Saturday, August 20, 2016

Drunken Magi

Kaj Slein sat on the steps of the blackened manse, watching as Orda spoke with their contact. The man had brought a fair amount of muscle with him, more than was really called for and his reputation was unsavory.  Kaj eyed the man. He was fat and red-cheeked, mounted on a steel horse.  As Kaj watched, the contact produced a wineskin and squeezed a jet of blood-red liquid into his mouth.  His grin, already somewhat off-putting, became diabolical.  Arcane lights flashed in his eyes.
All the hairs on Kaj’s back stood on end.  He leaped to his feet, too late. With a gesture, the drunken mage sent a wave of fire sweeping over Orda’s form.  
With Orda down, Kaj chose the better part of valor. Turning, he grabbed the loot, and ran like hell.

Drunken magi are hard to spot.  Is that rat-faced beggar, hugging a wine-skin to his bony chest in the alleys of Katabis, a drunken mage? What about that tall, lovely elf lady savoring a glass of golden moonwine?  Or those young men, laughing and slapping each other on the back as they weave genially down the alley?  It’s hard to say.
Like witches, drunken magi are everywhere. Unlike witches, they’re a lot harder to spot. Most drunken magi avoid attention. People don’t like them.  Sorcerers are bad enough, but there are schools and guilds and things to train them.  All a drunken mage needs is a tankard of beer and he’s shooting fireballs out of his ass and thinking its great fun.  At least until they sober up and realize they’ve burned down half the village.
A lot of drunken magi choose not to use their powers. They live as teetotalers, avoiding all manner of drink.  Some call for a prohibition on alcohol in general. Some are used as examples of the evils demon-rum can produce.
Then there are the drunken magi who like using their powers. They like having a sip of wine, letting their hair down and casting magic missile.  A lot of these people know that the name, drunken mage, is a misnomer. You don’t actually have to get drunk to use your powers, it’s just a lot of drunken magi are also alcoholics. The gods like their little jokes, even if no one else thinks they’re funny.

Hit Points
Hit Dice: d6
Hit Point at 1st Level: 6 + Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Con modifier per drunken magi level after 1st.

Proficiencies
Armor: None
Weapons: Club, Mace, Quarterstaff
Tools: Brewer’s tools
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion and Religion

Drunken Spellcasting
Like traditional sorcerers, you have magic inside you.  However, the magic within you needs a little lubrication to emerge. In short order, you have to drink something alcoholic to access the magic.  You don’t need an arcane focus or traditional spell components, all you need is a bottle of wine, a cask of ale or some jagerbombs. You are a drunken magi.
As a drunken magi, spellcasting doesn’t work for you like it does for most other spellcasters. You can’t cast cantrips or perform rituals.  At 1st level, you can cast any 1st level Sorcerer spell a number of times equal to your charisma modifier. When you have exhausted this number, you can continue to cast spells but at a penalty. For each of these bootleg spells you cast, you lose one HP per spell level.  A 1st level spell will cost you 1 HP, a 2nd level spell will cost you 2 HP, etc.
As you progress, you gain access to addition spell levels at higher drunken magi levels. You gain access to second level sorcerer spells at 5th level, third level spells at 10th level, fourth level spells at 15th level and fifth level spells at 20th level.
You don’t regain ordinary spellcasting until you finish a long rest.

Ordinary Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability.  In addition, you use your charisma modifier when setting the saving throw DC for an ordinary sorcerer spell you cast and when making an attack roll with one.

Ordinary Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Ordinary Spell attack modifier = your proficiency bonus + your Charisma modifier.

Bootleg Spellcasting Ability
Until you finish a long rest and regain your ordinary spellcasting ability, you can cast bootleg spells.  Charisma is also your spellcasting ability for these bootleg spells.  However, you do not get to add your proficiency bonus to bootleg spells save DC and you get no attack modifier.

Bootleg Spell save DC = 8 + Charisma modifier
Bootleg Spell attack modifier = Zero

Lucky Drunk
Starting at 2nd level, you have advantage on saving throws against being charmed.

