Tuesday, May 31, 2016
If later, I become popular enough, I'll set up another account and go from there.
Tuesday, February 16, 2016
- PCs in d20 Modern didn't start off with spell casting. The first few levels were basic classes, and the PCs had to qualify for advanced classes at a minimum of 4th level.
- Normal PC spellcasting is limited to a maximum of 5th-level spells. Spells of 6th level or higher were part of incantations, which anyone could do, but could go wrong with some bad skill checks.
Thursday, August 13, 2015
I want to talk about the Modern Magic Unearthed Arcana. I've got two projects that are based around modern times: Faultline and Alliance. Faultline is going to be a sequel to overland set over 5,000 years into the future, so I'm not going to work on it until I get Overland finished. Alliance is a modern city being invaded by monsters, where an eccentric billionaire hires people to keep the magic away from the common public (and then other groups get involved and hijinks ensue).
Now, in the 3.5 days, Wizards released d20 Modern, using the D&D rules in a normal setting. I loved the game and its "road to a hero" design. Characters had to start with one of the basic classes, which are generic classes with talent trees. They had to multiclass into Advanced Classes, which are more like the D&D classes. Alliance was built more from the d20 Modern idea of normal people slowly trying to understand the supernatural world around them.
The current d20 Modern articles we're getting for 5e is a "D&D in the present day" rules. I like them, but I don't think I'll use the class options for Alliance. Use the spells for Alliance, yes. Use the options for Faultline, yes. I can't see having a 1st level mage or warlock in Alliance.
I want to use the class options, but that's what Faultline is for. With some of these articles, they could try to make a d20 Modern book for 5e D&D. If they do, I want them to have both the "D&D in the present" as much as "Normal world invaded by magic." I think they're going to need some more magic-less, psionic-less, classes to pull it off, though. On the other hand, I don't think they're going to make a d20 Modern book until they work out the kinks with psionics.
Then again, I could use the Steve Jobs method and wait until people start releasing their own modern ruleset and then see what I can use and what I can improve on.
Wednesday, August 5, 2015
Pain DomainThe Life domain focuses on the vibrant positive energy that sustains all life. The pain domain is the dark side of that. Dominance over this domain grants the power to drive searing pain into creatures, or take it away from others.
Bonus ProficiencyWhen you choose this domain at 1st level, you gain proficiency with martial weapons.
Disciple of PainAlso starting at 1st level, your healing spells take the pain they heal and channels it into revenge. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the next time the creature hits with an attack before the end of your next turn, the creature deals extra damage with the attack equal to 2 + the spell’s level.
Channel Divinity: Relieve PainStarting at 2nd level, you can use your Channel Divinity to heal the badly injured.
Channel Divinity: Wave of PainStarting at 6th level, you can use your Channel Divinity to create a wave of pain.
Divine StrikeAt 8th level, you gain the ability to infuse your weapon strikes with either searing light, debilitating psychic pain, or the energy of decay. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant, psychic, or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Pain MasteryStarting at 17th level, you have mastery over pain. When you cast a spell of 1st level or higher on a creature or creatures that restore their hit points, each creature affected is protected by a ward until the end of your next turn. While so warded, if that creature is reduced to 0 hit points but doesn't die, it is reduced to 1 hit point instead.
Thursday, July 23, 2015
Now, my Overland posts and material for players will put down common knowledge of characters in the pyre cities. On occasion, to hide a later plot point, I will deceive or blatantly lie to hide a spoiler. DM Material will have what's really going on. I will not warn anyone, though I may put up a SPOILERS post for the DMs.
So, if you're reading Overland material and thinking that some of the information contradicts other information or one of my posts, you may actually be right. You might want to keep it to yourself anyway. You don't want to be exiled for inciting chaos now, would you?
Wednesday, July 22, 2015
The Eight Above, The Seven Below, and other deities of Dukvarrino
|Holy Symbol of |
|Holy Symbol of|
Death Clerics of Lareun replace animate dead with speak with dead as one of the domain spells at 5th level.
Krathis: The blind destroyer’s worshipers have an odd splinter group. There’s a group of Chaotic Neutral clerics that blame all of their problems on the goddess. Oddly, this group, without a drop of evil, gain divine spells just like any other deity-worshipping class. No one knows if the splinter group has enough belief to gain spells without Krathis or if the goddess is so insane that she can’t tell the splinter group isn’t made of genuine believers.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Whether the target succeeded or failed the saving throw, the field persists for a round. When the target makes its next weapon attack before the end of your next turn, roll 1d6 and subtract that number from any bludgeoning, slashing, or piercing damage the target deals with its attack. The field then dissipates.
The spell's damage increases by 1d4, and the dice used to subtract damage increases by 1d6, at 5th level (2d4/2d6), 11th level (3d4/3d6) and 17th level (4d4/4d6).