Friday, August 12, 2016

Witches

They’re everywhere, man. Everywhere! From the Northedge Mountains to the Bounded Sea, in  crowded cities and the lonely places in the wilderness. Close your eyes, throw a rock and there’s a pretty good chance you’ll hit a witch.  After which, there’s a pretty good chance you’ll either be dead or transformed into something unbearably cute.
Witches are hard to pin down. Some are good, some are evil. The older a witch gets, though, the stronger she gets.  The oldest, most powerful witches live in golden castles at the edge of the world. A witch who is just starting out is likely to share a cramped apartment with friends.
Witches aren’t joiners. That whole coven stuff is a lot of nonsense. Witches are territorial and prickly. They might live in the same city, but they’ll probably never meet for tea and sandwiches.
They don’t pay taxes. They seem to have a fondness for sweets. If you meet one, be very polite and you’ll probably avoid getting polymorphed into a pretty pink frog.

Class Features
As a witch, you have the following class features.

Hit Points
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + Your Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Con modifier per witch level after 1st

Proficiencies
Armor: None
Weapons: Simple
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Medicine, Nature, Persuasion and Survival.

Spellcasting
Witches draw power from themselves and the world around them to fuel their spells. Use the Sorcerer table as shown on page 100 of the D&D 5e Player’s Handbook to determine Spell Slots per character level.  As a witch, you choose your spells from the Druid and Sorcerer spell lists.

Cantrips
At 1st level, choose three cantrips of your choice from the druid and sorcerer spell lists. You learn additional cantrips of your choice at higher levels.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher.  To cast a spell, you must expend a slot of the spell’s level or higher.  You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the druid and sorcerer spell lists.
The Spells Known column of the Sorcerer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots.  For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the druid and sorcerer spell lists.  This new spell must be of a level for which you have spell slots.

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 settling the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast spells as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane or druid focus as a spellcasting focus for your spells.

Favored Environment
Your nature has a witch gives you an affinity with the environment where you live. Choose one type of environment: arctic, coast, desert, forest, grassland, mountain, swamp, underground or urban.  When you cast spells in that environment, you have advantage on attack rolls and can add your proficiency bonus to any damage that you do.
You choose additional environments at 6th and 10th level.

Familiar
At 2nd level, you can perform a ritual to summon a familiar, a spirit that takes the form of an animal you choose. Your witch level determines the animal form that the familiar takes.  At 2nd level, for example, your familiar can be any beast with a challenge rating of 1/8 or lower.  At 7th level, you can transform your familiar into a beast with a challenge rating of 1/4 or lower, and at 11th level, your familiar can have a maximum challenge rating of ½.
Your familiar acts independently of you, but it always obeys your commands.  In combat, it rolls its own initiative and acts on its own turn.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form.  It reappears after you perform the ritual again.
While your familiar is within 100 feet of you, you can communicate with it telepathically.  Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has.  During this time, you are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time.

Magical Recovery
Starting at 3rd level, during a short rest, you can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half your witch level (rounded up), and none of the slots can be 6th level or higher.  You can’t use this feature again until you finish a long rest.

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 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.


Awareness
At 5th level, you can use your action and expend a spell slot to focus your attention on the region around you.  For 1 minute per level of the spell slot expended, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles of you if you are within your favored environment): aberrations, celestials, dragons, elementals, fey, fiends and undead. This feature does not reveal the creatures’ location or number.

Witch’s Instincts
Starting at 9th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.  To gain this benefit, you can’t be blinded, deafened or incapacitated.

Spell Expertise
At 13th level, you have become expert with one of your spells.  Choose one 6th-level spell from the druid and sorcerer spell lists. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more spells of your choice that can be cast in this way: one 7th level spell at 15th level and one 8th level spell at 17th level.  You regain all uses of your expert spells when you finish a long rest.

Spell Sacrifice
When you reach 14th level, you can sacrifice a spell slot to restore hit points.  When you use this ability you regain the equivalent amount of HP to the spell slot level.  For example, by sacrificing a 6th level spell slot, you would regain 6 HP.
You must have spell slots available to sacrifice in this manner.  Once you use this feature, you can’t use it again until you finish a long rest.

Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will.  Choose a 1st level spell and a 2nd level spell. You can cast those spells at their lowest level without expending a spell slot.  If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in quiet meditation, you can exchange one or both spells you chose for different spells of the same levels.

