The gods of this savage world are almost forgotten, only primitive idols and secret shrines can be found from times before the rise of the Giants. Those who venture deep enough in the jungles can find a place of worship for these 8 divines. It is unknown whether these gods hear the prayers but don't listen, or that they lie dead deep beneath the surface... Only a select few of the now free people have divine powers, and it cannot be known that they are truly blessed, or they have stolen their magic from the dying bodies of the gods...
Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts
Friday, 13 February 2015
Magic guns: Firearms modification in D&D
So, this might be a little ranty, but I feel like it. I warned you. I don't like guns in my fantasy. Not because I don't like any science in my fantasy, I just like science that makes sense. Guns in fantasy, they don't. If magic is readily available in a world since the dawn of time, people wouldn't experiment with non-magical, mundane stuff to create something equally useful, with way more time and energy invested. It just won't happen, unless there is a shortage of magic for prolonged periods of time... Anyway, on to the subject at hand.
As I mentioned above guns just don't make sense in fantasy worlds, but that doesn't have to mean that people can't play cool ass gunslinger characters!
Below you will find rules how to do guns and gun like weapons using nothing but fantasy elements! How frickin cool is that?
As I mentioned above guns just don't make sense in fantasy worlds, but that doesn't have to mean that people can't play cool ass gunslinger characters!
Below you will find rules how to do guns and gun like weapons using nothing but fantasy elements! How frickin cool is that?
Labels:
5th edition,
Crunch,
D&D,
Fluff,
Homebrew,
Magic items
Wednesday, 11 February 2015
D&D Primal, and Update
So, first of all, I haven't been slacking and I am not dead. The amount entries decreased because most of the stuff I am doing, I want to put it out all at once, not in fragments, and also, I have been creating the campaign for my Elder Scrolls game for Matt (from Fistful of Dice, check out his webpage and youtube channel) and some other friends.
Anyways, moving on, working on the Elder Scrolls Conversion Project gives me plenty of ideas, as it is a wonderfully rich world, and to allow these ideas to escape my head, I started creating my own D&D setting, something I promised myself I would never do....
Anyways, moving on, working on the Elder Scrolls Conversion Project gives me plenty of ideas, as it is a wonderfully rich world, and to allow these ideas to escape my head, I started creating my own D&D setting, something I promised myself I would never do....
Tuesday, 3 February 2015
The Elder Scrolls Conversion Project; Silenced condition
So this is just a small snippet of rule, creating it for the Elder Scrolls conversion, but of course, you can use it in any game.
Monday, 2 February 2015
The Elder Scrolls Conversion Project; Birthsigns
In the world of the Elder Scrolls, every character is born under one the 13 constellations, each giving a unique magical power or edge to the character. There is no equivalent to this in D&D, so these Birthsigns give an additional layer of power to the characters, which makes the PC-s stronger. If you do not wish to use these rules, simply leave them out.
The Elder Scrolls Conversion Project; New class: The Skirmisher
Another new class for the conversion project, but this one is completely compatible with other D&D games as well. There is no need for tweaking, you can just hand it out to players right away.
Note: This class has some features that "step on the toes" of other classes. The reason behind this, is that in the Conversion Project I do not use the Monk class at all, since the whole Ki energy doesn't fit the world, so I just created this archetype to fit the idea of the monk in the Elder Scrolls setting, that is a stealth based unarmed combatant.
I hope you enjoy the class
Note: This class has some features that "step on the toes" of other classes. The reason behind this, is that in the Conversion Project I do not use the Monk class at all, since the whole Ki energy doesn't fit the world, so I just created this archetype to fit the idea of the monk in the Elder Scrolls setting, that is a stealth based unarmed combatant.
I hope you enjoy the class
Saturday, 31 January 2015
The Elder Scrolls Conversion Project; New class, The Blackguard
Sorry for not posting for a few days, I was busy with real life stuff. Here it is, the Blackguard, a half-caster stealth based class with two subclasses. Ideal for stealthy mages who prefer a bit more magic than the Arcane Trickser has to offer. As with all of my classes, this can be used for non Elder Scrolls style of play, with relatively small amounts of tweaking. Obviously, the spell point system needs to be converted, as well as the spell list. For this class I would recommend a spell list similar to the sorcerer's.
