TLC D&D 5E Homebrew: Samurai Class(Second Draft)

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed. This time we take on the popular Samurai Class.

D&D SAMURAI:

I grew up watching a lot of Eastern Asian movies and martial arts masterpieces. Ever since then I’ve been obsessed with Samurai and their devotion to their honor and duty. So naturally when I started creating my own characters many of those values made their way into my creation’s personalities. Reading the Dungeon Master’s Guide(DMG) one day I noticed they had variants on the weapons of D&D. Substituting the European influences for Eastern European versions. And that got me thinkin’, “Yo, I could make a Samurai.” My goal is for the Samurai to really emphasize the whole weapon master aspect of the fighter class whilst keeping the theme intact. To make this happen I had to simplify some concepts(specifically using Kendo for all weapons. Eesh..) but I think it came out rather clean. It ends up being a hybrid between Fighter and monk

I’ll try my best to explain the reasoning behind these changes. Edits will be done in this red text. If you’d like to read the original draft without all the edits click here.

Samurai: (Second Draft)

Samurai Class Table

Level  Prof.  Base Ki   Features
1st  +2  — Fighting Style, Martial Arts
2nd  +2  — Stances(First Stances)
3rd  +2     1 Way of the Samurai, Ki
4th  +2    2 Ability Score Improvement
5th  +3    2 Extra Attack
6th  +3    3 Transition Strike, Stances(Third Stance)
7th  +3    3 Way of the Samurai Feature
8th  +3    4 Ability Score Improvement
9th  +4    4 Stance Mastery, Stances(Fourth Stance)
10th  +4    5 Way of the Samurai Feature
11th  +4    5 Extra Attack(2)
12th  +4    6 Ability Score Improvement
13th  +5    6 Action Surge,(one use) Stances(Final Stance)
14th  +5    7 Ability Score Improvement
15th  +5    7 Way of the Samurai Feature
16th  +5    8 Ability Score Improvement
17th  +6    8 Stance Mastery(second stance), Action Surge(two uses)
18th  +6    9 Way of the Samurai Feature
19th  +6    9 Ability Score Improvement
20th  +6   10 Extra Attack (3)

Class Features:

Hit Points:

Hit Dice: 1d8 per samurai level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per fighter level after 1st

Proficiencies:

Armor: Light and Medium Armor
Weapons: Simple weapons, martial weapons
Tools: none

Saving Throws: Dexterity, Wisdom

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
  • (a) Breastplate or (b) leather, Daikyu(longbow), and 20 arrows
  • two martial weapons
  • (a) Yari(Spear), or two Kama(sickles)
  • (a) an explorer’s pack or (b) a scholar’s pack
Fighting Style:

Archery:
+2 to attack rolls with ranged weapon

Defense:
While you are wearing armor, you gain a +1 bonus to AC.

Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Two-Weapon Fighting:
When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Martial Arts:

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial weapons.

You gain the following benefits while you are unarmed or wielding a single one-handed only weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you use the Attack action with an unarmed strike or a one-handed weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Stances:

As a Samurai you are prepared for any combat situation. As you grow you will master stances to help you in more specific situations.

There are universal effects to stances:

  • While you’re in a stance you move at half speed.
  • You cannot receive the bonuses with ranged weapons.
  • You have advantage on opportunity attacks.
  • You add your Wisdom Modifier to your Attack Bonus on opportunity attacks. 

/*I made this change to better incentivize a samurai having a high wisdom score. Advantage can come from many places and since stacking advantage has no benefit in Vanilla 5E it can be a bit of a bummer sometimes. Also a warrior using wisdom as a means to better read your opponent seems perfectly reasonable if my understanding of the stat is correct.

It’s a completely positive change in my opinion. *\

It costs an action or a bonus action to activate a stance. Leaving a stance is a free action. You start by picking two stances to learn and gain additional stances at levels 6, 9, and 13.

Chudan:
The most basic stance: You stand with you weapon out in front of you ready to react.
+2 AC

Gedan:
Point your weapon towards the ground baiting your opponent into thinking your guard is down.
+1AC + 1 ATK

Jodan:
The aggressive stance. You hold your weapon over your head and strike down hard. Leave yourself open.
+1 ATK, +2 DAM, -1 AC

Hassou:
You hold your weapon straight upwards. Able to react your opponents movements and still strike hard.
+1 AC +2 DAM

Waki:
Hide the weapon behind you to confuse you opponent on your weapons length. Harder to react to an aggressive opponent.
+2 ATK, -1 AC

Way of the Samurai:

At 3rd level you are experienced enough to choose your own path in life. You can choose between the Way of the Warrior, and the Way of the Ronin. Your choice grants you feature at 3rd level and again at 7th, 10th, 15th and 18th levels.

Ki:

Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your wisdom score and monk level determines the number of points you have.

You add your Wisdom Modifier to the number of in the “Ki Points” collumn to determine your Ki point total. For example if you have a 16(+3) in wisdom, you would have 8 Ki Points to spend at 10th level. Ki points recover after a short or long rest.

You can spend these points to fuel your various techniques.

Ki Save DC = 8+ your proficiency bonus + your Wisdom modifier

Flurry of Blows:

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense:

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind:

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.

/* I ended up adding Ki to the Samurai class because I wasn’t satisfied with how I gated Transition Strike behind Wisdom before. It didn’t really make sense at all, I was just trying to have Wisdom benefit the Samurai in a meaningful way. And now, by having wisdom result in more Ki points it makes it more satisfying for those who want to play the role of the “Wise Warrior.”

