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.

Monday, June 1, 2015

I needed some smaller elementals...

So I made some. I'm converting some Pathfinder stuff from En World to 5E & one encounter included a pair of small-sized elementals. The Monster Manual only has the large sized elementals, so I converted these two critters over. Nothing major, but I like the end result. So here they are:

Small Air Elemental

Small elemental, neutral
Armor Class 13
Hit Points 13 (3d6+3)
Speed fly 100 ft.
Str Dex Con Int Wis Cha
12 (+1) 17 (+3) 12 (+1) 4 (-4) 11 (+0) 6 (-2)

Damage Resistances lightning, thunder
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge ½

Air Form. The elemental may enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Whirlwind (recharges 4-6). A creature in the elemental’s space must make a DC 12 Strength saving throw. On a failure, the target takes 7 (2d6+1) bludgeoning damage and is flung up to 10 feet away in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 2 (1d4) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Small Earth Elemental

Small elemental, neutral
Armor Class 16 (natural armor)
Hit Points 13 (3d6+3)
Speed 25 ft., burrow 25 ft.
Str Dex Con Int Wis Cha
16 (+3) 8 (-1) 13 (+1) 4 (-4) 11 (+0) 11 (+0)

Damage Vulnerabilities thunder
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge ½

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.

Actions
Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 6 (1d6+3) bludgeoning damage.

Sunday, May 17, 2015

Zeitgeist: The Gears of Revolution session 1

I will attempt to avoid spoilers just in case anyone ever wants to run this AP, which I highly recommend. Expect some to get in there despite my efforts.

So, some madness overtook me and I decided to translate the Pathfinder version of Zeitgeist to 5e. Zeitgeist is an excellent adventure path from En World that takes your characters from 1st to 20th level. Lot's of good stuff. Half my players have defected from Pathfinder to 5e, so I thought why not give it a go.

I've only finished the first adventure. Fortunately, some swell folks in the En World forum had already taken the time to translate the theme packages in the player's guide into 5e backgrounds. They worked out quite well, and took a bunch of work off of me.

We had our first session today. I'm not a game designer or 5e expert, but so far it seems that the translations work pretty well. One thing I've noticed is that it seems pretty easy to disarm someone, possibly too easy. It's one of the optional rules in the DMG. Handily enough, the DMG also has rules for guns, and guns are pretty common in this setting. The basic gist of things is that the AP takes place in a setting where the industrial revolution has finally made its way into a fantasy setting. It's actually pretty awesome.

If you don't know, the PCs start out as members of the Royal Homeland Constabulary. Kind of like an old timey Secret Service. They have taken the place of the plucky adventurers that people used to go to for taking care of trouble. Zeitgeist starts out with the party doing crowd duty looking for possible miscreants at the unveiling of the Coaltongue, the newest, bestest, first steam powered ship in the naval fleet. The party tackled this job well enough, and made all the roles they needed to to ID the miscreants in question. And that's when things kind of ground to a halt for a few minutes.

My party didn't seem very comfortable with the idea that they had authority. Or at least they didn't know what to do with it. They just set to watching the suspects, waiting for them to do something. Only problem is, if it reaches the point where the suspects are actually causing a problem, then the party has already failed in its mission. I actually had a NPC police officer try to prod the paladin into action, who simply responded by being snarky and annoyed and telling the officer to go arrest the man if he wanted. So the officer did just that, and a fight broke out.

I won't go into details, but it was kind of a messy fight, though no one died. It would have been a very bad thing if this fight had broken out in front of the nation's king. But it all worked out, though the paladin and the officer with him did both get a serious beating (being disarmed is a bitch). Fast forward through a party full of nobles and industrialists and onto the ship they went.

Needless to say, things happened. My player's initial confusion as to what was happening totally made sense. Once they realized their initial thoughts were wrong, they kind of got stuck again. Granted, the session ended before they had time to fully process the situation because much of their attention was focused on beating down the meanest halfling they've ever seen. This AP is pretty different from the usual things your players will likely have encountered. They're police, with authority, and paperwork. They can't just go all murder hobo and expect to get anywhere. There are clues to follow, NPCs to talk to, and quite a lot of non-combat encounters. I think my players are going to have to take a little time to adjust to a whole new approach to things.