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or two ability scores of your choice by 1.  As usual, you cannot raise an ability score above twenty using this feature.

Tough Drunk
When you reach 6th level, you can attempt to regain all expended hit points.  Roll a d20; if the result is 15 or higher you regain all lost hit points.  After you use this feature, you cannot use it again until you finish a long rest.

Double Vision
Starting at 9th level, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within your line of sight.  You must be drinking to gain this benefit.

Bar Fly
At 13th level, on your turn, you can use a bonus action to fly 30 feet without provoking attacks of opportunity. You must be drinking to gain this benefit.

Hair of the Dog
When you reach 18th level, if you take direct damage from a spell, you regain HP equal to half the damage dealt.  You must be drinking to gain this benefit.

Drunken Spellcasting Master
You have reached the pinnacle of drunk magery; you can now cast 5th level sorcerer spells.

Friday, August 19, 2016

Speed Fighter

The computers were down at my day job all day so I spent the time coming up with a fighter class that’s built around speed. I don't know how well this would play, but I think the ability to deal multiple damage and cover a lot of ground could be pretty cool.

SPEED FIGHTERS

Hit Points
Hit Dice: d10
Hit Points at 1st Level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 (or 6) + Con modifier per level

Proficiencies
Armor: Light
Weapons: Unarmed strikes, All Light and Finesse Melee weapons.
Tools: None
Saves: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation and Survival.

Dash
At 1st level, you can use the Dash action as a bonus action.

Extra Attack
Also at 1st level, you get two attacks on your turn.  This number increases to three attacks per turn at 10th level and three attacks per turn at 17th level.

Extra Movement
Starting at 2nd level, your increased speed lets you cover more ground that normal. You gain an additional 10 feet to your normal movement, as long as you aren’t wearing medium or heavy armor.

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or two ability scores of your choice by 1.  As normal, you cannot increase an ability score above 20 using this feature.

Second Wind
Beginning at 5th level, you can use a bonus action to regain hit points equal to 1d10 + your speed fighter level.  Once you use this feature you cannot use it again until you complete a short or long rest.

Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use a reaction to halve the attack’s damage against you.

Evasion
At 9th level, you can dodge certain area effects.  When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw and only half damage if you fail.

Improved Movement
When you reach 13th level, when you move, you can run along vertical surfaces and across liquids without falling.

Missile Snatching
Starting at 14th level, when you are hit by a ranged weapon attack, you can use a reaction to catch the missile.  When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your speed fighter level.
If the damage is reduced to zero, as part of that same reaction, you can make a ranged attack with the missile you just caught.  You make the attack with proficiency, regardless of your weapon proficiencies.

Quick Recovery
At 20th level, you regain full hit points after you finish a short rest.

Thursday, August 18, 2016

Remembrancers

The doors of the Remembrancer Guidehall opened with a crash.  With a start, Master Sideon looked up from the volume of Naffish lore he had been studying.  He peered at the disheveled figure that limped through the doors.  It was only when the figure was closer that Sideon realized it was a woman.  Not just any woman, either, but Mistress Iffite.  She looked as if she had been pulled, backwards, through a thorn hedge and then rolled around in a pig’s wallow.
Mistress Iffite marched up to the desk and threw a heavy tome onto it. The book struck the table with a fragrant squelch.
“There!” snarled Mistress Iffite. “The Book of Vile Dankness! Fresh from the Cellars of Tenmok!  Just where I said it would be!”
The master poked delicately at the tome. It was wrapped in oilskin, leaking something horrible and producing a cloud of stink that was somehow even worse.
“I see,” said Master Sideon. “Well. Congratulations, Mistress Iffite. I should have never doubted you.”
He never even saw the punch she threw that laid him out on the cold stone floor.
“No,” she growled. “You bloody well shouldn’t!”

