: i PG non sono cresciuti in una bolla, ma come tutte le creature senzienti hanno un passato e una memoria, da tenere conto durante il gioco.

Dire "non riconosci che è un troll perché non lo hai mai visto" oppure perché "sei un barbaro analfabeta" è un errore.

Il PG può aver sentito un racconto intorno al fuoco del vecchio del villaggio "quando ero giovane, fui lo scudiero di Lord Alfred. Vi ho mai raccontato di come sconfiggemmo i troll? Questo fuoco mi fa venire in mente..." oppure il barbaro ha visto le pitture rupestri nella caverna della tribù che raccontano la grande battaglia contro i troll.

Tiri conoscenza

In questo stile, il DM fa tirare dei check per riconoscere i mostri.

I check più diffusi sono Nature per le i mostri "normali", Arcana per quelli magici (ad esempio i costrutti) e Religion per quelli divini (tipo celestiali), con un check più generale su Int in caso di mostri che non rientrino nelle categorie sopra descritti.

A seconda di background/classe oppure di eventi precedentemente occorsi nella campagna e della rarità del mostro il DM setta i DC e concede vantaggio/svantaggio all'occorrenza.

Particolarmente utilizzato è anche il successo (o insuccesso) parziale della DMG: mancando di poco il successo del check, il PG ottiene informazioni parziali o incomplete.

I DM più tendenti alla precisione spesso fanno anche fare check di Perception e/o di Investigation per accorgersi di determinati poteri (ad esempio le ferite del troll che si rimarginano).

Il metodo è apprezzato dai DM sempre per il realismo e favorisce i PG con buoni stat in INT, che è (purtroppo) tra le caratteristiche più controverse della 5e (eufemismo per dire che spesso è considerata la dump stat).

Anch'esso però ha delle controindicazioni, come l'appesantimento del gioco in virtù dell'elevato numero di tiri e la sua situazionalità, dato che il PG rimane bloccato nella scelta di alcune opzioni d'attacco fintanto che non "sblocca" la propria memoria o riesce in un collegamento (ah...Ma rigenera! Allora è un troll) fintanto che non ottiene un successo al check.

Il Sistema che utilizzo più spesso

Personalmente utilizzo un mix dei tre sistemi sopra utilizzati.

1) per mostri iconici o comunque conosciuti dico direttamente il nome (goblin, troll, orchi, draghi, etc...) e dò per scontato che i PG ne sappiano già punti di forza e debolezze. Ammetto anche che i giocatori se le scambino al tavolo durante il gioco.

Inoltre, non trovo problemi se un giocatore esperto dice a un novizio "sono troll, usa il fuoco", dato che succederebbe lo stesso durante una scena di battaglia

2) ogni tanto reskinno il mostro in questione. Ad esempio umanoidi con un oggetto magico, fornisco a qualcuno multiattack, dò delle feature di una classe, etc. Variare mantiene alta l'attenzione e induce a nuovi motivi di trama ("Come mai questi troll sono in grado di castare degli spell?")

3) per mostri poco conosciuti faccio un check, come quelli sopra descritti

4) Di base, durante un combattimento, i PG si accorgono in automatico di feature "statiche" quali resistenze o immunità ai danni o rigenerazione di hp

Conclusione

Ogni sistema ha i suoi pro e i suoi contro, anche il mio, ovviamente.

Si tratta solo di scegliere quello più congeniale al tipo di gioco che vogliamo condurre e capire cosa ci spinge a sceglierla.

Se siamo guidati dalla paura del "ma poi i giocatori scoprono subito il punto debole del mostro e la sfida diventa troppo facile!", allora dobbiamo riflettere bene sul nostro ruolo di DM, e ricordarsi questa frase del buon Dungeon Master:

Qualsiasi sfida in cui la difficoltà sia solo scoprire (tramite tentativi o tiri di dado) le debolezze del mostro è una sfida di ben poco valore

A presto.

Il DM

venerdì 15 febbraio 2019

12 events at the city gate

When the party reaches the city gate, you have the chance to introduce planned encounters o to introduce a main feature of the city. 

Shown below, there are 12 useful events that you can insert in your campaign. 