Someone I know who is running this AP in Pathfinder has expressed skepticism that this will work out. He seems to think that at higher levels things are going to get screwy. I haven't played with a party past 4th level yet, so I guess time will tell. 1st level is working out pretty well so far, even if some of my conversions may not be exactly right. Anyway, let the investigation continue!

Friday, May 8, 2015

My very own 5e race: The Treeling

Someone was talking about his girlfriend wanting to play a plant race in his 5e game. So it caused a bit of random inspiration and this is the result, slightly modified based on feedback from reddit.


Picture copyright of izabeaubo over on Deviant Art.

Treeling

Treelings are beings of the forest, who appear to be small trees that have grown into the semblance of the human form. They delight in nature, but also in music and artistry. When provoked, they can also be tireless defenders of their forest home, and implacable enemies.

Slender But Sturdy
Treelings stand anywhere from 6 to 7 feet in height. Though slender, they are quite sturdy, with their bark-like hide giving them additional protection against possible injury. Despite their slender build, treelings can be quite heavy, ranging in weight from 200 to 250 pounds.
They have clearly identifiable features, with black eyes and slender branches growing from their heads in the resemblance of hair. Their features are typically serene, projecting a sense of patience and tranquility.

Timeless Tranquility
Treelings live as long as elves, and have some similar views on things as a result. They rarely get excited or rush to action. They take their time deciding on matters of importance. They value peace, and will frequently simply withdraw from an aggressor, confident that they will outlive the invader. They can be provoked, however, and when they are moved to war, their fury can be devastating.

Woodland Realms
Treelings live deep in the forest, rarely having a need to venture forth from their homes. They don’t have the same need for housing as other races, and what structures they do create are grown from trees carefully cultivated into the forms they desire.
They get on well with elves as well as the fairies of the forest. They appreciate what the arcane can do, but tend to favor nature magic. While they do have a small need for food, they are very selective and careful in their cultivation of the bounty of their homes.

Adventuring
Most treelings are content to remain in their forested domain. Some, however, do experience wanderlust and a desire to see new places and things. Sometimes a lone treeling is an orphan seeking out more of its kind.
Treelings rarely feel strongly about any particular moral cause, though the obviously destructive can drive them into opposition. They don’t particularly value money, and when adventuring, they are more likely to choose items for their beauty or utility over their monetary value.

Treeling Names
Treelings don’t seem to feel the need for names when they are interacting with each other. As a result, they tend to be known to members of other races by nicknames. There seems to be little difference in the nicknames used by male and female treelings, and in fact, it can be difficult to determine if a particular treeling is male or female.

Treeling Traits

Boosted Ability Scores. Your Constitution score increases by 1, and your Wisdom score increases by 2.

Age. Treelings age at a rate similar to elves, reaching maturity at about 100 years and living to 750 years or possibly more.

Alignment. Though tending towards benevolent rather than malevolent, Treelings do not usually think of terms of good and evil, law and chaos. As a result, Treelings are most often neutral in alignment. Their ideas of morality are typically shaped by a very practical viewpoint.

Size. Treelings range in height from 6 to 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Natural Armor. Due to their bark-like skin, Treelings have a +1 bonus to Armor Class.

Photosynthesis. Treelings are able to use photosynthesis to meet some of their sustenance needs. As a result, Treelings do not need to eat food provided they have access to sunlight for at least an hour every day, two hours in overcast conditions. However, they require twice as much water as other races.

Berries. If your water needs are met, then you may cast Goodberry once per day.

Forest Camouflage. You have advantage on Dexterity (Stealth) checks in forested terrain.

Tree Shape. Once per day, you may take the shape of a medium sized tree for an unlimited duration. While in tree form, even the closest inspection will not reveal you are anything other than a sapling. You are able to observe you surroundings as normal, your base armor class becomes 16, but your speed drops to 0 and attacks have advantage against you. Any items you wear or carry merge with your form when you change and do not function while merged.