Remembrancers are an unusual lot. They are not fighters, by any means, but often employ such people to assist them in their work.  Remembrancers remember. They remember everything they’ve seen in the recent past and, over time, can read the memories of objects and even access their own genetic memories.
Although some are born into their order, most remembrancers are actively recruited by scouts. They look for children with unusual memories and linguistic abilities. Such children are usually bought from their parents and taken to a Guidehall, where they are tested and observed. Those who lack the potential to become remembrancers are usually kept around as servants.   After all someone’s got to make the beds and dust the shelves.
However, those children who do have the potential undergo rigorous mental training. Many don’t make it, burning out and either consigned to asylums or living on the streets as hollow-eyed vagrants with a deep-seated terror and/or hatred of books.
Those who do make it through the training, go on to become human libraries. Their heads are stuffed full of all sorts of useful information. Information that some people are willing to pay lots and lots of money to access.
Remembrancers advise kings and captains of industry. They tutor the children of the uber-rich. They hire adventurers to break into dangerous places and bring them interesting books and scrolls. Some go with the adventurers and develop a disturbing taste for fresh air, exercise and shooting people with light crossbows.
Most stay home, content to sit by a nice fire with a cup of tea (or bottle of wine), reading and memorizing the sundry and amorous exploits of Culn the Despoiler.
Remembrancers are usually pale and sickly looking because they spend all their time indoors. They never forget a slight, a good deed done them, or who owes them money.  Some of them are barking mad. Generally, they prefer sherbert to ice cream.

Class Features
As a remembrancer you gain the following class features.

Hit Points:
Hit Dice: d6
Hit Points at 1st Level: 6 + Con Modifer
Hit Points at Higher Levels: 1d6 (or 4) + Con Modifier per level.

Proficiencies:
Armor: Light
Weapons: Daggers, Hand crossbows, Scimitars, Shortswords, Sickles
Tools: None
Saves: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Perception.


Cunning Linguist 
At 1st level, you learn two additional languages of your choice.

Keen Memory
You can accurately recall everything that you have seen or heard within the past month.

Warded 
At 2nd level, you can cast the blade ward cantrip.

Expertise 
When you reach 3rd level, and again at 10th level, thanks to a combination of your memory and training, your proficiency with certain skills is increased.  Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.  As usual, you cannot increase an ability score above 20 using this feature.

Expanded Proficiencies
Starting at 5th level, and again at 15th level, you gain proficiency with a tool set of your choice.

Arcane Linguist
At 6th level, you gain the ability to cast the comprehend language spell. You may cast this spell a number of times equal to your Intelligence modifier (minimum of once).  Once you have expended these uses, you cannot use this feat again until you have finished a short or long rest.

Evasion
Beginning at 7th level, you can dodge out of the way of certain area effects, such as a dragon’s fiery breath or an ice storm spell.  When you are 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.

Advantageous Intelligence
Starting at 9th level, you have advantage on all Intelligence checks.

Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection.  Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Arcane Translator
At 13th level, you gain the ability to cast the tongues spell.  You can cast this spell a number of times equal to your Intelligence modifier (minimum of once). After expending these uses, you cannot use this feat again until you finish a long rest.

True Proficiency
When you reach 14th level, you can add your proficiency bonus to all of your saving throws.

Psychometry
Starting at 17th level, you can read the past of an object you hold.  After meditating for one minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner.  If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend one additional minute for each owner, to learn the same information about that creature.
You can use this feature a number of times equal to your intelligence modifier. When you have expended all uses, you cannot use this feature again until you finish a long rest.

Genetic Remembrance
At 18th level, you can tap into your own genetic memories.  As an action, you choose one skill or tool. For ten minutes, you have proficiency with the chosen skill or tool. You may use this feature a number of times equal to your intelligence modifier. When you have expended all uses, you cannot use this feature again until you have finished a long rest.

Legendary Loremaster
At 20th level, you gain the ability to cast the legend lore spell an unlimited number of times.