Monday, 26 January 2015
A "new" character creation method
I am not sure where have I seen this character creation method,
possibly in Talislanta or some D&D E6 rules, but it really grabbed
my imagination, and I do think it is awesome, so I will share it here,
passing the word. It is a good way for players to choose their ability
scores, while having both a random element, and a maintaining fairness.
Behold!
Wednesday, 21 January 2015
The Elder Scrolls Conversion Project; Iconic Creatures Part III, The Dremora part I.
Many of the D&D monsters presented in the Monster Manual can be
used in all kinds of fantasy worlds, like animals, they appear
in many works of fiction. Some monsters however in the Elder Scrolls
universe are significantly different to be fully converted, either
because they remind us something cool and memorable from the games, or
because they are integral part of the world. In these posts you can see
many creatures that we learned to love and appreciate (or hate and
despise) in Elder Scrolls games.
Saturday, 17 January 2015
D&D 5th Edition Houserule; Speed factor in initiative
This is just a rather small modification of the rules, one I think it makes the "Speed" attribute a bit more relevant. A lot of monsters, and PC races have descriptions that say: They have quick reflexes and high speed, yet when in the game quick reflexes and high speed would come into factor, these creatures and races don't have a very big advantage. If you are bothered by that, use this houserule to change it.
Wednesday, 7 January 2015
Lingering Injuries and Wounds, Massive Damage; Variant optional rule D&D 5th Edition
In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries. This is a table and rule I made for my home groups, I hope you like it. Feel free to use this in your own games, and if you do, tell me how it went.
Monster; Owlgriffon
So, this is not something you will see often on the Blog, as my drawing pad and the PC stopped co-operating for a while now, and right now I don't have the budget to invest in new hardware, but I made this some time ago, it's only a sketch, but it's better than nothing. Owlgriffon, with stats below...
Non-combat damage, Coup de grâce, Instant Death; Variant rule
In 5th Edition hitpoints are defined as combat stamina and luck. A character doesn't get healthier by gaining levels, he just gets more accostumed to fighting and pain, and more experienced at avoiding lethal blows. This is why a character can "heal" overnight from 1 hitpoint, and this is why short rests make sense. Hitpoints do not represent actual physical health and well being, and for this reason hitpoints only make sense in combat situations. With these variant rules, you can implement a more realistic (and grittier) way of treating non-combat damage.
Saturday, 3 January 2015
D&D 5th Edition Houserule, Proficiency Levels
I am pretty excited about D&D 5th Edition as it is, and mostly I only have minor complaints. The only larger problem I have, is the way how proficiency levels are done. Characters are either really good at something, or can't really grasp at it. Everything scales off from your levels. No middleground, no real choices when making a character. Class abilites enhance certain skills in some cases, but its far less common to make any real variety between characters who are not overly specialized. Yes, a Rogue sneaks better than a Fighter who happens to have stealth, but there isn't any difference between a Bard and the Fighter.
Another problem, fighting classes have no real advantage in combat than non figthing classes. A fighter can hit just as well as a wizard can, given they are using the same weapon.
Of course, if you are not interested in making characters more detailed, and you prefer the streamlined solution provided in the core books, more power to you. But if you are like me, and would want just a little bit of more crucnh and mechanics... Here it is, Proficiency Levels, Optional Rule
Another problem, fighting classes have no real advantage in combat than non figthing classes. A fighter can hit just as well as a wizard can, given they are using the same weapon.
Of course, if you are not interested in making characters more detailed, and you prefer the streamlined solution provided in the core books, more power to you. But if you are like me, and would want just a little bit of more crucnh and mechanics... Here it is, Proficiency Levels, Optional Rule
Tuesday, 30 December 2014
D&D 5th Edition Barbarian Path, Path of the Flask
The Path of the Flask
To benefit from the powers of Rage, one does not have to hail from the uncivilized lands, or from the frontiers. That beast lives in all of us, and while some use their totemic heritage to call it out, that is only one of the methods. Many has discovered the Path of the Flask, simply by drinking a lot of alchoholic drinks, and they felt that their fighting prowess grew greatly under the influence of such beverages.