It also allows me to grant the class some pretty powerful abilities and gate them behind a resource.
*/

Extra Attack:

At 5th level, you can attack twice instead of once when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

Transition Strike:

At 6th level, when you are in a Stance you can choose to… forgo one of your attacks use a Transition Strike. Transition Strikes are effectively the same as a normal attack but it switches you from one stance into another. You can do this once per turn and up to a total number of uses equal to your Wisdom Modifier.(minimum of 1)  You regain expended uses upon finishing a short or long rest.

… expend some Ki and transform your first attack into a Transition Strike. Transition Strike effectively works like a normal attack but you deftly transition into another stance afterwards effecting the rest of your attacks that turn. Transition Strike benefits from the stance you are transitioning to. (For example if you transition from Waki to Chudan you would lose your +2 to Attack)  

It costs 2 Ki points to perform a Transition Strike and can only alter your first attack meaning it can only be used once a turn.

Transition Strike’s effect varies based on the stance you are transitioning TO

Chudan:
Disarming Attack: When you transition into Chudan and hit a creature it must make a strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet.

Gedan:
Goading Attack: When you transition into Gedan and hit a creature it must make a wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Jodan:
Menacing Attack: When you use Transition Strike into Jodan and hit a large or smaller creature, the creature must make a wisdom saving throw vs or be frightened of you until the end of your next turn.

Hassou:
Knock Down: When you use Transition Strike into Hassou and hit a large or smaller creature, the creature must make a Strength saving throw vs or be knocked prone.

Waki:
Feinting Attack: When you Transition Strike into Waki and hit a creature your next attack against that same creature has advantage.

Stance Mastery:

When you reach 9th level, you’ve grown accustomed to one of your stances and now are able to get a bit extra while using it. You are able to pick another stance to master at level 17.

Chudan:
Parry: While in this stance, if another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6+DEX+WIS.

Gedan:
Riposte: While in this stance, if a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.

Jodan:
Momentum: When you land a critical hit while in Jodan you get to make a Transition Strike as a bonus action for 0 Ki.

Hassou:
Harry: When you land an attack of opportunity the target’s speed is immediately set to 0 until the end of their current turn.

Waki:
Iaido: While you are in this stance, you can add your Wisdom modifier(minimum of 1) to your attack and damage rolls if you had used the “Ready” action.

if you use the Ready action to store an Attack action the attack will automatically crit if the attack lands.

Action Surge:

At 13th level, you can push yourself beyond your normal limits for a moment. On your turn, you can spend 3 Ki points to make one additional action on top of your regular action and a possible bonus action. This also makes it so you are able to use an additional Transition Attack within the same turn.

Path of the Samurai:

The ultimate goal of samurai is to live a life full of honor and glory. Though their goals are the same some take different paths.

“Samurai” by GBrush
Way of the Warrior:

Scholarly Warrior:
Starting when you choose this path at 3rd level, you gain proficiency in History and Calligrapher’s Tools. If you already have proficiency you gain double proficiency in these skills.

You also gain proficiency in Intelligence saving throws.

Second Wind
At 7th level, you can use a bonus action use a bonus action to regain hit points equal to 1d8+ your samurai level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Intense Focus:
At 7th level, your ability to focus on multiple objectives increases improving your ability to react. You can now use up to two reactions per turn. In order to access the second reaction you must spend 1 Ki point.

/* Part of me is worried to give such a powerful ability at this low of a level in case there’s some multiclass abuse potential here. But I doubt most games rarely get to the level were I suspect this could be a problem and if so..

Have fun.*\

Warrior’s Discipline
At 10th level, you get to choose an extra option from the Stance Mastery class feature.

Dedication:
At 15th level, your willpower and focus increase to higher levels. You gain the following benefits:
– You can’t be surprised while you are conscious
– You can add your wisdom modifier to your Initiative.
– You have advantage vs being frightened.

Indomitable:
At 18th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice between long rests.

Dynamic Guardian:
At 18th level, when taking an attack of opportunity you can spend 1 ki point to use a full Attack action versus the target.

/* I decided to make the Warrior Samurai focus on attacks of opportunity(AOO) to sell the theme of them being guardians. By increasing the potency of their AOOs they are better able to protect the squishier members of their team or more  thematically their lord.*\

“Ronin” by JasonEngle
Way of the Ronin:

Wayward Wanderer:
Starting when you choose this path at 3rd level, you gain proficiency in Perception Medicine and Survival, If you already have proficiency you gain double proficiency in these skills.

Also, Your speed increases by 10ft.

/*I switched perception to medicine because double proficiency perception is hilarously busted and there’s a good chance someone would multi-class as rogue to never get hit by a trap again. Honestly don’t know how I didn’t catch that the first time.

Also being able to patch yourself up is definitely a useful skill if you’re on the run.

As for the speed I wanted to sell that this path was lighter on his feet than the other. They need it since they’re always on the run.*\

Unorthodox Style:
At 7th level, you learn how to think on your feet and get creative while fighting making you harder to predict. You gain proficiency with improvised weapons and your Martial Arts Die increases to a d6.

Light on your Feet:
At 10th level, opportunity attacks against you have disadvantage.

You can also use Transition Strike for 1 Ki point instead of 2.

