D&D 5E Homebrew: Monk Subclass: Way of Body

Monks are way too nimble and dextrous for my liking. I want to body my opponents! I want to suplex a train!

This lets you suplex a Tarrasque. Close enough.

But in all seriousness. I dig the idea of the monk sculpting their body into the ultimate weapon. This focuses on that concept while making a Strength monk build viable.

Grappling Fist:

You excel in grappling. When you have a creature in a grapple you can expend one weapons attack to follow-up with these various techniques. Grappling Fist does not work on creatures larger than you.

If you fail a contested grapple check after attempting a Grappling Fist technique the creature is freed from your grapple.

Slam: Prerequisite: Grapple

You attempt to lift and slam a creature dealing damage and knocking them prone. Make a Contested Grapple check on a success the creature takes damage equal to two Martial Arts die+ your Strength modifier and is knocked prone.

Pin: Prerequisite: Grapple, Prone.

You take a prone creature and attempt to damage and restrain them. Make a contested grapple check, on a success the creature takes damage equal to one martial arts die + your Strength modifier and both you and the target are restrained.

Submission: Prerequsite: Grapple, Prone, Restrained.

You take a prone and restrained creature and attempt to damage them. Make a contested grapple check, on a success the creature takes damage equal to three martial arts die + your Strength modifier.

Guarding Strikes:

Starting at 6th level, you strike back at attacks meant for you. Whenever you take the dodge action you gain the following effects.

Vs. Melee Attacks:
Your AC gains a bonus equal to your strength modifier. If the attack misses you spend a Ki Point to use Flurry of Blows.

Vs. Ranged Attacks:
You automatically use Improved Deflect Missles vs. each attack.

Improved Deflect Missles:

You punch or kick the projectile headed your way:

  • The damage reduction is now modifed by strength instead of dexterity
  • If you reduce the damage to zero the projectile is automatically deflected back at the user.
  • This deals bonus damage equal to the excess damage reduction past zero. (So if you were a level 6 monk with a +4 strength and rolled a 10 the attack would be reduced by 20 points of damage. If the projectile would deal 10 damage the reflected projectile would deal a bonus +10 damage.)

Honed Body:

Starting at 11th level you can reflexively brace your body for an oncomming attack significantly lowering the damage you’ll face.

You can spend 3 Ki Points and your reaction upon taking damage to grant yourself resistance to all damage types besides Psychic until the start of your turn. This effect does apply to the triggering attack.

“Orc Martial Artist” by Dion Harris

Unbreakable Body:

Starting at 17th level, you can enter a state where Ki constantly flows out of your body granting you immense power. Through using a Bonus action and expending 3 Ki Points you can enter the Unbreakable Body state. Granting the various effects.

  • You expend 3 Ki Points at the start of your turn.
  • Your martial arts die increases to a D12.
  • If you miss an opponent with a melee unarmed attack they take damage equal to your Strength Modifier.
  • You gain advantage on Strength Athletics checks.
  • You can use Honed Body without expending Ki Points.

UNLIMITED POWER!:

Starting at 20th level your body has become one with Ki enhancing your strength to super human levels:

  • Your Strength score increases by 6 and so does its maximum.(26 Max)
  • You can grapple and use Grappling Fist on creatures of any size.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about an earth specialized Sorcerer.

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D&D 5E Homebrew: Terramancer Sorcerous Origin

Cover Image by Nargyle.

I love rocks.

Anyways here’s a new D&D 5E Homebrew for Sorcerers.


Terramancer Sorcery:

Toph Beifong from “ATLA” | A Terramancer protecting themselves from harm.

One with the Earth:

Starting at 1st level, the earth around the terramancer moves to protect them and their allies from harm. They gain the following benefits.

  • You know the Mold Earth cantrip and the Shield spell, these spells do not count against your number of spells known.
  • The Shield spell now has a range of 30ft instead of just self. Provided the target is no higher than 10ft above the ground. The earth below them leaps upwards to intercept the attack.

