I'm deleting my Patreon account for the workshop, because a) I'm only allowed one creator page per account, and I have another project that could use the space, 2) I haven't been posting lately, and III) even if I posted, there are no patrons to get paid from.
If later, I become popular enough, I'll set up another account and go from there.
Showing posts with label NykeYoung. Show all posts
Showing posts with label NykeYoung. Show all posts
Tuesday, May 31, 2016
Tuesday, February 16, 2016
d20 Modern and D&D 5e
d20 Modern didn't have the same place for wizards that D&D did.
- 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.
Now, looking at D&D 5e, it's easy to max out the spells available at 5th-level. With level boosting, a magic user could use higher-level slots to cast their lower-level spells with an effective boost.
Trying to put some levels between Level 1 and Magic is tougher. The martial no-magic classes each have a class option to add magic to the character at level three (Barbarian has the Totem Warrior, Fighter has Eldritch Knight, and Rogue has Arcane Trickster).
So the line should be 3rd level, right? What about full casters? A wizard can't just start at 1st character level. It'll have to wait until 3rd. That means the wizard has to multiclass, but the Ability Score Improvements are often at multiples of 4 in class level, meaning a) the wizard, if she starts at 3rd level, would gain the Ability Score Improvement at 6th level, or b) the wizard wants to stick with the first class from level 1 until the first ASI at level 4.
In other words, the wizard has to choose between 2 levels of magic and an ASI.
Also, having the magic-starting level would be a pain with the magic line (where a class can choose a flat-out magic option) for specific classes would be different from class to class. Let's call the character level where a PC can take magic classes X. The outright casters would be at X, half casters at X-1, and third-casters and non-casters at X-2. But then you'd have to move the paladin to X, because Lay on Hands was an obviously magic effect. Then, there's certain things like Bardic Inspiration and any healing ability that could be decoupled from magic and set on its own.
Thing is, I'm looking at this project and I see the classes would have to be remade if I want to have that minimum level at any point other than 1st character level. If I was using d20 Modern classes, I'd aim for 4- or 8- level classes.
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.
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.
Channel Divinity: Wave of Pain
Starting at 6th level, you can use your Channel Divinity to create
a wave of pain.
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.
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?
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
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)
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.
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).
The Eight Above, The Seven Below, and other deities of Dukvarrino
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Holy Symbol of Mordat, marked |
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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
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).
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