Free as the Wind:
At 15th level, your free spirit is reflected in your fighting style, you gain additional uses of Transition Strike equal to you wisdom modifier. (minimum of 1)

you gain access to Uncanny Dodge and Evasion.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion: When you are subjected to an effect that requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Lightning Strikes:
At 18th level, you become comfortable with the stress action surge leaves on your body granting you extra perks while using it:

  • Action Surge costs 2 ki points instead of 3
  • When you use Action Surge’s action to use the Attack action you can make one additional weapon attack as a free action.

 

Cover Image by Lubliner

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TLC D&D World: Anoeris, Incandescent Land of Valor

 

A Warrior of Shakansan

Anoeris(Ah-no-eh-ris): Sun Elf Homeland

“The Great Pyramid”

Overview:

Contrary to the average perception of elves, the Sun Elves of Anoeris are just as strong as their western neighbors the ashen dwarves of Mushtaaq. They work together with the dwarves to reinforce the Great Barrier and protect all of Menkara from the First Flame.

Terrain:

The vast majority of Anoeris is covered in a hot dry desert known as the Khalfani Desert. The Khalfani Desert covers much of Menkara. There are many river systems and oases that make its harsh landscapes bearable.

Culture:

The people of Anoeris have an interesting relationship with death. While most cultures fear death, they embrace it. They percieve their lives as “kindle to the Great Flame,” referring to the Sun. They believe in working as hard as possible and no sacrifice being too great if it means bettering the next generation.
Similar to the ashen dwarves the elves of Anoeris respect prowess in combat over almost anything else. Though as elves with long lifespans their admiration tends to focus on precise execution over simple physical prowess. 
There are many well kept secrets in this land. The technique of Bladesinging is kept safe with the wizards of Semet. The technique of Battle Trancing is kept safe with the warriors of Shakansa.
The Sun Elves and the Ashen Dwarves are two of the longest lasting civillizations in Menkara. They used to be bitter rivals fighting in many wars over the centuries. After The Witch opened up the First Flame and the two rivals were forced to cooperate. This changed the rivalry from bitter to friendly.
Every decade the two nations compete in acts of physical prowess for “dominance” and bragging rights known as “The Games.”
A Cleric of Aziza
M A L I A by smojojo
“M A L I A” by smojojo

Religion:

The vast majority of people follow Ra, God of the Sun and his pantheon:
– The Guardians of Sunlight follow Ra himself. They guard all of Anoeris and after the Treaty of Kasmut they’ve started to guard various civilizations of Menkara.
– Those who maintain the Great Barrier follow Thoth, God of Knowledge.
– The clerics of Aziza follow Hathor, Goddess of Love. They are the main healers of the Guardians of Sunlight and the Ashen Knights.
– The warriors of Shakansa follow Horus, God of the Sky.
– The followers of Anubis known as The A’dala(Ay-dah-lah). A group of assassins who work outside of the law punishing those they deem evil. Rumor has it they’ve set up in lands other than Anoeris.

Government: Monarchy:

The leader of this land is known as a Pharoah. They are chosen at a young age and bred to be leaders. Pharoahs have absolute power in the land. They are usually taught to be kind and empathetic but that hasn’t always directly resulted in virtuous leaders. The current Pharoah is Nepherites.

Major Organizations:

– Guardians of Sunlight
– The Clerics of Aziza
– Semet College of Blades
– The A’dala

Major Classes:

Paladins, Battle Masters, Clerics of Light and Life. Abjuration Scholars, Bards of the Sword.

Major Races:

Sun Elves, Ashen Dwarves, Humans
A Scholar of Thoth
“Old Mage Jatembe” by Windmaker
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TLC D&D World: Balasian, Golden Sands of Trade

Last week we looked at Ashur Raam, homeland to the gnomes. This week we take a look at their friendly neighbors, the gold dwarves of Balasian. They are heavily inspired by the middle east and Silk Road culture during the Spice Trade era.  

Balasian(Bah-lah-see-ahn) Golden Sands of Trade

Overview: Mocking their brothers in Mushtaaq the dwarves of this land use metal and rock for more than weaponry. They use it to create jewlery, instruments and other luxuries. Oh and they were a major player in the creation of golems and other constructs. Golems are common place within Balasian. They’ve advanced far enough that they’ve joined parts of Balasian’s Army. The golems help the people of the city build and craft and some people are even fortunate to have them help around the house.

“Granite Golem” by DevBurmak

Culture:

The Gold Dwarves are very materialistic and the Golden Bazaar in the center of their city is famous throughout all of Menkara as “The Shopping Capital of the World.” People from all over the land come to find rare oddities.
As a nation of trade Balasian has a good relationship with many of Menkara’s nations but its particularly strong with Ashur Raam. It is frequently joked that they are more closely related to them than the Ashen Dwarves of the North. Though they don’t like to admit it the Rock Gnomes had just as much hand in the creation of golems as they did.
Photo from Solarey.net

Religion:

The majority of people in the land follow Moradin, dwarf god of creation. Moradin encourages the art of crafting and craftsmen are held in high regard in Balasian. The dwarves strive to surpass their ancestors work and passing on their knowledge to the next generation. Creating a cycle of continual cultural growth.
These ideals are taken advantage of by a small subset of powerful people. The peoples’ unrest has started showing its head in the capital.
 