1. Voice of the god. Next to the entrance, a passionate preacher tells the crowd how corrupt are the city's rulers and the punishment that awaits them in the afterlife.
2. I am penniless. A peasant is going inside the walls to sell some vegetables at the city market but can't afford the toll due at the gates. He has failed to persuade the guards to let him pass and they start to beat him.
3. Holiday. A festivity is going in the city. Tolls are suspended today and the PCs are invited to join the feast.
4. A mysterious messenger. While the PCs are waiting in line to enter the city, a messenger from inside approaches the guards at the gate and whispers something to them. Then he turns back while the guards look at the party shaking their heads.
5. Illegal Immigrant. While the guards are talking with some citizens, a person passes through the gates unnoticed. 
6. This is the punishment for criminals. A couple of cages hang from the walls, with prisoners alive or dead. They're guilty of various crimes. One of them, still alive, begs the PCs for mercy, claiming she's innocent.
7. A new ruler in town. The guards wear a livery with different colors than usual, or a with new symbol. A new ruler has taken up the government of the city. The Pcs may know him or h'es totally unknown (DM's choice). 
8. You're not welcome here. A recent decree forbids the entrance to some races or groups of people. 
9. A coin, for Heaven's sake! Some beggars are asking for a little donation or a group of monks are asking for a donation. 
10. Do you need help? A boy is offering to the party as a guide, giving advices for inns, taverns, shops and other places of interest.
11. Welcome, Rookie! A PC is robbed of a non-magic item or some coins. Uno dei PG si trova "alleggerito" di un oggetto non magico o di una modesta quantità di denaro. As an alternative, she may be victim of a little scam.
12. Hidden Trades. A PC notices that some wagons ahead of the party aren't carefully inspected and a member of  the guards is receiving a purse from the wagon-driver. 


Bye.
The DM

giovedì 7 febbraio 2019

12 eventi alle porte di una città

L'arrivo all'ingresso di una città può essere  un momento importante. È un'occasione per introdurre eventi o per dare l'idea dell'ambiente che aspetta il party all'interno.

Di seguito trovate dodici suggerimenti per gestire questo momento, utilizzabili in qualsiasi campagna o praticamente per ogni gdr fantasy.

1. La voce del dio. Un predicatore poco distante dall'ingresso con voce infervorata racconta di come i governanti all'interno siano corrotti e della punizione che avranno nella vita ultraterrena.

2. Non ho i soldi. Un contadino che sta portando i propri prodotti al mercato cittadino non ha il denaro per pagare l'ingresso. Cerca di convincere le guardie che pagherà all'uscita con il ricavato, ma viene respinto con la violenza dalle guardie.

3. Oggi è festa. Sta per iniziare una festività civile o religiosa. Sono sospesi i pedaggi di ingresso e i PG sono invitati a parteciparvi.

4. Il misterioso messaggero. Mentre i PG sono in coda per entrare in città, un messaggero dall'interno raggiunge le guardie alla porta e confabula con loro. Al termine rientra in città mentre le guardie osservano i PG scuotendo la testa.

5. Clandestino. Mentre sono impegnate a discutere con alcuni visitatori, le guardie non si accorgono che un individuo di sesso ed età indefiniti si introduce furtivamente in città.

6. Così finiscono i criminali. Delle gabbie pendono alle mura, con racchiusi persone vive o morte, colpevoli dei più svariati crimini. Uno di quelli ancora vivi implora pietà ai PG, gridando di essere innocente.

7. C'è un nuovo governante in città. Le guardie indossano una livrea con colori diversi dal solito, o con un nuovo simbolo. Sono di un nuovo governante, sconosciuto, oppure no, per i PG.

8. Non siete i benvenuti. Un'ordinanza di recente emanazione proibisce l'ingresso a determinate razze o gruppi di persone.

9. Una moneta, per carità. Un gruppo di mendicanti chiede l'elemosina ai passanti, oppure un gruppo di fratelli questuanti chiede un obolo per la propria chiesa.

10. Serve aiuto? Un giovane si offre come guida ai PG, indirizzandoli verso locande, taverne, mercanti e altro.

11. Benvenuti in città, poppanti! Uno dei PG si trova "alleggerito" di un oggetto non magico o di una modesta quantità di denaro. In alternativa, subisce una piccola truffa.