Taking Root. Treelings must spend 24 hours per month in tree form so that their roots may take up nutrients from the soil. These hours do not need to be consecutive, but must be in hourly increments.

Speak with Plants. Upon reaching 5th level, you may cast Speak with Plants once per day. Wisdom is your spellcasting ability for this spell.


Languages. You can speak, read and write Common and Sylvan.

Edit: I've changed photosynthesis and added taking root based on feedback I've gotten.

Friday, March 20, 2015

Ahool for 5e

I present to you the Ahool, a mysterious cryptid of the jungle. Part bat, part ape and all predator.


This lovely picture is by Haley Dubay.

Ahool
Medium monstrosity, unaligned
Armor Class 12
Hit Points 26 (4d8+8)
Speed 30 ft., climb 30 ft., fly 50 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             15 (+2)             6 (-2)               12 (+1)             6 (-2)
Skills Athletics +4, Perception +3, Stealth +4
Senses Blindsight 60 ft., passive Perception 13
Languages
Challenge 1
Echolocation. While it can’t hear, the ahool has no blindsight.
Keen Hearing. The ahool has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The ahool makes two attacks: one with its bite, one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.
Ahools are reclusive jungle predators that combine the features of a bat and an ape. They have the head, body and legs of an ape, though their feet end in vicious claws, while their arms are large bat wings with a ten foot wingspan. Their head sports a pair of bat-like ears. They can be quite vicious, but are smart enough to know when they are outclassed by another creature.
Treetop Predators
Ahool typically stalk prey from the branches of jungle trees. After they have had time to study their chosen prey, when the time is right, they swoop down in a vicious attack. Their attacks are swift, and ahool don’t do protracted battles. If they are not able to swiftly make off with their prey, they will withdraw and find a better hunting opportunity. They view just about every other species as possible prey, unless it’s too big, in which case they view it as a threat.
Family Units
Ahool males are usually loners, only briefly joining a female ahool to mate. A male will warn off other males intruding into his territory, but there are rarely battles between rivals. An ahool killing another ahool is almost unheard of.

Ahool females usually form units, so that they may share the rearing of young. Upon reaching adulthood, females will typically continue on with the troop, while males go off to establish their own territory.

Tuesday, March 10, 2015

Marscon 2015

Last weekend was Marscon 2015, in sunny Bloomington, MN. It was relocated to the Hilton near the Mall of America. All in all, a good time. Unfortunately, I had a somewhat disorganized weekend, so I probably didn't take full advantage of what the con had to offer.

First off, the hotel. The Hilton was a new location for Marscon. A pretty nice hotel, but the parking lot was a bit too small. The Hilton did have some overflow parking down the hill that it shares with, I think, the Park Plaza. Two issues with this: 1. there is nothing to indicate that this is overflow parking, and 2. as you may or may not know, some con goers can't handle hills as well as others. But, the hotel was pretty nice otherwise, and easy to get around. The staff seemed decent as well. Some people complained about the heat in their rooms, but I didn't have an issue with that.

Second, the programming. Marscon had a nice spread of programming, and it's upped its game with educational programming and things for the youngsters. There appears to have been some last minute chaos, though. I found out Wednesday night that the con had decided to use two of my panel ideas and that I was on both panels to act as moderator. Both went okay, but only one other person was on one panel with me, and I was the only person on the other panel.

I wish I'd hit the movie room. It appears to have had a good selection of movies and people seemed happy with it. And as always, there was karaoke. And room parties. A fair number of room parties that ranged in quality from 'meh' to pretty darn cool.

I think the con staff did a pretty good job overall. There was one incident with a security volunteer, but I won't go into the specifics because it would just be hearsay and it seems to have been dealt with appropriately. The consuite staff in particular did a great job.

All in all, a pretty good con. It was perhaps a little disorganized, but this was a new hotel and I expect things will run more smoothly next year.