Government: Confederacy:

Each of the cities within the nation of Balasian govern themselves. They do work and pool resources together forming the Balasian Confederacy. The leaders answer to Lord Mustafa Khadra. While not their leader he handles disputes between the cities.

Major Organizations:

– Balasian Confederacy
– Najaat College of Lore
– Band of Serpents – Major criminal organization found throughout Menkara began and has the most influence within Balasian.

Major Races:

Gold Dwarves, Rock Gnomes, Humans

Major Classes:

Fighters, Transmutation Scholars, Bards, Rogues
“Arabic Autumn” by Tervola
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TLC D&D World: Ashur Raam, Hectic Land of Invention

Our campaign will be centered in the continent of Menkara. Primarily a desert land, the people of this land are hardy and resilient. I wanted to tell a different story than one you’ve seen others play through. I’ve seen many games visit a arabic inspired land before but rarely do they stay there for long and I’ve yet to see a land with heavy african influences. Menkara has a fusion of both and a bit of Mediterranean flavor thrown in for good measure. Today’s look into the land of Menkara will flesh out the science focus nation of Ashur Raam.

Ashur Raam(Ash-er-raam): Rock Gnome Homeland:

Ancheim from Silicon Studio’s “Bravely Default”

Overview:

Self-proclaimed Land of Invention Ashur Raam is the cultural and political capital of Menkara. All magics are allowed. All science is moral. Whatever is needed to gain more information is seen as just. The Palace’s Great Clock looms over the desert city representing the need to push ever forward.

Culture:

The harsh lands of Menkara nearly claimed all of the gnomish clans. To survive the gnomes of this land had to use their wits. They created systems to transport the water from the Grand Oasis long distances. This allowed them to expand and grow into a powerhouse. Because of this knowledge is considered king. Promoting a culture of self-growth and prosperity, this land grew strong through rejecting all sense of limits and restrictions.

For these reasons there’s actually a large Tiefling population located in the country. Their appearance matters not. Gnomes know what its like to be judged by their appearance. They are free to exist as long as they serve the country’s progress. This is true of all people.

Ashur Raam is the only land in all of Menkara with major populations besides those indigenous to the land.


“Dunes and the Milky Way” by Greg McCown

Religions and Organizations:

The majority of gnomes follow Celestian, God of Stars and Wanderers. The stars represent the dreams and goals of the people and the realm of the gods. The gnomes of Ashur Raam wish to reach there someday.
Despite following Celestian’s teaching there aren’t many who would consider themselves religious. Most of the people believe Celestian was once a mortal who achieved god-hood through his pursuit of knowledge and magical prowess. They believe they can achieve such feats eventually.
– The Cosmic Eye are a group of Wizards who follow this philosophy. Many members of the government are also associated with the organization.
– The Astral Cathedral houses many clerics devoted to the same types of research as the Cosmic Eye. Many believe them to be the same organization but they disagree on a fundamental level. The Cosmic Eye wish to carve their own path into greatness whilst the Astral Cathedral wish to retrace Celestians’ footsteps.

Government: Meritocracy:

“Gnomish Articifer” by Vablo
Representative of the cities belief system, the most intelligent members of the city are chosen to rule. The most intelligent is named the Orator and is given the most power. The Orator hold this role indefinitely, unless the council deems them unworthy. The current Orator is Big Hat Ghassan.

Major Races:

Rock Gnomes, Gold Dwarves, Humans, Sun Elves, Tieflings.

Major Classes:

Wizards, Eldritch Knights, Arcana and Knowledge Clerics.
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TLC’S D&D 5E Homebrew: The Elements: Ice

I’m a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spell-caster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

ICE MAGICKS:

ice_mage_by_adlovett-d4zjf2r
“Ice Mage” by adlovett

Last time we talked about water and how it represents life and love. Well, ice represents the exact opposite. Ice thematically fits together with the winter season representing death within the cycle of life. A cyromancer could represent this idea in a few ways. Perhaps they think death a necessary part of life. They focus on the -cycle- aspect of the whole thing. Feeling that before change can occur old ideas or corruption must first be destroyed. Images of ice melting off a plant invoke this idea.

The Cold can also represent the harshness of nature being the most hazardous thing man could weather. And those who brave its harshness, considered legendary. Even the dragon representing cold is the most simple, barbaric and savage. Perhaps your cyromancer is hardened druid with a high constitution who survived the worst your world has to offer. Maybe they come from a land where their coming-of-age ritual involves surviving a set of particularly hazardous mountain peaks.

Also, ice spells are cool as hell. So lets get started.

“The Witcher 3: The Wild Hunt – White Frost” by Ver1sa

Frigid Grip:

2nd Level Evocation:
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous

A cold frost envelopes your hands as you attempt to grasp a creature within range. Make a melee spell attack against a target, on hit the target takes 2d8 cold damage and they must make a Constitution saving throw or their speed will be halved for one turn. If you are grappling the creature they take an additional 2d8 cold damage.

At Higher Levels: +1d8 damage per spell level

Icy Parry:

2nd Level Conjuration:
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Reaction
Range: Self
Duration: Instantaneous

You create a thick sheet of ice in front of you in hopes of parrying a melee attack heading towards you. You increase your AC by 3 before you know if the attack hits or not. If the attack misses the attacker takes 3d8 cold damage as the shield explodes sending icy shards toward their direction. If the attack hits you nothing happens.