Stone Aegis:

Also at 1st level, the terramancer gains proficiency with shields.

As a 10 minute ritual you can craft a Stone Aegis. A shield made of stone around your spellcasting focus. The Stone Aegis allows you to cast spells and wield your shield in one hand. The Stone Aegis is considered a magic shield and becomes a +1,+2, and +3 shield at 6th level, 12th level, and 18th level respectively.

Additionally, you can expend and destroy this shield as a reaction for one free casting of the Shield spell. Your arcane focus is unharmed.

Earthen Shell:

Aang from “ATLA” | A Terramancer creating armor made of crystal.

Starting at 6th level, the earth forms a protective shell over the terramancer’s body automatically protecting them from harm, allowing them to remain in the thick of the fight. They gain the following effects.

  • Their Armor Class now gains a bonus equal to their Constitution Modifier. Dexterity no longer effects their Armor Class.
  • At the start of each of their turns they gain temporary hit points equal to that of their Charisma modifier. This effect does not stack. If they have a +5 Charisma bonus and took no damage the last turn they would still only have 5 THP.
  • They gain immunity to the petrification condition.

Earth Glide:

At 14th level, the terramancer can use a bonus action to burrow through nonmagical, unworked earth and stone. While doing so, they don’t disturb the marterial they move through.

As they glide they avoid attacks of opportunity and their speed increases to 60ft.

Seismic Sense:

Toph Beifong from “ATLA” | A Terramancer using their Seismic sense.

At 18th level, the terramancer gains Tremor Sense in a range of 30ft. This effect is always active meaning they cannot be surprised by any non-flying creature.

 

Primeval Strength:

At 20th level you can choose to take this Class Feature instead of Sorcerous Restortation. The Terramancer can expend a 9th level spell slot in order to cast Primeval Strength.

Primeval Strength:

Casting Time: 1 Minute
Range: Self
Component: V, S
Duration: Concentration, 1 Hour

You create a large golem made entirely of stone with you in the center. You effectively become the golem.


HP: 200

AC: 20 (Natural Armor)

STR: 26
DEX: 12
CON: 26

Resistances: Bludgeoning, Piercing and Slashing 
Immunities:
Poison
Condition Immunities: 
Exhaustion, paralyzed, Petrified, Poisoned, Unconscious.
Vulnerabilities: Thunder

TRAITS:

Siege Monster: The golem deals double damage to Objects and structures.

ACTIONS:

Multiattack: You can make two slam attacks with the golem.

Slam: Melee Weapon Attack: Charisma Mod + Prof to hit, Reach 15 ft., one target 4d8+Charisma mod bludgeoning damage.

Spellcasting: You can cast spells through the golem.

Earth Tremor: As a bonus action you can cast the spell Earth Tremor without using a spell slot.


The terramancer still exists within the golem but is immune to most damage. There are only three things that effect the terramancer.

  • If a spell cast forces you to make a mental saving throw it does not effect the golem but instead the terramancer.
  • If the mental saving throw causes damage then it effects the terramancer and not the golem.
  • If golem takes more damage than its current HP the remaining damage will transfer to the terramancer.
Tye Longshadow from Young Justice. – Like this but rocks.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about Level 20 Druid Class Features.

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D&D 5E Homebrew: Level 20 Druid Features

The Paladin’s have a unique feature where their level 20 class feature is based on their class archetype. (sub-class) These are far and beyond my favorite as it makes it so you could have two paladins in your party and yet they would feel completely different from one another. So I’ve always liked to think about what archetype based level 20 class features I would make for each class. So I’d like to share my homebrew for the guardian of nature,  the Druid. I’m going to have one for each of the subclasses except Moon since Archdruid is already a perfect fit.

Circle of the Land:

Archdruid being the Level 20th ability always bothered me. The Moon Circle gets significantly more out of unlimited beast shapes. So it only seems right that I correct that here tonight.

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.


I like the idea of the Land itself granting the Druid power, almost like Goku’s spirit bomb. Like the land itself is rewarding the Druid for their devotion and protection.