Tuesday, August 16, 2016

Clerics of Roth

Divadel of the Brotherhood of Thunder stood on the cliff overlooking the Muck.  A cigarette dangled from the corner of his mouth; the wind plucked listlessly at Divadel’s lank brown hair, his gray-blue robes.  He studied the turgid surface of the Muck, then sighed and undid the laces of his breeches.  Pulling his manhood out, Divadel let a stream of hot piss rain down into the Muck.  There was a disturbance below him.  The cleric barely had time to put his dick away before the Muck roiled and the slimeworm reared up, out of the shit-brown mire.  The beast threw back its head and shrieked its disgust.
Brother Divadel tossed his cigarette aside and grabbed his mace.  Grinning, the armed and armored cleric leapt from the cliff, right at the slimeworm.

Clerics of Roth tend to be adventurers, veterans and angry meteorologists.  They don’t prance around, healing the sick. They’re badasses who go around punching things in the face (at least, at first) and eventually causing frickin’ swords to fall from the sky. Clerics of Roth are so tough that they don’t have paladins, because they don’t really need ‘em.
They have long hair and their armor is usually decorated with lightening bolts. As they get older, clerics of Roth tend to lose some of their hearing because of all the badass thunder damage they deal.

Class Features
As a Cleric of Roth, you gain the following features.

Hit Points.
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + Con modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Con modifier per cleric level after 1st

Proficiencies:
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Insight, Intimidation, Religion and Survival.

Divine Rage.
In battle, your deity endows you with supernatural ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits: you have advantage on Strength checks and Strength saving throws, when you make a melee weapon attack using Strength you can add your proficiency bonus to the damage, and you have resistance to bludgeoning, piercing and slashing damage.
You can use this feature a number of times equal to your Wisdom modifier.  Once you have expended all uses of this feature, you must take a short or long rest before you can use it again.

Thunderstrike
Starting at 2nd level, when you hit a creature with a melee weapon attack, you deal an additional 1d8 thunder damage to the target, in addition to the weapon damage. The additional thunder damage increases when you reach higher levels, 2d8 at 8th level and 3d8 at 11th level.

Smite Undead
At 3rd level, when you hit an undead creature with a melee weapon attack, you add an additional die to the damage roll.

Ability Score Improvement
When you reach the 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  The number of attacks increases to three when you reach 11th level in this class.

Blessed Lightening
At 6th level, you gain the ability to channel your deity’s divine power into a bolt of lightening. A bolt of lightening, 100 feet long and 5 feet wide, erupts from you in a direction you choose. Each creature in that line must make a Dexterity saving throw (DC is 8 + your proficiency bonus + your Wisdom modifier). A creature takes 8d6 lightening damage on a failed save, or half as much damage on a successful one.
The lightening ignites flammable objects in the area that aren’t being worn or carried.
After using this feature, you cannot use it again until you finish a long rest.

Storm God’s Shield
Starting at 7th level, you become immune to all charm effects.

Indomitable Will
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll.  You gain an additional use of this feature at 13th level.  You cannot use this feature again until you finish a long rest.

Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action.  Describe the assistance you seek and roll percentile dice.  If you roll a number equal to or lower than your character level, your deity intervenes.  The DM chooses the nature of the intervention.
If your deity intervenes, you can’t use this feature again for 7 days.  Otherwise, you can use it again after you finish a long rest.

Purifying Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Divine Stamina
Staring at 15th level, when you are reduced to 0 hit point and are not killed outright, you can choose to drop to 1 hit point instead.  Once you use this ability, you can’t use it again until you finish a long rest.

Winds of War
At 17th level, you can fly, gaining a flying speed equal to your current walking speed.  You can use this feature a number of times equal to your Wisdom modifier.  After expending all uses of this feature, you must complete a long rest before you can use it again.
You cannot use this feature if you are underground or indoors.