“Ice Spears” by BenWootten

Logan’s Javelins of Ice

3rd Level Conjuration
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, 1 Minute

You summon 3 javelins made of ice and throw them at a target within range making a separate ranged spell attack for each. On hit the target takes 1d8 piercing damage + 1d4 cold damage. Whilst this spell is active you can spend your bonus action to summon 1 additional spear and throw it.

At Higher Levels: +1 additional spear created initially.

Shiver:

4th Level Conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous

You remove the heat from a target in range dealing heavy damage and crippling the target. The target must make a constitution saving throw. On a failed save the target takes 6d8 cold damage, and they receive several conditions that lasts for 1 minute:
– Speed is halved
– -2 penalty to AC and Dexterity saving throws
– disadvantage on attack rolls
– take an additional 1d8 cold damage

The target may attempt an additional saving throw at the end of each of their turns. On a successful save the target takes half damage.

Absolute Zero:

9th Level Evocation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 100 ft
Duration: Instantaneous

You remove all of the heat from a 100 foot sphere within range. Targets within range must make a Constitution saving throw. On a failed save the targets take 20d8 cold damage, or half as much on a successful save. The terrain within range becomes difficult terrain for 1d4 weeks. And all targets’s speed are halved for one turn. If a creature is dropped to 0 HP they are killed outright as they are frozen completely solid.

“White Dragon” by BenWootten
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TLC’s D&D 5E Homebrew: The Elements: Water

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

Water:

“Water Bender” by Takumy

There are many who would consider Ice and Water to fall under the same category in terms of element. While technically similar, Ice and Water represent entirely different things. Water is the source of all life here on Earth and or your fantasy world. (probably) So a character with an affinity towards water might reflect that element in their character. Perhaps they are a maternal figure to the party, always ready to listen, heal, and protect. Perhaps they come from a desert region and their ability to create and manipulate water is considered a gift from the gods and they’re practically worshiped. You could even flip the tropes on their head and play a killer using water to forcefully drown your victims.

Either way there aren’t enough spells to fully support that fantasy. So lets get started!

I’ll also be creating a few healing spells using water magicks to help those druids who enjoyed playing a support role in earlier editions. I’m choosing to allow clerics and paladin to learn some of them too in case you wanna have a character who’s faith revolves around the concept of water bringing life. Fits well with a Life Domain Cleric or Oath of Ancients Paladin.

Torrent:

1st level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You emit a large flow of water from your hands slamming into enemies and pushing them back 10 feet and forcing them to make a strength saving throw. If the target fails the save they are pushed back an additional 20 feet. If the targets collides into a structure they take 2d10 bludgeoning damage.
At Higher Levels:+5 feet push back and +1d10 damage per level

Aquatic Blessing:

1st level conjuration
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You cover a willing creature in soothing waters, healing their wounds over time. While this effect is on a target they have resistance to fire damage and each time the target starts their turn they heal 1 hit point.
At Higher Levels: +1 HP per turn for additional spell level

“Water Shuriken” by Seiryuuden
Water Whip:

2nd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You create a whip made of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can either knock it prone of pull it up to 25 feet closer to you, On a successful save the creature takes half damage and isn’t pulled or knocked prone.
At Higher Levels: +1d10 damage for each level.
(No credit for this one. the PHB had a perfectly good water spell already in the book.)

Milo’s Aquatic Spear:

3rd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You condense some water in front you and shoot it foward with extremely high pressure and velocity. You must make a ranged spell attack, on hit the target takes 5d10 piercing damage. This spell ignores piercing resistances.
At Higher Levels: +1d10 damage per spell additional level.

Undersea Pressure:

4th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You increase the water pressure around a target that is completely submurged in water. The target must make a strength saving throw. On a failed save the target takes 2d10 bludgeoning damage, their swim speed is halved, and they take an additional 1d10 bludgeoning damage at the start of each of their turns. At the end of their turn they can make another attempt at the save. On a successful save the target takes half damage and the spell ends.
At Higher Levels: +1 HP per turn for additional spell level

“Water Elemental” By Ryky
Spring of Life:

5th level conjuration(ritual)
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft(Self)
Duration: 1 Hour

You cover the area in a 15ft radius centered around you in  a magical oasis of life giving water. At the start of their turn creatures within spring heal for 1d8+ your spellcasting modifier.
At Higher Levels: +1d8 healing per level

One With The Waves:

6th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 10 min

Your body becomes one with the element of water, you gain the various benefits:
– The water surrounding your body grants you resistance to fire and bludgeoning damage.
– You gain a swimming speed of 60ft and the ability to breath underwater.
– You can cast all spells involving water at 5th level or lower as a bonus action using the water forming all over you body as fuel.

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TLC’s D&D 5e Homebrew: The Elements: Earth and Acid

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS: Earth and Acid

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

Acid:

“Acid Rain” by Josh Calloway
Caustic Grip:

1st level conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous

A thick acid covers your palms dealing damage to a creature you try to touch. Make a melee spell attack against the target. On hit the target takes 4d4 acid damage and and additional 2d4 at the start of their next turn.

At Higher Levels: +1d4 acid damage per additional spell level to the initial damage.

