Sunday, August 9, 2015

The Caterwaul

This is the first official D&D creature that I have converted to 5e. I've always liked the caterwaul for some reason, despite not ever having used it in game.

I believe this is the official 2nd edition AD&D picture of the caterwaul.

Caterwaul
Medium monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8+20)
Speed 50 ft., climb 40 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             16 (+3)             15 (+2)             6 (-2)               13 (+1)             8 (-1)
Skills Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 3

Evasion. The caterwaul can nimbly dodge out of the way of certain area effects. If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Haste. The caterwaul is able summon up incredible speed in combat. For one minute, it gains +2 to AC, has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can only be used to take the Attack (one claw or bite attack only), Dash, Disengage, Hide or Use an Object action. After the minute ends, a wave of lethargy comes over the caterwaul, making it unable to move or take actions until after its next turn. The caterwaul must complete a long rest before it can use this ability again.

Screech. Once per minute, the caterwaul can emit a piercing screech as an action. All creatures within 60 ft. of it must make a DC 12 Constitution save. On a failed save, the screech deals 2d8 thunder damage. On a successful save, the creature takes half damage.

Sprint. Once per minute, the caterwaul can drop to all fours and move 4x its current speed for 1 round.

Actions

Multiattack. The caterwaul makes two attacks: one with its claws, one with its bite.

Bite. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 7 (1d8+2) piercing damage.

Claws. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 6 (1d6+2) slashing damage.

Caterwauls are solitary, semi-bipedal feline predators with short midnight-blue fur, gleaming yellow eyes and a long tail. They are capable of walking on their hind feet, but are equally comfortable walking on all fours. Some who have encountered them and lived to tell the tale say that their facial features are somewhat reminiscent of elves.
They are typically found in temperate forests and mountains, and make lairs in caves littered with twigs, sticks and leaves. The walls are usually covered with scratch marks where the feline has honed its claws.
Like many cats, caterwauls hate water. They will only enter a body of water if it absolutely must.

Natural Born Killers
Caterwauls are vicious predators. They use their stealth to stalk prey, and then use their speed when they attack. They typically open with their screech, then continue the attack with their bite & claws. They have no fear of attacking humanoid prey, but are intelligent enough to know when they are outclassed.
When it catches prey, it will gorge itself so that it won’t need to hunt again for as long as possible. Its diet is exclusively meat, and it will only eat something that is freshly killed.
Caterwauls are also very territorial, willing to challenge intruders anytime, anywhere. It will only back down from an obviously more dangerous foe.

Shiny Baubles

Caterwauls don’t particularly value money or other treasure, so anything they have in their lair is usually incidental. They do, however, like shiny objects, particularly gems.  A gem will always attract their attention, regardless of its monetary value.

Saturday, July 4, 2015

The Theurge - my attempt at a 5e class

I've noticed people talking about the prestige class Mystic Theurge on various 5e forums and how to duplicate it. This inspired me to take a stab at a class, the Theurge. It is based heavily on Kobold Press' Theurge base class for Pathfinder. Since I was thinking of this class as a subtype of Wizard, some of its abilities (ie. Spell Mastery, Signature Spell) are taken directly out of the Player's Handbook.
Two things to keep in mind when looking at this: this is my first attempt at making a class, and this is the first draft. Constructive feedback is appreciated.