Storm of Swords
Once you reach 18th level, you can use your action to cause swords to fall from the sky in a cube 5 feet on each side, centered on a point you choose within 30 feet of yourself. Each creature in that area must make a Dexterity saving throw (DC is 8 + your proficiency bonus + your Wisdom modifier).  A creature takes 6d8 piercing damage on a failed save, or half as much damage on a successful one.
You cannot use this feature if you are underground or indoors.

Storm God’s Avatar
At 20th level, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. Also, the creature that made the attack takes half the damage rolled as lightening damage.

Saturday, August 13, 2016

Kinder-Golems

The children sat in the dark room, on stiff wooden chairs. There was a fine layer of dust covering everything.  Warily, Brother Mide stepped into the room.  As he did, the children raised their heads and turned their faces to him. For the first time, Brother Mide noticed the children’s telltale scars and mismatched eyes.
One stood and smiled at Brother Mide.  Its smile was heartbreaking and ghastly at the same time.  Lifting its arms toward the priest, the kinder-golem spoke in a voice that would have made an angel weep.
“Play with us.”

The first kinder-golem was created by necro-pedophiles in the city of Sybas. They wanted playthings that were genuinely responsive in a way that flesh golems and undead were not. They wanted creatures capable of independent thought and imagination, but that wouldn’t be too difficult to destroy. And, finally, they wanted creatures capable of genuine suffering.  It took time, and some horrific false starts, but the necro-peds eventually achieved their goal.

Kinder-golems are stitched together from the corpses of young children. Once the physical vessel has been crafted to the creator’s satisfaction, the necromancer performs a dark ritual. Calling on primordial powers, they reach beyond the veil, into Limbo, and pluck the soul of a forgotten child out of that place.  The spirit is then bound to the flesh-body which becomes animate.  The act of reincarnation erases any lingering memories the soul might have once possessed, and the kinder-golem rises as a blank slate to be used in any manner its creator desires.

Creating a kinder-golem has become something of a rite of passage for more experienced necromancers. It takes true skill, as well as freedom from societal and moral restraints, to reanimate a child’s body stitched together from the corpses of other children.  Many necromancers host elaborate coming-out parties for their kinder-golem creations.  Of course, once they’ve paraded their creation before their peers, proving their skill, they usually shove the kinder-golem aside and move on to other pursuits.

Kinder-golems are often baffled and upset by their creator’s dismissal of them. Despite the monstrous method of their creation, at their core, all kinder-golems are children. They want to love and be loved.  If they don’t find that from their creator, most kinder-golems will go looking for it elsewhere.  Most fall victim to mob-violence, or end up in the clutches of necro-pedophiles. Some end their existence. Some crawl back to their creators. Too many wind up working as child-prostitutes on the streets of Sybas.

However, some kinder-golems do manage to carve out a life for themselves.  They find
succor in the Houses of the Dead. Others find loving families among the Childless Barrens.  A handful find love and support among their own kind, forming close-knit groups of kinder-golems.  A group of such kinder-golems is referred to as a school.

Abandoned kinder-golem

Kinder-Golem Traits
Ability Score Changes. Because kinder-golems are child-like creatures, their stats reflect this. Strength is -2, Dexterity is -5, Constitution is -1, Intelligence is -3, Wisdom is -1 and Charisma is -3.

Hit Dice. 6d6

Age. Trying to figure out the age of a kinder-golem can be a puzzle, since they are constructed from multiple ‘donors.’  Most are in the same age-range, between 4 and 6 years.  Aging itself is not something kinder-golems need to worry about; they get older, but their bodies do not physically mature.

Alignment. A kinder-golem generally shares the alignment of their creator. However, most would be considered neutral.

Size. All kinder-golems are Small.

Speed. Your base walking speed is 25 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages.  Kinder-golems speak the language of their creator.

Damage Immunities: Poison

Damage Resistances: Bludgeoning, piercing and slashing from nonmagical weapons

Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned

Aversion to Fire. If the kinder-golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The kinder-golem is immune to any spell or effect that would alter its form.

Magic Resistance. The kinder-golem has advantage on saving throws against spells and other magical effects.