Acidic Erosion:

3rd level conjuration
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You throw a thick caustic liquid at a creature sticking to their armour lowering its effectiveness and dealing minor damage. The creature must make a dexterity saving throw or have their AC lowered by 2 and take 1d4 acid damage and an additional 1d4 acid damage at the end of their turn. This effect last for 1 minute or until the target passes the dex save at the end of their turn.
At Higher Levels: -1AC per additional spell level

Acid Rain

5th level Conjuration
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 120ft
Duration: Concentration, 1 Minute
A green cloud appears, centered on a point you can see pours acid in a 20ft radius dealing damage and destroying the environment underneath it. Targets that start their turn within the radius must make a dexterity saving throw. The creatures take 6d4 damage on a failed save, or half as much damage on a successful one. You can spend an action to move the cloud 20ft.

At Higher Levels: +1d8 every turn per additional spell level

Avatar of Acid:

6th Level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self
Duration: Concentration, 10 minute
Your body becomes a host for the acidic. A thick green liquid drips from all over your form. You gain these various properties:
– You gain immunity to acid damage
– You any time you are struck by a melee attack the attacker takes 3d4 acid damage.
– Your unarmed strikes and touch spells deal an additional 2d4 acid damage.
– If you grapple an opponent they take 2d4 acid damage each turn they start grappled.

When this spell ends you take 2d4 acid from the last bits of acid left over inside you.

Earth:

“Golem used Rock Slide!” by LindseyWArt
Boulder Bash:

2nd level Transmutation
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 60 feet
Duration: Instantaneous
Take an existing or create a boulder from the ground and hurl it at a target. Make a ranged spell attack, if it hits the target takes 2d12 bludgeoning damage and must make a strength saving throw. If the target fails they are knocked prone.

There must be earth around you to use as ammunition.
At Higher Levels: Size of boulder increases. +1d12 damage per spell level

Gaia’s Blessing:

3rd level Transmutation
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self
Duration: Instantaneous
You focus and the ability to tremor-sense in a range of 60ft.

Fissure:

4th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self(100-foot line)
Duration: Instantaneous
The ground erupts in a straight line toward the direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 4d12 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one.

This spell has no effect on targets 10 ft or higher off the ground.
At Higher Levels: +1d12 damage per spell level

Condensed Shot:

5th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
 2 actions
Range: 60 feet
Duration: Concentration, 6 seconds.
You take a large piece of earth and hold it in front of you for your first turn. For your second turn you condense the earth into a small point and throw it at an opponent dealing heavy damage. Make a ranged spell attack, if it hits the target takes 7d12 piercing damage. On a miss, the targets takes 2d12 bludgeoning damage from the nearby debris kicked up from the stone.

If your concentration is broken during the first turn the spells ends with no effect. You need earth nearby to use as ammunition.
At Higher Levels: +1d12 damage per spell level.

Next week, the elements of Ice and Water.

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TLC’s D&D 5e Homebrew: Samurai Class

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

D&D SAMURAI:

I grew up watching a lot of Eastern Asian movies and martial arts masterpieces. Ever since then I’ve been obsessed with Samurai and their devotion to their honor and duty. So naturally when I started creating my own characters many of those values made their way into my creation’s personalities. Reading the Dungeon Master’s Guide(DMG) one day I noticed they had variants on the weapons of D&D. Substituting the European influences for Eastern European versions. And that got me thinkin’, “Yo, I could make a Samurai.” My goal is for the Samurai to really emphasize the whole weapon master aspect of the fighter class whilst keeping the theme intact. To make this happen I had to simplify some concepts(specifically using Kendo for all weapons. Eesh..) but I think it came out rather clean. It’s a hybrid between Fighter, and bits of Monk and Rogue.

So.. here we go.

Samurai: (First Draft)

Level:Proficiency: Features

1st +2 Fighting Style, Martial Arts
2nd +2 Stances(First Stances)
3rd +2 Way of the Samurai
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Transition Strike, Stances(Third Stance)
7th +3 Way of the Samurai Feature
8th +3 Ability Score Improvement
9th +4 Stance Mastery, Stances(Fourth Stance)
10th +4 Way of the Samurai Feature
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Action Surge,(one use) Stances(Final Stance)
14th +5 Ability Score Improvement
15th +5 Way of the Samurai Feature
16th +5 Ability Score Improvement
17th +6 Stance Mastery(second stance), Action Surge(two uses)
18th +6 Way of the Samurai Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features:

Hit Points:

Hit Dice: 1d8 per samurai level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per fighter level after 1st

Proficiencies:

Armor: Light and Medium Armor
Weapons: Simple weapons, martial weapons
Tools: none

Saving Throws: Dexterity, Wisdom

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
  • (a) Breastplate or (b) leather, Daikyu(longbow), and 20 arrows
  • two martial weapons
  • (a) Yari(Spear), or two Kama(sickles)
  • (a) an explorer’s pack or (b) a scholar’s pack
Fighting Style:

Archery:
+2 to attack rolls with ranged weapon

Defense:
While you are wearing armor, you gain a +1 bonus to AC.

Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Two-Weapon Fighting:
When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Martial Arts:

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial weapons.

You gain the following benefits while you are unarmed or wielding a single one handed only weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you use the Attack action with an unarmed strike or a one handed weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Stances:

As a Samurai you are prepared for any combat situation. As you grow you will master stances to help you in more specific situations.

There are universal pros and cons to stances:

  • While you’re in a stance you move at half speed.
  • You cannot receive the bonuses with ranged weapons
  • You have advantage on opportunity attacks

It takes a bonus action to activate a stance. Leaving a stance is a free action. You start by picking two stances to learn and gain additional stances at levels 6, 9, and 13.