Theurge
Level
Prof Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+2
Spellcasting, Spell Recovery
2+1
2
-
-
-
-
-
-
-
-
2
+2
Focused Caster
2+1
3
-
-
-
-
-
-
-
-
3
+2
-
2+1
4
2
-
-
-
-
-
-
-
4
+2
Ability Score improvement
2+2
4
3
-
-
-
-
-
-
-
5
+3
-
2+2
4
3
2
-
-
-
-
-
-
6
+3
Magic Scholar
2+2
4
3
3
-
-
-
-
-
-
7
+3
-
2+2
4
3
3
1
-
-
-
-
-
8
+3
Ability Score improvement
2+2
4
3
3
2
-
-
-
-
-
9
+4
-
2+2
4
3
3
3
1
-
-
-
-
10
+4
Bonus Spell
3+2
4
3
3
3
2
-
-
-
-
11
+4
-
3+2
4
3
3
3
2
1
-
-
-
12
+4
Ability Score improvement
3+2
4
3
3
3
2
1
-
-
-
13
+5
-
3+2
4
3
3
3
2
1
1
-
-
14
+5
Spell Synthesis
3+2
4
3
3
3
2
1
1
-
-
15
+5
-
3+2
4
3
3
3
2
1
1
1
-
16
+5
Ability Score improvement
3+2
4
3
3
3
2
1
1
1
-
17
+6
-
3+2
4
3
3
3
2
1
1
1
1
18
+6
Spell Mastery
3+2
4
3
3
3
3
1
1
1
1
19
+6
Ability Score improvement
3+2
4
3
3
3
3
2
1
1
1
20
+6
Signature spell
3+2
4
3
3
3
3
2
2
1
1

Class Features
Hit Points: 1d6 per theurge level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per theurge level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
·         (a) a quarterstaff or (b) a dagger
·         (a) a component pouch or (b) a spell focus
·         (a) a scholar’s pack or (b) an explorer’s pack
·         A spellbook and a prayerbook
Spellcasting
Cantrips
At 1st level, you know a total of 3 cantrips of your choice. Two may be either arcane or divine, while the third will be of the other type of spell. You learn additional arcane and divine cantrips at higher levels, with the types of cantrips split between the two types as shown in the Cantrips Known column of the Theurge table.
Spellbook
At 1st level, you have a spellbook containing three 1st level arcane spells of your choice. These spells are chosen from the Wizard spell list.
Prayerbook
At 1st level, you have a prayerbook containing three 1st level divine spells of your choice. These spells are chosen from the Cleric spell list.
Preparing and Casting Spells
The Theurge table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain expended spell slots when you finish a long rest.
You prepare the list of arcane and divine spells that are available for you to cast. To do so, choose a number of arcane and/or divine spells from your spellbook and prayerbook equal to the average of your Intelligence modifier & Wisdom modifier + your Theurge level (minimum of one spell). The spells must be of a level for which you have spell slots. At least one prepared spell must be of the other type from the rest of the spells on your list.
            You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and prayerbook, memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your arcane spells, Wisdom is your spellcasting ability for your divine spells.

            Spell save DC = 8 + your proficiency bonus + your ability modifier

            Spell attack modifier = your proficiency bonus + your ability modifier

Ritual Casting
You can cast a spell as a ritual if it has the ritual tag and you have the spell in either your spellbook or prayerbook. You don’t need to have the spell prepared.

Spellcasting Focus
You can use a focus of your choice as a spellcasting focus for your spells.

Learning Spells of 1st Level and Higher
Each time you gain a Theurge level, you can add one arcane spell to your spellbook and one divine spell to your prayerbook. Each of these spells must be of a spell level for which you have spell slots, as shown on the Theurge table. It is possible, during your adventures, to find other arcane and divine spells that you can add to your books.

Spell Recovery

Focused Caster
You have Advantage on your Constitution saving throws to maintain concentration.

Magic Scholar
Such is the Theurge’s understanding of magic that if you encounter a scroll or other magical writing, be it arcane or divine, you may add it to the appropriate book. In this way, a Theurge may learn and prepare non-wizard or non-cleric spells. The spells gained with each new Theurge level must still be chosen from the wizard and cleric spell lists.

Bonus Spell
Choose a 1st level spell of either sort. This spell is always prepared and doesn’t count against your total of prepared spells.

Spell Synthesis
You may cast two spells that you have prepared, one arcane and one divine, using one action. Both spells must have the same casting time. You may make any decisions concerning the spells independently. Your spell save DC is +2. Once you’ve used this feature, you must complete a long rest before you may use it again.

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 that are in your spellbook or prayerbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same level.

Signature Spell
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells, one from your spellbook and one from your prayerbook, as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

            If you want to cast either spell at a higher level, you must expend a spell as normal.