12. Scambi segreti. Uno dei PG nota che alcuni carri davanti a loro sono stati ispezionati in maniera molto sommaria e che uno degli uomini della carovana ha consegnato un sacchetto a una delle guardie.

A presto.

Il DM

martedì 27 novembre 2018

Three New Necromancy Spells

Necromancy has always been to me one of the most interesting school in D&D.

The following homebrew spells of mine are still beta, but you can already incorporate them in your campaign.

Blackmantle
5th-level necromancy spell

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny or small mummified animal)
Duration: Concentration, up to 1 minute

You create a shimmering aura around up to three creatures you can see within range. The target must succeed on a CON saving throw or be affected by it. An affected creature cannot regain hit points until the spell ends.

Classes:
Cleric, Wizard

Ray of Fatigue
necromancy cantrip

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

A beam of red energy springs from your finger toward a creature within range. The target must succeed on a CON saving throw or suffers one level of exhaustion until the end of its next turn. On a successful save, the effect ends on it.  You can affect more creatures when you reach higher levels: two at 5th level, three at 11th level and four at 17th level. If a target is affected multiple times by this spell, the effect stacks.

Classes:
Cleric, Sorcerer, Warlock, Wizard

Revenance
3rd-level necromancy spell (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust and a drop of blood)
Duration: Concentration, up to 1 hour

You enhance the internal willpower of the undead. Choose up to three undead creatures of CR 3 or lower within range. Affected creatures the duration of the spell radiate a faint aura of magic and cannot be frightened.

On Higher Levels:
When you cast this spell using a spell slot of 4th level or higher you can affect 1 more undead creature for each slot level above 3rd. Alternatively when you cast this spell using a spell slot of 4th level or higher you can affect three creatures with CR up to the slot level you have used.

Classes:
Cleric, Wizard

Edit: I've modified the spells according to Mr Andrea Bergamelli's and Mr Lino Giusti's advices.

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

This is the Crypt Thing, a lair monster who guards some important rooms in a dungeon and with a feature that will surely add fun and randomness to party's adventures.








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.

giovedì 16 agosto 2018

a New Oeridian Spell

This spell is originally from the old sourcebook "Bastion of Faith" by Bruce Cordell.

It is allowed only to Clerics of Hextor from Greyhawk setting:

Mantle of Hextor
2nd-level trasmutation spell

Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of paste made from ash and blood that is smeared on face and arms )
Duration: 1 minute

You are enshrouded in an ashen aura that leeches all color from your skin and twists your visage into a horrifying skull-like guise with lank hair and red-rimmed eyes. For the duration of the spell you gain the following benefits:

- You have advantage on checks when you try to hide

- You don't gain any exhaustion levels nor you suffer effects from any levels you already have

- You gain the Channel Divinity options Control Undead and Dreadful Aspect as a Paladin Oathbreaker.

Classes:
Cleric of Hextor

Bye.

The DM.

venerdì 27 luglio 2018

Two homebrew Necromancer NPCs

Pondering about my actual campaign, I'm tinkering with some necromancer NPCs, loosely based on Return to the Tomb of Horrors, a 2nd edition adventure, and 4e Tomb of Horrors.

So far, these are the result, still in a playtest form:





Let me know what you think about!

Bye,

The DM

sabato 21 luglio 2018

Le difficoltà di un'avventura urbana

Questo post continua il discorso avviato qui.

Spesso vengo contattato da master, in difficoltà nella gestione di avventure urbane, soprattutto quando il party ha raggiunto livelli in cui inizia ad avere accesso a spell e poteri di un certo tipo (diciamo dall'alto T2 in su).

Vediamo come gestire alcune delle difficoltà più ricorrenti

"Ma il party sconfigge facilmente il cattivo finale!"

Non smetterò mai di ripeterlo: D&D 5e è un gioco che si basa sul consumo di risorse e sul numero di azioni da compiere in un round.

Se i PG arrivano full allo scontro finale e il cattivone è da solo è quasi inevitabile: lo faranno a pezzi facilmente.