This feature focuses on the land specifically unlike many of the other features. The Druid will have to understand their landscape to make the most out of this feature.

Circle of Dreams:

Decided to continue and add 20th Level Features for the new Subclasses in “Xanathar’s Guide to Everything.” First off here’s the Circle of Dreams a subclass that focuses on using the good parts of the Feywild to heal and support their allies.

Dreaming Chronomancy:

At 20th level, when you take a short rest you maniputed and warp the flow of time around you. You can all other creatures within 120ft gain the benefits of a long rest during the duration of a short rest.


One of my favorite aspects of the Feywild is how time there is convoluted. So it made sense to me that a Druid of this strength might be able to utilize that power. Being able to turn all Short rests into Long Rests is an insanely strong ability, and one deserving of a 20th Level skill.

I wasn’t specific about how much time was saved as I’d like the ability to be compatible with variant rules on Rest Time.

Circle of the Shepard:

Arch-Summoner:

At 20th level, whenever you cast a spell that summons/conjures a creature, it is not considered a concentration spell for you. If there is a downside to losing concentration on the spell the downside is ignored. The creature remains loyal to you.

However you can still only have one instance of that particular spell active at one point.


I dig this ability because it it cements this subclasses’ role as the summoner. Since the spells are no longer concentration spells it means you can have multiple summons of different types up at once.

This is potentially dangerous as it could clog up initiative but with the right DM /player relationship it can work out.


Alright that’s it. Lemme know what you think in the comments or @TLCStageHazard. If you’re interested in other homebrews here’s one that turns The Legend of Zelda’s Link into a 5e Ranger.

Cover Image by Takeda11.

D&D 5E Homebrew: Dexterity “Nerfs”

Dexterity is crazy strong, second only to charisma. (if you have alot of NPC interaction in your campaign)

Dexterity:

  • Gives you extra damage, primarily on ranged weapons which are generally more useful than their melee counterparts.
  • Increases your initiative rolls
  • Increases your AC
  • Its tied to the most some of the most useful skills in the game
  • Helps you versus the majority of saving throws.

Compare this to Strength which allows you to deal a marginal increase in damage only if you choose to wield a two-handed weapon(forfeiting a shield) and helps you out with one skill. Yeah I get it has alot to do with Carrying Capacity and such but the vast majority of DMs I’ve come across pay encumbrance no mind.

But nerfing is never fun for the player and considering we as GM’s have the capability to scale the difficulty for each encounter I say we do something else.

We buff the crap out of everything.

Weapons:

First of all we need to address the fact that Strength weapons aren’t anywhere near strong enough to compete with Finesse and Ranged weapons.

I’ve got two changes in mind, one is to the Two-Handed and Versatile Weapon Properties and the other to Hit points.

(Variant) Two Handed Weapon Fighting – Damage Bonus:

Melee weapons when wielded with two-hands recieve a bonus to damage rolls equal to two times your Strength Modifier.

Meaning if you are wielding a Greatsword with a +7 in Strength your Damage roll will look like 2d6+14.

Explaination:

There just isn’t enough reason to justify playing a strength based fighter outside of flavor. You are better off going dexterity every time. If you choose to use a shield then the rapier is just as good as a longsword/warhammer etc. etc. If you choose to forgo a shield(lowering your AC) you get to raise your average damage by about 1-3 depending on which weapon you choose.

Health Points:

Now that change to weapons will make level 1 even more lethal than it currently is. You can already one shot most starting classes by just wielding a greataxe and rolling well. But if you don’t like your early game to be too lethal you can use one or both of these HP changes.

(Variant) Hit Points at 1st Level:

All classes now start with a base of 3hp.

Meaning a Barbarian with +4 CON would start with 19 HP(3+4+12); a wizard with +0 Con would start with 9(3+0+6).

(Variant) Strength Hit Point Bonus:

You recieve a bonus to your hit points per level equal to half of your Strength modifier rounded up.