Wishcraft
At 20th level, you can cast a wish spell once per day without expending a spell slot.

Fisher Knights

FISHER KNIGHT

Fisher Knights are the sacred enforcers of the Church of the Fisherman’s God. When they become knights, their deity endows them with certain powers and abilities. Accomplished fighters before they are elevated, afterwards they gain the power to summon a divine weapon at will, and interact with the minds of others.  Most disturbing of all is their ability to convert susceptible individuals to their faith with a simple touch.

Class Features
As a Fisher Knight, you gain the following features.

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

Proficiencies
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, Investigation, Persuasion and Religion.

Fighting Style
You adopt a particular fighting style.  Choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

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 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or a 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.  The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.  You must be wielding a shield.

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

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm.  On your turn, you can use a bonus action to regain hit points equal to 1d10 + your character level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd 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.
Once you use this feature, you must finish a short or a 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.

Divine Weapon
At 3rd level, you can use your action to create a divine weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it.  You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your divine weapon disappears if it is more than 5 feet away from you for 1 minute or more.  It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Ability Skill Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 and to four when you reach 20th level in this class.

Silent Communication
Starting at 7th level, your deity gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you.  You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Divine Advantage
At 10th level, your deity gives you the power to ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself.  When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll.  If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Mirrormind
Starting at 15th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Conversion
At 18th level, your deity gives you the ability to influence a humanoid’s mind. You use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it or the charmed condition is removed from it.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Warbards

So, this is what I do when insomnia hits. I sit down and start thinking up new D&D classes for 5th Edition. :/

WARBARDS

Warbards are found almost exclusively among the barbarian peoples of the Northedge Mountains. Also known as skels they follow their companions into battle, using their songs to enhance their comrades’ attacks and devastate the enemy lines.
Unlike traditional bards, skels do not practice arcane magic. The Songs of Power they learn during their apprenticeships are more akin to druidic magic. The power flows into them from the stones and the winds, from darkness and fire.
Because of the time it takes them to master their Songs, warbards are seldom proficient with martial weapons. Indeed, many of them eschew martial weapons, preferring to put their faith in the power of their songs.

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

Proficiencies
Armor: Light
Weapons: Simple
Tools: 3 musical instruments
Saves: Constitution, Charisma
Skills: Choose 3 from Animal Handling, Athletics, Deception, Intimidation, Nature, Perception, Performance, Persuasion and Survival.

Combat Inspiration
At 1st level, you can inspire others in battle. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.  That creature gains one Combat Inspiration die, a d6.
The creature can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use a reaction to roll the Combat Inspiration die and add the number rolled to its AC, after seeing the roll but before knowing whether it hits or not.
You can use this feat a number of times equal to your Charisma score modifier (minimum of once). You regain your expended inspiration after a long rest.
Your Combat Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby are not as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened or incapacitated.

Expertise
At 3rd level, 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 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
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Countercharm
At 6th level, you gain the ability to use music or words of power to disrupt mind-influencing effects.  As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit.  The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Song of Thunder
At 6th level, you can unleash a wave of thunderous force. Each creature in a 15-foot-cube originating from you must make a Constitution saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). On a failed save, a creature takes 6d8 thunder damage. On a successful save, the creature takes half as much damage.
You can use this feature a number of times equal to your Charisma modifier.  After expending all uses, you cannot use it again until you complete a short or long rest.

Feral Instincts
By 7th level, your instincts are so honed that you have advantage on initiative rolls.  Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Song of Shattering
At 9th level, you can use your voice to hit a loud, painfully intense, note. Each creature in a 10-foot-radius sphere, centered on you, must make a Constitution saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one.  A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw.
Nonmagical objects also take the damage if they are in the spell’s area.
You can use this feature a number of times equal to your Charisma modifier.  After expending all uses, you cannot use it again until you complete a short or long rest.

Intimidating Presence
Beginning at 11th level, you can use your action to frighten someone with your menacing presence.  As an action, you can cause each creature in a 10-foot-cube originating from you to make a Wisdom saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). Creatures that fail the saving throw are frightened by you until the end of your next turn.
You can extend the duration of this effect on subsequent turns.  This effect ends if the creature ends its turn more than 60 feet from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Song of Fear
At the 13th level, you sing a song that evokes terror in those around you. Each creature in a 30 foot sphere, centered on you, must succeed on a Wisdom saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier).  A creature that fails the saving throw must immediately drop whatever it is holding and becomes frightened until the end of your next turn.
While frightened by this feature, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.  At the end of its turn, the creature can attempt a Wisdom saving throw.  On a successful save, it is no longer frightened.
You can use this feature a number of times equal to your Charisma modifier. After expending all
uses, you cannot use it again until you finish a long rest.