Le soluzioni sono due:

1) per il cattivo finale prendere degli accorgimenti particolari (che abbiamo già analizzato qui)

2) per il consumo di risorse: aggiungere scontri medi poco prima dello scontro finale (per drenare risorse).

Se non vi piace "piazzare" scontri solo per questo motivo allora diventa quasi indispensabile passare all'opzione Gritty Realism della DMG.

Così anche uno scontro di 2-3 giorni prima peserà nell'economia dello scontro finale

"Con due incantesimi ben tirati hanno scoperto subito il colpevole"

Si ricollega direttamente alla "Paura della Magia", di cui abbiamo già parlato qui.

La magia esiste, ed è giusto che i PG la usino al meglio delle loro possibilità e inventiva.

Quello che spesso dimentichiamo è una delle regole del Buon Dungeon Master:

"Come la magia esiste per i PG, esiste anche per i PNG"

Un Signore del Crimine di una città, oppure un mostro cattivo ed intelligente sa di vivere in un mondo dove esiste la magia e di conseguenza  prenderà precauzioni e contromisure.

Avrà al suo servizio maghi o oggetti magici che contrastano gli spell o le abilità dei PG, oppure si servirà di illusioni per depistare le indagini, fino a innestare falsi ricordi nelle menti di testimoni.

Inoltre, la persona interrogata può, in buona fede, avere una percezione sbagliata oppure distorta di quanto è a conoscenza, fornendo così ai PG una risposta formalmente corretta ma fuorviante.

"Le guardie o i criminali comuni non sono un ostacolo credibile"

Sul serio?

Per prima cosa servono per "drenare" risorse, come abbiamo visto prima.

Aggiungete feature particolari per aumentarne la pericolosità, pur mantenendo la "credibilità" di guardie o criminali comuni.

Ad esempio inserite guardie armate di alabarde con la feat polearm master, oppure sentinel.

Oppure fornite loro la feature Phalanx Formation (dai Duergar Stone Guard di Out of the Abyss e della Mordenkainen's Tome of Foes) e metteteli in formazione.

Guardie e criminali possono essere armati di balestre con le feat crossbow expert e/o sharpshooter.

Sempre i criminali possono essere dotati di bonus action quali hide, dodge, dash e disengage, per renderli più inafferrabili e sguscianti.

Alcuni criminali possono avere limitate abilità magiche, grazie alla feat magic initiate oppure prendendo spunto dall'Arcane Trickster: uno Shield o un paio Eldritch Blast castati al momento giusto fanno la differenza.

Anche dotare guardie e criminali di multiattack o action surge o di manovre del Battle Master si rivela molto utile.

Se applicate i consigli di cui sopra renderete molto più varia, interessante e viva la vostra avventura.

"Ho fatto quello che hai detto, ma i giocatori si lamentano che gli metto i bastoni tra le ruote!"

Ho sentito frasi pronunciate da giocatori del tipo

1) "Come fa il cattivo a sapere che io ho Clairvoyance? Non lo può sapere quindi non può avere preso una contromisura!"

2) "Eh? Come fa questo NPG ad avere Disengage? Nel MM non c'è!"

3) "Eh sì, hai dato alla guardia la Feat Sentinel per evitare che io fugga con Disengage, l'hai fatto apposta, non vale!"

4) "Bella forza, mettere a fianco al cattivo dei Maghi che castano Counterspell o Dispel Magic per rovinare i nostri spell!"

e molte altre ancora.

Per prima cosa una situazione del genere conferma che prima di iniziare giocatori e DM non hanno ben chiarito il Patto Sociale del gioco, cosa invece fondamentale da fare, sempre.

In secondo luogo, obiezioni del genere sono facilmente smontabili.

1) Infatti il cattivone non sa che tu hai Clairvoyance (o qualsiasi altro spell). Non sa manco chi sei magari. Ma il cattivone, conscio di essere in un mondo dove la magia esiste, sa che qualcuno che si metterà sulle sue tracce userà la magia contro di lui, e quindi prende precauzioni di conseguenza, almeno contro gli spell più comuni. Altrimenti nel tempo non sarebbe diventato il cattivone. Aggiungo: sarebbe come vedere un film poliziesco in cui il detective si lamenta che l'assassino professionista ha cancellato le impronte.

