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Thursday, August 13, 2015

Alliance, Faultline and d20 Modern

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

My D&D Realm of Whatever...ish - Pain Domain

I've tried to go against type, but something doesn't sit right with me giving the Life domain to an evil deity. As much as the themes of Overland can make an evil god of life viable, the Life domain focuses on a lot of healing energy which never really has to be repaid. I took my try at making an "evil" version of the Life domain. Take a look and make a comment if you think I'm going in the right direction or not.

Pain Domain

The 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.

Pain Domain Spells
Cleric Level      Spells
         1st             cure wounds, inflict wounds
         3rd            lesser restoration, spiritual weapon
         5th             elemental weapon, revivify
         7th             death ward, staggering smite
         9th             mass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Disciple of Pain

Also 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 Pain

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: Wave of Pain

Starting at 6th level, you can use your Channel Divinity to create a wave of pain.

As an action, you present your holy symbol and evoke painful, debilitating energy. Each creature within a 30-foot cone from you must make a Constitution saving throw. On a failed save, the target is incapacitated until the end of its next turn.

Divine Strike

At 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 Mastery

Starting 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

Overland - I will always lie.

A couple of the themes of Overland are Paranoia and Survival. You may not want to work with a demon cultist, but can you put aside your pride and drive to justice when a pyre city can be destroyed and the cultist is the only one helping you?

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

Overland - The Gods + new Cantrip

In this post for Overland, I want to show off the gods.  I originally intended to have 15 deities plus Xenia, but some minor gods got onto the list/

The Eight Above, The Seven Below, and other deities of Dukvarrino
 


Alignment
Domains
Color & Ring
Special Cantrips*

The Eight Above









Ariel, god of air
N
Life, Nature, Tempest
Green, Outer
gust EEPC, thunderclap EEPC

Bridein,* god of light
LG
Life, Light
White, Inner
light, sacred flame

Fhrait, god of water
N
Nature, Tempest
Blue, Outer
acid splash, shape water EEPC

Illyria, goddess of earth
NG
Life, Nature
Orange or Brown, Outer
mold earth EEPC, shocking grasp

Ixzit,* god of fire (deceased)
CG
Light, War
Red, Outer
control flames EEPC, produce flame

Lareun, goddess of darkness
CN
Death,* Life, Trickery
Black, Inner
chill touch, frostbite EEPC

Kazarat, goddess of chaos
CN
Trickery, War
Purple, Inner
prestidigitation, vicious mockery

Stragat, god of law
LN
Death, War
Grey or Yellow, Inner
pacifying field (pg 10), true strike

The Seven Below






He Who Builds
CE
Death, War


He Who Gives
LE
Knowledge, Trickery


He Who Lives
NE
Death, Life


He Who Loves
CE
Tempest, Trickery


He Who Stands
NE
Life, Nature


He Who Unites
NE
Tempest, Trickery, War


He Who Walks Behind
LE
Light, Trickery, War


Holy Symbols

Minor Gods





Fenris, The Wolf
CN
Nature, Tempest
A white wolf's head outlined in green

Krathis, The Mad Devourer
CE
Light, War
A human skull with two metal spikes in the eyes

Tam Lin, The Trickster
CG
Trickery
A spiral

Xenia, Hospitality
LN
Life
A wine glass with purple liquid




Holy Symbols: The Eight Above use the double ring. Each pyre city has their own variant on the double ring, but they all work as holy symbols. Some holy symbols are marked for one or more of the Eight Above. The design is symmetric (in other words, you cannot hold the holy symbol backwards or upside down, though some clerics prefer to hold the holy symbol so their deity is towards the top. There is, however, a specific order in which the deities' marks must be placed)

Holy Symbol of
Mordat, marked
Holy Symbol of
Mordat, unmarked

Special Cantrips: Clerics of the deity can choose one of the cantrips as a bonus cantrip. The cleric can choose the other cantrip as one of their cleric cantrips later on. A paladin of a deity, after taking the oath of devotion, can also take one of the cantrips as a bonus paladin cantrip. A cleric/paladin can only have one bonus cantrip.

Bridein: Pronounced Brid-ee-in.

Ixzit: Followers of Ixzit have a special glove that acts as their holy symbol. The glove becomes and stays dry within the pyre city. If the cleric or paladin gets the glove wet, cleric and paladin spells of 1st level or higher require you to expend another spell slot or fail. If you spend a spell slot of 2nd level or higher to pay this cost, you regain a spell slot of one level lower. You pay the spell slots at the same time, so if all you have is a 2nd-level spell slot, you can use it to cast a 1st-level spell at 1st level (you lose one level, leaving a 1st-level slot to cast the spell).

Lareun (Death Domain): Lareun is a goddess of rest. She sees undead as being awakened against their will, and wants them destroyed so the bodies can be at peace. Her clerics follow this example, and Lareun grants them a different spell.


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.



Pacifying Field
Evocation cantrip

Casting Time
: 1 action
Range
: 60 feet
Components
: V, S
Duration
: 1 round

You create a field of force around a creature. That creature must make a Strength saving throw. On a failed save, the creature takes 1d4 force damage, as the field tries to tighten around the creature.

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).