Retaliation
At 14th level, when you take damage from a creature within 5 feet of you, you can use a reaction to make a melee weapon attack against the creature.

Song of Banishment
When you reach 17th level, you can use this feat to send one creature that you can see, within 60 feet of yourself, to another plane of existence. The target must succeed on a Charisma saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). If the target fails the saving throw they are banished until the end of your next turn.
If the target is native to the plane you’re on, you banish them to a harmless demiplane. While there, the target is incapacitated. The target remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane than the one you’re on, the target is banished to its home plane and does not return.
You can use this feature a number of times equal to your Charisma modifier. After expanding all uses, you cannot use it again until you finish a long rest.

Master Warbard
At 20th level, you Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

Monday, August 8, 2016

SUICIDE SQUAD

I just got out of seeing Suicide Squad and thought I would do a quick review.  The movie has a decent cast but a generic plot.  Character development is given, predominantly, to Harley Quinn and Deadshot. The other characters remain undeveloped.  Unfortunately, even the developed characters in this film are boring.
For those of you unfamiliar with the Suicide Squad, they are a group of super-villains from the DC Comics Universe, press-ganged by a woman named Amanda Waller into running clandestine black ops operations for the U.S. government.  In exchange for completing these operations, the group gets time shaved off their various prison sentences.  To ensure their compliance, each member of the group is fitted with a remote-controlled explosive that can be activated by Waller or the squad’s field commander, Colonel Rick Flag.
Many people, after seeing the film, have compared it to The Magnificent Seven. This is not an accurate comparison, in my opinion. No, the Suicide Squad would more accurately be compared to The Dirty Dozen.
Both films are about convicted criminals recruited to carry out a suicide mission, but the 1967 film does a much better job of telling a story. Suicide Squad’s story is hampered by its cast of unsympathetic characters and a predictable story that, to be honest, drags at times.
I think the cast tried to work with what they were given, but that wasn’t much. And some of the performances are just flat-out bad.
Margot Robbie certainly has Harley Quinn’s look down, but not her ephemeral zaniness.  Will Smith plays Deadshot like he plays every character. Jai Courtney’s Captain Boomerang was serviceable, but unspectacular, while Karen Fukuhara’s Katana remains pretty much a cypher throughout the movie. Adam Beach’s Slipknot makes no impression at all, while Adewale Akinnuoye-Agbaje and Cara Delevingne’s Killer Croc and Enchantress both make terrible impressions.  Adewale because he doesn’t do anything at all, while Delevingne’s character, who is central to the plot, is plastic and two-dimensional.  Joel Kinnaman’s Rick Flag is an atrocious stereotype while Viola Davis’s Amanda Waller is not so much menacing as simply ponderous. The only performance that stood out to me was Jay Hernandez, as El Diablo, who managed to make his character seem genuinely repentant, if not very sympathetic. As for Jared Leto’s Joker? The phrase ‘chewing scenery’ springs immediately to mind.
So, was Suicide Squad a good movie or a bad movie?  Well, while it wasn’t as bad as I thought it might be, it was nowhere near as good as it could have been. This movie might have been much better if it had just been a balls to the wall action romp, without any attempt at character development to make the bad guys more sympathetic.  Also, I’m curious about how much better or worse the movie was before cuts were made and reshoots were shot?  Did it flow better?  I suppose we’ll have to wait for the DVD release.
For now, on a scale of one to five, I would give Suicide Squad a two.  Skip the theater for this one, and catch it on Blue-Ray or Netflix instead.  You’ll probably thank me later.

Wednesday, August 3, 2016

Waiting

Sitting in my room,
tap-tap-tapping on the keys.
Waiting for my life.
It should be here, by now. Right?
It should have begun.
But it feels like it hasn't.
My life feels frozen.
A cold glacial pond. Creaking.
Waiting to shatter.
Waiting for the summer sun.
Waiting for something.
Waiting for God to show up
and say, "Here! Breathe! Live!"
But I don't think God will come.
Sitting in my room,
tap-tap-tapping on these keys.
Waiting for my life.