2) Ci sono molte più cose in cielo e in terra che nel tuo MM, amico (cit. Amleto). Reskinnare i mostri o i PNG è ammesso e fatto praticamente da ogni master.

3) vedi la 2 e la 1. In un mondo vivo, che venga scelto per dei ruoli (fermare chi fugge) in base alle sue abilità è assolutamente normale. L'importante è evitare uno dei 10 errori più comuni di un DM, in questo caso quello di sistematicamente negare una o più abilità del PG.

4) Vedi la 1. In un mondo dove esiste la Magia, prendo contromisure per evitarne gli effetti per me dannosi. Il cattivone prevede che metteranno sulle sue tracce dei maghi o dei chierici e userà risorse (in questo caso ingaggiando maghi o stregoni rinnegati) per metterli in difficoltà.

Usando questi semplici accorgimenti riuscirete a gestire bene le avventure urbane anche a livelli più alti.

Voi quali altri utilizzate?

A presto.

Il 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

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.

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.

martedì 8 agosto 2017

Giants' Allies

Giants are iconic monsters of D&D and they make no exception in D&D 5e.

Storm King's Thunder and Volo's Guide to Monsters have already provided new options for your giants but if to spice up the encounter I suggest to introduce some allies.

Choose one or more allies from the list below; while originally devised for a STK campaign, you can virtually use it in any world, homebrew included.

CLOUD GIANT

1d4 owlbear
1d6 griffon
1d2 wyvern
1d4+2 giant eagle
1d4 peryton
2d6 aaracockra

FIRE GIANT

1d4+1 hell hound
1d2 salamander
1d2 fire elemental
2d4 magma mephit
2d4 firenewt (from Volo's Guide to Monsters)
1d6 duergar

FROST GIANT

1d4+1 winter wolf
1d4 yeti
1d6 saber-toothed tiger
1d4+1 polar bear
1 remorhaz
2d4 ice mephit

HILL GIANT

1d4+2 dire wolf
1d6 ogre
2d4 goblin
2d4 giant lizard
1d4+1 orc
1d6 leucrotta (from Volo's Guide to Monsters)

STONE GIANT

1d4+1 cave bear (use polar bear stats)
2d4 giant goat
1d6+1 black bear
1d6 svirfneblin
1d6 giant spider
1d4+1 aurochs (from Volo's Guide to Monsters)

STORM GIANT

1d6 griffon
1d4+1 hunter shark
1d4 killer whale
1d4 pegasus
1d2 water or air elemental
1 roc

Bye.

The DM

mercoledì 2 agosto 2017

20 new features and actions to make an unique Lich


I have fun modifying official monsters, giving to them unique powers.

 

In the wonderful AD&D 2nd edition sourcebook "Van Richten's Guide to Liches", there's a list of 20 Lich's additional powers.

 

I've converted them in 20 new Lich's features, actions or reactions for D&D 5e.

 

You can rule that actions can also be legendary or lair actions.

 

Choose from 1 to 3 to be added to your lich, or to other undead creatures, making it a truly unique opponent for your players.

 

Some are more powerful than the others, so when you choose them modify accordingly the lich’s CR.

 

Animate Dead by Will (Action). The lich can cause zombies and skeletons to rise with its mere will. Such creatures have advantage on saving throws against the cleric's Channel Divinity: Turn Undead as long as they are within 200 feet of the lich. The lich may rise as many creatures as many corpses are available. 

 

Bone Command (Action). The lich can animate bone and shape it at will. It chooses one of the following effects.

Bone Barrier. The lich call up splinters of bones from anywhere bones are presente and animate them into a protective barrier as per the blade barrier spell. Thre lich doesn't need to mantain concentration on this effect.

Create Structure. The lich form bones into any structure it desires, the only limit being the amoount of bone available. Common structures that can be created are huts, arches, bridges and so forth. The DM determines the structure's integrity and size, according to the scenario and the type and amount of bones available. The structure lasts until destroyed or the lich dismisses it with a bonus action. The DM also determines the hp and the resistance of the bone structure. As a rule of thumb, generally, on a successful Strength (Athletics) DC 15 check a creature is able to breach a bone wall.