To benefit from the powers of Rage, one does not have to hail from the uncivilized lands, or from the frontiers. That beast lives in all of us, and while some use their totemic heritage to call it out, that is only one of the methods. Many has discovered the Path of the Flask, simply by drinking a lot of alchoholic drinks, and they felt that their fighting prowess grew greatly under the influence of such beverages.
D&D 5th Edition Sorcerer Bloodlines, Infernal Bloodline
Infernal/Abyssal Bloodline
While members of the Celestial Bloodline have their powers originate from angelic influence in their family history, the Infernal/Abyssal Bloodlines can boast with fiendish heritage. These sorcerers have their power come from corruption and evil, whether this comes from one of the Nine Hells, or the Countless Layers of Abyss, it doesn't matter, they are shunned and feared throughout the world.
While members of the Celestial Bloodline have their powers originate from angelic influence in their family history, the Infernal/Abyssal Bloodlines can boast with fiendish heritage. These sorcerers have their power come from corruption and evil, whether this comes from one of the Nine Hells, or the Countless Layers of Abyss, it doesn't matter, they are shunned and feared throughout the world.
Monday, 29 December 2014
5th Edition Artifact, Crown of Horns :Homebrew:
The Crown of Horns
Legendary artifact (requires attunement)
The Crown of Horns is a legendary artifact that hosts the old God of Death, Myrkul. This powerful magical item is sought for by many necromancers, and would-be liches. It is a silver circlet adorned with black diamonds and four horns made from bone sprout forward from it. The dark and malicient energies are visibly materialized around the crown.
Any non-evil creature touching the Crown must make a DC 17 Charisma saving throw. On a failed save the creature's alignment changes to neutral evil.
Legendary artifact (requires attunement)
The Crown of Horns is a legendary artifact that hosts the old God of Death, Myrkul. This powerful magical item is sought for by many necromancers, and would-be liches. It is a silver circlet adorned with black diamonds and four horns made from bone sprout forward from it. The dark and malicient energies are visibly materialized around the crown.
Any non-evil creature touching the Crown must make a DC 17 Charisma saving throw. On a failed save the creature's alignment changes to neutral evil.
Sunday, 28 December 2014
D&D 5th Edition Ranger Archetype, The Slayer
The Slayer
Some rangers are excellent warriors, protecting civilization against the countless dangers of the wild, while others take on a beast and raise it by their side. Some rangers are like you, however. Prime hunters who specialize slaying the largest of beasts, stalking and striking from the shadows. To them, this hunt is everything.
Some rangers are excellent warriors, protecting civilization against the countless dangers of the wild, while others take on a beast and raise it by their side. Some rangers are like you, however. Prime hunters who specialize slaying the largest of beasts, stalking and striking from the shadows. To them, this hunt is everything.
Saturday, 27 December 2014
D&D 5th Edition Sorcerous Origin, Bloodmage
Sorcerous Origin - Bloodmage
Some sorcerers gain their power through their heritage, descendants of powerful beings with powers mere mortals cannot understand... Other sorcerers have their power through the unexplainable ways of the universe, but You have your powers through your own blood. Your blood carries a rare magical power you have learnt to unlock.
Some sorcerers gain their power through their heritage, descendants of powerful beings with powers mere mortals cannot understand... Other sorcerers have their power through the unexplainable ways of the universe, but You have your powers through your own blood. Your blood carries a rare magical power you have learnt to unlock.
Thursday, 25 December 2014
D&D 5th Edition Barbarian Path, Path of the Abolisher
Path of the Abolisher
Some barbarians walk the path of frenzy and rage to the fullest, while some others follow tribal totems, but You are different. You follow your hatred of magic. You might be driven by revenge to slay a magic user, or you follow the old traditions and believe that all magic is evil and corrupting... Your will is like iron, and your muscles are steel. Your sheer mental strength is enough to shrug of most spells.
Some barbarians walk the path of frenzy and rage to the fullest, while some others follow tribal totems, but You are different. You follow your hatred of magic. You might be driven by revenge to slay a magic user, or you follow the old traditions and believe that all magic is evil and corrupting... Your will is like iron, and your muscles are steel. Your sheer mental strength is enough to shrug of most spells.
Subscribe to:
Posts (Atom)