Chudan:
The most basic stance: You stand with you weapon out in front of you ready to react.
+2 AC

Gedan:
Point your weapon towards the ground baiting your opponent into thinking your guard is down.
+1AC + 1 ATK

Jodan:
The aggressive stance. You hold your weapon over your head and strike down hard. Leave yourself open.
+1 ATK, +2 DAM, -1 AC

Hassou:
You hold your weapon straight upwards. Able to react your opponents movements and still strike hard
+1 AC +2 DAM

Waki:
Hide the weapon behind you to confuse you opponent on your weapons length. Harder to react to an aggressive opponent.
+2 ATK, -1 AC

Way of the Samurai:

At 3rd level you are experienced enough to choose your own path in life. You can choose between the Way of the Warrior, and the Way of the Ronin. Your choice grants you feature at 3rd level and again at 7th, 10th, 15th and 18th levels.

Extra Attack:

At 5th level, you can attack twice instead of once when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

Transition Strike:

At 6th level, when you are in a Stance you can choose to forgo one of your attacks and use a Transition Strike. Transition Strikes are effectively the same as a normal attack but it switches you from one stance into another. You can do this once per turn and up to a total number of uses equal to your Wisdom Modifier.(minimum of 1)  You regain expended uses upon finishing a short or long rest.

Stance Mastery:

When you reach 9th level, you’ve grown accustomed to one of your stances and now are able to get a bit extra while using it. You are able to pick another stance to master at level 17.

Chudan:
Parry: While in this stance, if another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6+DEX+WIS.

Gedan:
Riposte: While in this stance, if a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.

Jodan:
Menacing Attack: When you use Transition Strike into Jodan and hit a large or smaller creature, the creature must make a wisdom saving throw vs or be frightened of you until the end of your next turn.
DC = 8 + Proficiency + Charisma Modifier

Hassou:
Knock Down: When you use Transition Strike into Hassou and hit a large or smaller creature, the creature must make a Strength saving throw vs or be knocked prone.
DC = 8 + Proficiency + Strength Modifier

Waki:
Iaido: While you are in this stance, you can add your Wisdom modifier(minimum of 1) to your attack and damage rolls if you had used the “Ready” action.

Action Surge:

At 13th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. This also makes it so you are able to use an additional Transition Attack within the same turn.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Path of the Samurai:

The ultimate goal of samurai is to live a life full of honor and glory. Though their goals are the same some take different paths.

“Samurai” by GBrush
Way of the Warrior:

Scholarly Warrior:
Starting when you choose this path at 3rd level, you gain proficiency in History and Calligrapher’s Tools. If you already have proficiency you gain double proficiency in these skills.

Second Wind
At 7th level, you can use a bonus action use a bonus action to regain hit points equal to 1d8+ your samurai level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Warrior’s Discipline
At 10th level, you get to choose a second option from the Fighting Style class feature.

Dedication:
At 15th level, your willpower and focus increase to higher levels.
– You can’t be surprised while you are conscious
– You can add your wisdom modifier to your Initiative.
– You have advantage vs being frightened.

Indomitable:
At 18th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice between long rests.

“Ronin” by JasonEngle
Way of the Ronin:

Wayward Wanderer:
Starting when you choose this path at 3rd level, you gain proficiency in Perception and Survival, If you already have proficiency you gain double proficiency in these skills.

Unorthodox Style:
At 7th level, you gain proficiency with improvised weapons and your Martial Arts Die increases to a d6.

Uncanny Dodge
At 10th level, when you’re hit by an attack that you can see, you can use your reaction to have the damage you take.

Free as the Wind:
At 15th level, your free spirit is reflected in your fighting style, you gain additional uses of Transition Strike equal to you wisdom modifier. (minimum of 1)

Evasion:
At 18th level, when you subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cover Image by Lubliner

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TLC’s D&D 5E Homebrew: Druid of the Land Variant

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

D&D Druid of the Land Variant:

In recently discussing level 20 features for various classes I noticed something interesting. The Druid features heavily benefits one subclass of druid over the other as one has many upgrades to their Beastshape while the other does not. So I set out to try and come up with one more fitting for the Druid of the Land archetype. I ended up replacing the beast shape entirely for Druid of the Land in the form of a feature known as “Spirit Animal.” WHICH works out perfectly as you choose your subclass the same time your acquire beast shape. Alright lemme know what you think @STGHazard.

"Keres" by Tachit
“Keres” by Tachit

Spirit Animal:

At 2nd, you are imbued with this essence of a beast native to your land. This beast is reflected in apparel in some manner: Your druidic focus could be a totem, you could bear tattoos, wear clothing, or even share physical traits with that of the beast.

These spirits grant your certain perks.

Arctic: White Wolf

Keen Hearing and Smell: You have advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is withing 5 feet of the creature and isn’t incapacitated.

Coast: Shark

Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is withing 5 feet of the creature and isn’t incapacitated.
Natural Swimmer: Your speed is not inhibited by swimming.

Desert: Snake

 Keen Smell: You have advantage on Wisdom(Perception) checks that rely on smell.
Camouflage: You have advantage on stealth checks when not moving.

Forest: Brown Bear

Keen Smell: You have advantage on Wisdom(Perception) checks that rely on smell.
Sturdy: +1 to Constitution

Grassland: Eagle

Keen Sight: You have advantage on Wisdom(Perception) checks that rely on sight.
Minor Slowfall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to two times your druid level.