 

Chilling Wind (Action). The lich blows a freezing blast of wind. Each creature in a 60-foot cone take 4d10 cold damage and must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of oeach of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the frightened condition caused by the lich's wind for the next 24 hours.

 

Coldfire (Action). Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or it takes additional 10 (3d6) necrotic damage.

 

Conjure Undead Legion (1/day) (Action). The lich summons undead creatures that appear in 1d4 rounds in unoccupied spaces that it can see within 120 feet. It can summon

  • 12 undead of CR 1 or lower
  • 6 undead of CR 3 or lower
  • 3 undead of CR 5 or lower
  • 1 undead of CR 9 or lower
 
They obey to the lich's telepathic commands, acting in its turn, and they disappear when they drop to 0 hp or are dismissed by the lich as a bonus action.
 
Doom Gaze (Action). The lich fixes its gaze on one creature it can see within 10 feet of it. If the creature it chooses has 50 hp or fewer, it dies. Otherwise it takes 10 (3d6) psychic damage.
 
Dream Manipulation (Feature). The lich, if it knows the exact location of a living humanoid creature, can infiltrate that creature's mind and manipulate its dreams, turning them into nightmares of the lich's design. The creature is aware that its dreams are tampered with, but it's unable to prevent this. The creature can't benefit of the effect of a long rest. If the lich manipulate a creature's dreams for a week, that creature suffers the effects of a long term madness randomly chosen as described in the DMG.
 
Fool's Feast (Feature). The lich taints the food within 5 feet of it.  A creature that eats the tainted food must succeed on a DC 18 Constitution saving throw or be poisoned and die in 1 minute. A poisoned creature can be cured by protection from poison, greater or lesser restoration. 
 
Grasp of Death (Action). Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. If the target has 50 hp or fewer, it must succeed on a DC 18 Constitution saving throw or die.
 
Grasp of Enfeeblement (Action). Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. On a hit, the target deals only half damage with weapons attacks thtat use Strength and it has disadvantage on Strength checks for 1 minute.At the end of eacht of its turns, the target can make a DC 18 Constitution saving throw. On a success, the effect ends.
 
Ignore Metal (1/day) (Bonus Action). As a bonus action for 1 minute, the lich ignore the existence of metal with its physical body by magically putting itself slightly out of dimensional phase.  It gains immunity from magical weapons made of metal, but it still takes damage equal to the magical pluses of the weapon (e.g. it takes 2 damage from a magical sword +2 made of steel) and it can normally move through metal objects such as an iron door.
 
Imitation Spell (3/day) (Reaction). As a reaction, if it is a target of a spell which is on the wizard list, the lich can immediately take the spell's energies and cast it without expending one of its slots.
 
Improved Defense (Feature). The lich has damage resistance from bludgeoning, piercing and slashing from magical weapons.
 
Improved Spellcasting (Feature). The lich has from 1st to 3rd level slots double than normal and knows 6 cantrips.
 
Meta-polymorph (3/day) (Bonus Action). The lich can use a bonus action to assume the shape of an undead. In all other aspects it is otherwise identical to the druid's wild shape.
 
Painwrack (Action).  The lich fixes its gaze on one creature it can see within 10 feet of it. The creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
 
Regeneration (Feature). The lich regains 10 hit points at the start of its turn. If it starts its turn with 0 hp it doesn't regenerate.
 
Skull Scry (Feature).  The lich can hear or see as the clairvoyance spell through any skull up to 200 miles away.
 
Voice of Maleficence (Feature). After 1 minute of continuous speech of the lich, a creature that can hear it must succeed a DC 18 Wisdom saving throw or be charmed for 24 hours. While charmed the creature reveals to the lich any secret known. The lich can dismiss the effect whenever it wants.
 
Vortex of Evil (1/week) (Action). The lich summons fiends that appear in 1d4 rounds in unoccupied spaces that it can see within 120 feet. It can choose
  • 1 fiend of CR 15 or lower
  • 2 fiends of CR 10 or lower
  • 4 fiends of CR 5 or lower
  • 8 fiends of CR 3 or lower
    They obey to the lich's telepathic commands, acting in its turn, and they disappear when they drop to 0 hp or are dismissed by the lich as a bonus action.
Bye.

 
The DM