So in other words:

Strength Score: HP per Level:
10 0
12 +1
14 +1
16 +2
18 +2
20 +3
22 +3
24 +4

Explaination:

Generally when one thinks of the buff warrior they also picture them being pretty resilient. And while this change to probably doesn’t completely compensate for failing the plethora of dexterity saving throws just seeing a higher HP total on the page really sells the idea.

Initiative:

It’s always bothered me that only one stat modifies initiative. So in my efforts to “nerf” dexterity this seems like the most logical place to start. This change is simple.

(Variant) Initiative:

Initiative is now determined by 3 statistics.
Your Initiative is equal to the modifiers of your Dexterity, Intelligence and Wisdom.

Dexterity measuring the speed of your body.

Intelligence measuring how quickly you can come up with the correct first course of action.

Wisdom measuring how quickly your mind indentifies the danger.

Explaination:

These three combined not only make sense but are generally stats valued by the more roguish classes. So the precedent ideal of speedy rogue/monk/ranger is still kept intact.

Not to mention it makes the mental stats more appealing for non-traditional classes. Which is always a good thing in my mind. This does generally increase initiative rolls amongst most character builds. Except the classic meathead with High Strength and Con and low mental stats.

But what screams buffoon more than entering a fight extremely late?

~ All right that’s what I got. Lemme know what you think in the comments below or @TLCStageHazard. If you’re interested in other homebrews here’s a Druid that specializes in healing.

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D&D 5E: The Restorer, Circle of The Green Druid

Classically, Druids have always been able to be very successful healers. And while they can do a sufficient job in 5e they pale in comparison to clerics, especially Clerics of Life. So this is an attempt to have an option for those Druid of Ol’. Wanting to jump into this newest edition and heal and protect their party members.

Also thematically none of the current archetypes fulfill the “Mother Nature” fantasy. The idea that the Land tests but also provides for those living within it. If that idea piques your interest keep reading and let me know if these abilities help sell that idea.

If you’re interested in other homebrews, heres a Paladin who specializes in combat versus the arcane.

Partake of the Land:

When you choose this circle at 2nd level, you gain proficiency with Nature skills and Herbalism Kit. If you are already proficient in these skills you add double your proficiency bonus to checks you make with it.

Circle Spells:

Druid Level: Spells:
3rd Lesser Restoration, Protection from Poison
5th Create Food and Water, Mass Healing Word
7th Freedom of Movement, Stoneskin
9th Greater Restoration, Reincarnate

Restorative Touch:

Starting at 6th level, whenever you cast a touch spell on a target you can choose to heal for 5+ the spell level.

Older Druid of the Green returning to conflict. Art by Tomas Duchek

Natural Herbalist:

Starting at 10th level, you can increase the effectiveness of Potions of Health. Over a short rest you can take one potion of healing of any potency and make it heal for its maximum amount. For example a basic Potion of Healing would heal for 10 HP. (2*4+2) A Greater: 20.(4*4+4)

You need to make a herbalism check with a varying DC based on the strength of the potion.

Potion: DC:
Basic 14
Greater 16
Superior 18
Supreme 20

This effect only lasts for 24 hours. Then in which the potion reverts back to its original state.

Restorative Bloom:

Starting at 14th level, whenever an ally within 30ft reaches 0 hit points, you can spend your reaction to immediately heal them, restoring 1 hit point. You can do this a number of times equal to your wisdom modifier. You regain one use upon short rest, and all uses upon a long rest.

A Restorer watching over their Land. Art by VargasNI

Grand Resoration:

At 20th Level, you can opt in to take this class feature instead of ARCH-DRUID. Whenever you cast a spell that restores HP targets are healed for half of the original value at the start of their next turn.

For example. If you cast cure wounds on a target and they heal for 10 hit points. At the start of their next turn they will heal for 5 hit points.

Also, when you die a grand tree immediately sprouts from your corpse infusing the nearby plant life with energy. This effect is equivalent to casting Plant Growth as an 8 hour ritual but the effect happens instantaneously. Over many years the tree will continue to grow, towering over most terrain, continuing to empower the nearby land.