Mountain: Ram

Sure Footed: You have advantage on Strength and Dexterity saves made vs effect that would knock you prone.
Charge: If you move at least 20 feet straight toward a target and and land the attack the target takes an extra 2d4 bludgeoning damage. It must succeed on a DC(8+Prof+STR) Strength saving throw or be knocked prone.

Swamp: Crocodile

Camouflage: You have advantage on Dexterity(Stealth) checks while not moving.
Hold Breath: You can hold your breath for 30 minutes.

Underdark: Bat

Blindsight 30ft: As an action, you use your superior hearing to sense targets within 30 feet of you. You can use it again after you finish a short rest.
Keen Hearing: You have advantage on Wisdom(Perception) checks that rely on hearing.

“Forest 2” by Edli

Spirit Animal Improvements:

4th:

At 4th level, you always have Animal Messenger prepared, and it doesn’t count against the number of spells you can prepare each day. You can cast this spell even if no beasts are around. A spiritual manifestation of your totem beast will appear and complete the task.

8th:

At 8th level, you always have Conjure Woodland Beings prepared, and it doesn’t count against the number of spells you can prepare each day. You are allowed to summon beasts of the same species as your spirit animal. The beast you summon bears is considered a fey and bears signs of its spiritual essence.

The creatures summoned have increased max hp equal to your druid level and has a bonus to Attack equal to your wisdom modifier.

“Meditation IV” by Esee

Druidic Seer:

At 18th level, When you are located in an environment similar to the land where you became a druid you can cast Commune with Nature as an action at will.

One With The Land:

At 20th level, when you are located in an environment similar to the land where you became a druid you can cast a 9th level spell without expending a spell slot. Adding an additional 1 hour to the casting time.

You can use this again after finishing a long rest.

Cover Image by DarkKenjie

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TLC’s D&D 5e Homebrew: Dark Souls Weapons

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

D&D & Dark Souls Weapons:

If you’ve listened to the podcast for two minutes you’ll probably have heard me mention Dark Souls in some shape or form. Its my favorite game of all time and I have a bit of an obsession with it. Dark Souls is well known for its variety of weapons and magicks so I’d like to try and transcribe some of the weapons to D&D for people looking for a bit of variety.

Weapons Types:

These are all considered Martial Weapons:

parrying_dagger-icon Parrying Dagger: 1d4 Piercing | 1lb. | Finesse, light, thrown (20/60)
– Special: Spend reaction to increase AC by 3. If the attack misses you can make one weapon attack. You must declare you’re going to use the effect before the attack total is announced.

shotel-icon Shotel: 1d6 Slashing | 3lb. | Finesse, light
– Special: When your attack misses you still deal damage equal to your damage modifier.

murakumo-icon Curved Greatsword: 1d10 Slashing | 6lb. | Finesse, heavy, two-handed
caestus-icon Caestus: 1d4 Bludgeoning | 1lb. | Finesse, two-handed
– Special: Add both Strength and Dexterity modifiers to damage dealt.

dragonslayer_greatbow-icon Greatbow: 1d10 Piercing | 10lb. | Ammunition (range 200/800), heavy, two-handed
– Special: Requires 13 Strength to wield. Fires Great arrows.

Twinblade Twin Blade: 1d4/1d8 Slashing/Piercing  | 6lb. | Two-handed, heavy
– Special: You can choose whether to deal slashing or piercing damage with this weapon. When you choose piercing you deal 1d8 damage. When you choose slashing, each time you take the attack action you can attack one additional time using the other blade dealing 1d4 damage each. (with modifiers applying both times.

I would consider these new weapon archetypes meaning feel free to craft more powerful version as special weapons for your team. Speaking of which.

Magic Weapons:

moonlight_greatsword-icon Moonlight Greatsword:
Weapon(Greatsword), Legendary (requires attunement)
+3 ATK. When you hit with this weapon you deal an additional 1d4 force damage and additional force damage equal to your Intelligence modifier.

You can spend a spell slot to make a ranged spell attack 60ft dealing 2d6 force damage with an additional 1d6 damage per level.

ricards_rapier-icon Ricard’s Rapier:
Weapon(Rapier), Legendary (requires attunement)
When attuned to and wielding this weapon, the wielder receives +4 to their Dexterity Stat. This effect ignores statistic caps.

dragon_tooth-iconDragon Tooth:

Weapon(Maul), Legendary (requires attunement)
+3 ATK +3 DAM. This weapon grants you the resistance of an everlasting dragon gaining resistance to fire. Additionally, per short rest you can choose an additional element and gain resistance to that as well.

dragonslayer_spear-iconDragonslayer Spear:
Weapon(Spear), Very Rare(requires attunement)
+2 ATK. When you hit with this weapon you deal an additional 1d4 lightning damage and additional lightning damage equal to your charisma modifier.

You can spend a spell slot to make a ranged spell attack 60ft dealing 2d6 lightning damage with an additional 1d6 damage per level.

crystal_chime-iconCrystal Chime:
Wondrous Item(Holy Symbol), Legendary(requires attunement)
This chime has 3 charges you can speak it’s command word and expend one charge. For the next minute, you add your intelligence modifier to your spellcasting ability, Spell Save DC and Spells attack bonus. This effect ends after you cast a spell.

That’s it for now, lemme know what you think.

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