 

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D&D 5E: The Cantor, Bard Subclass

Growing up I was raised religious. And during every religious ceremony the room would erupt in beautiful harmonies in reverence for our God. These songs would usually be lead by a single singer. The Cantor. A religious bard.

For whatever reason music seems to be left out of the religious parts in most D&D stories I’ve seen. And I’ve always been drawn to the Bard class because I believe that music is one of the most powerful things in the world. But I very rarely see that idea conveyed, bards 99 percent of the time are usually just kinda smooth-talking rogues who can cast spells.

So, heres my homebrew for a religious bard. Hopefully it coveys the ideas that I’ve discussed here. Leave feedback in the comments or @TLCStageHazard.

If you’re interested in other homebrews, here’s one for a Samurai Class.

The Cantor, Bard of the College of Scripture:

Divine Domain:

Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end of the class description,
and each one provides examples of gods associated
with it. This will grant you various features as you level.

Bonus Proficiencies:

When you join the College of Scripture at 3rd level, you gain proficiency with Religion and one other skill based on your Divine Domain. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

(This does not stack with expertise. If you have already used expertise on these skills, you may switch your expertise onto other skills.)

DIVINE DOMAIN: SKILL PROFICIENCY:
Knowledge History
Life Medicine
Light Persuasion
Nature Nature
Tempest Survival
Trickery Deception
War Athletics
Death Arcana

Domain Spells:

Beginning when you join this College at 3rd level, your list of known spells grows. You may select two spells from your Divine Domains expended spell list. They must be of levels that you can cast.

The chosen spells count as bard spells for your and are not included in the number of Spells Known.

You learn one additional spell in this manner at 5th, 7th, and 9th levels.

-A Cantor of the Death Domain- Art by: Ian Llanas

Knowledge Domain:

Bard Level: Spells:
3rd Command, Identify, Augury, Suggestion
5th Nondetection, Speak With Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Life Domain:

Bard Level: Spells:
3rd Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

Light Domain:

Bard Level: Spells:
3rd Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Nature Domain:

Bard Level:  Spells:
3rd Animal Friendship, Speak with Animals, Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th  Insect Plague, Tree Stride

Tempest Domain:

 Bard Level: Spells:
3rd Fog Cloud, Thunderwave, Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague

Trickery Domain:

Bard Level: Spells:
3rd Charm Person, Disguise Self, Mirror Image, Pass Without Trace
5th Blink, Dispel Magic
7th Dimmension Door, Polymorph
9th Dominate Person, Modify Memory

War Domain:

Bard Level: Spells:
3rd Divine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon
5th Crusader’s Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster

Death Domain:

Bard Level: Spells:
3rd False Life, Ray of Sickness, Blindess/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Anilife Shell, Cloudkill

Divine Inspiration:

At 6th level, your learn to invoke your deity’s strength when you inspire your allies. Whenever a creature uses one of your Bardic Inspiration die they also heal equal to the number they roll + a bonus equal to your Charima Modifier.

Also, while they hold onto the die they can choose to use their reaction and expend the die to turn a Critical Hit targeted against them into a regular attack.

Art by KiiKiiBee http://kiikiibee.tumblr.com/
-A Bard of Eldath, Goddess of Peace-   Art by: Kiikiibee

Aria:

At 14th level you gain the ability to cast a unique spell. This spell does not take a spell slot. The only component it needs is the Verbal.

You being to sing a hymn filled with divine energy granting a grand bonus to you and all allies within 60 ft(on a point centered by you) for one minute. The effect varies based on your divine domain. Once you cast this spell you can’t use it again until you complete a short or long rest.

Divine Domain Unique Aura:
Knowledge All allies have advantage on attack rolls.
Life All allies heal for the maximum value of any healing effects.
Light All allies gain resistance to necrotic damage and all darkness including magical is dispelled. Undead within range take 3d6 radiant at the start of their turn.
Nature All allies gain resistance to fire, cold, lightning, poison,and thunder damage.
Tempest All allies gain a flying speed equal to their running speed.
Trickery All attacks versus your allies have disadvantage.
War All allies gain +10 speed and gain 5 Temporary Hit Points at each of the starts of their turns.
Death All allies gain resistance to Necrotic and Radiant Damage. Each foe within range takes 2d8 necrotic damage at the start of their turn.

Voice of God:

At 20th Level you can choose to forgo Superior Inspiration and take this ability instead.

Anytime you use your “Aria” each ally within range upon the abilities’ activation will recieve a free Bardic inspiration. This is considered an inspiration granted by you.

– A Cantor of the Nature Domain – Art by: OmeN2501

 

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TLC D&D 5E Homebrew: Throws, Suplexes and Slams

When playing D&D I generally find myself playing the martial classes. I find it an interesting challenge to flavor my mechanically- very simple attacks. I recently came across that you can replace any of your weapon attacks with a grapple or shove action. And while useful feel like there’s alot of times you might as well just hit them with your weapon. I just wanna throw people around sometimes y’know.

And “shove” just doesn’t have the same kinda weight that “suplex” has. So I was inspired to create several homebrew techniques for us more brutish types.

THROWS, SUPLEXES, AND SLAMS:

To start off, we can’t just have everyone slamming the crap out of each other so we will have to gate some of the techniques behind some sort of walls.

Throws:

Throws are a special technique where you physically force a creature to the ground. Most throws must be initated whilst the target creature is in a grappled state. Basic Throws are usable by everyone and advanced throws must be learned through feats and or class features.

There are two types of Throw checks: Athletic and Acrobatic.

Both checks work mechanically equivalent to a grapple check but they describe what skill is modifies the check for the user. In other words, the Athletics skill modifies Athletic Throws and the Acrobatics skill modifies Acrobatic Throws. The target still gets to choose between the two when defending.

There is currently only one Acrobatic throw but I thought I’d leave it open for future iterations.

Basic Throws:

Suplex: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you lift and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5 ft behind you.

This ends the grapple.

Slam: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you take out their legs and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone.

This ends the grapple.

Advanced Throws:

Dwarven Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If your target fails you grapple your opponent from behind and throw them behind you. Dealing 2d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

This ends the grapple.

Hurricane Throw: Acrobatic

As an weapon attack, you and a creature within 5 feet must make an Throw check. If you target fails you grapple their head with your legs, twisting downward using the momentum to send them slamming into the ground. Dealing 2d4+STR MOD bludgeoning, knocking the target prone.

Aurora Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a grapple check. If your target fails you grapple your opponent from the front, lift and slam them over you whilst keeping them pinned to the ground. Dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

You and the target are then considered restrained until the grapple ends.

Powerful Bomb: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If the creature fails you raise them into the air and using your strength to slam them down on the ground. Dealing 2d8+STR MOD bludgeoning and knocking the target prone.

This ends the grapple.

Lariat: Athletic

After running 10 feet you can spend a weapon attack to attempt this technique. You and the target creature must make a throw check. If the creature fails slam into them knocking them prone and dealing 1d8+STR MOD bludgeoning.

Acquiring Throws:

Access to Throws will be determined based of of your Class.

Throw Chart:

 Barbarian:  Basic and Advanced
 Bard:  None. Valor Bards acquire Basic
 Cleric:  Basic. War Clerics acquire  Advanced.
 Druid:  Basic
 Fighter:  Basic and Advanced
 Monk:  Basic and Advanced
 Paladin:  Basic and Advanced
 Ranger:  Basic
 Rogue:  Basic
 Sorcerer:  None
 Warlock:  Basic
 Wizard:  None, Bladesingers acquire Basic.

In addition I’ve updated the Grappler Feat:

Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
  • You gain access to the next level of throws. In other words:
    • If you don’t have any throws you gain basic throws.
    • If you have basic throws you learn advanced throws
    • If you have advanced throws, you gain a +2 to throw checks.

Alright thanks for reading. If you’d like to see more of my homebrews for D&D 5E click here.

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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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