RPG Mechanics Round-Up #10: All 5E D&D

10!? Really? Yeah, and more are coming.

Mundane/Crossover Backgrounds

I’ve been listening to Dungeons and Daddies, a mostly-non-BDSM actual play podcast. It’s hilarious and really well done. The conceit is that four dads are drawn through a portal into the Forgotten Realms, where they have to rescue their sons from some asshole in a purple robe. This is similar to some of my first games, where my friend and I would create ourselves as D&D characters and then drop ourselves into Krynn or the world of a novel we were reading at the time. I imagine lots of people have played games like this, and Fantasy Flight even put out four games that are specifically built around creating yourself and then dropping yourself as a character into some end of the world scenario.

So I was thinking about creating real-world Backgrounds that characters could take, followed presumably by D&D 5E classes. I would like for them to be very regular, not special forces or anything. I came up with: Cashier, Barista, Sex Worker, Blogger/Vlogger, Parent, Weekend Athlete, Supervisor, Manager, Driver, Grad Student, Teenager, Technician

Real-world backgrounds. Start a campaign with real-world backgrounds, and then you’re transported to a fantasy world. Dungeons and Daddies, basically. What would those real-world backgrounds be? Cashier, Barrista, Sex Worker, Blogger/Vlogger, Parent, Weekend Athlete, Supervisor, Manager, Driver, Grad Student, Teen, Technician, Teacher. What else do you think I should list?

Druid (Ranger) Spell: Beast Travel

3rd level enchantment

Casting Time: 10 minutes

Components: V, S, M

Duration: 8 hours

When this spell is cast, the caster entices up to six medium or large beasts native to the environment to approach her. These beasts are willing mounts for the next 8 hours. If a character tries to ride a beast into battle (or ride it through similar danger), she must make an Animal Handling roll at disadvantage to prevent her mount from fleeing the scene at its top speed. When traveling overland, the beasts travel about as quickly as horses.

Social Vulnerabilities

Often players will ask for lore rolls in ordre to discover vulnerabilities in the creatures they are going to face. Sometimes, as with dragons, there just aren’t any vulnerabilities. They’re freaking dragons. Others might be vulnerable to a particular kind of damage, like a Rakshasa. Others, like demons, might just have an element or two they aren’t resistant to, which is as close as they get to vulnerability.

The thought occurred to me that NPCs could also have social vulnerabilities – the idea that certain approaches would be especially likely to work, like flattery with the President, for example, or threats against Sam Tarly. These vulnerabilities can be a simple as choosing a social skill that will work especially well against them – just Deception for someone who is credulous or Intimidation for a coward. Or it could be more specific – if you threaten someone’s family it’ll work extra well, or if you try to get them to laugh your persuasion will go even better.

Recovery Through Place

I believe the game was called Song of Arda – it was a free RPG put out years ago that sought to emulate Middle-Earth, and it’s one of the more interesting attempts at doing that out there. One mechanic that it included was a “Wellbeing” mechanic – that is, a measure of how well a character is doing overall beyond whether they are wounded or fatigued. A high wellbeing is how one feels when visiting Rivendell or Lothlorien; a low wellbeing is how one feels crossing the Dead Marshes or the Dagorlad.

The idea to adapt here for 5E (or other games in similar ways) is to have recovery depend more on wellbeing than be determined by the player (rolling HD for a short rest) or full recovery (for a long rest). For a short rest, wellbeing could limit how many Hit Dice can be rolled. For example, if you are huddled under a rocky overhang in a driving rainstorm, maybe only 1 or 2 HD can be rolled, whereas if you build a comfortale camp in a cozy mountain vale, there might not be a limit.

For long rests, recovery would depend on wellbeing as a dice-pool to be rolled to recover.  Rivendell would provide 10d10, for example, whereas huddling in squalor in an alleyway might provide 2d10. I would leave it at d10s so that there’s only one variable, but I like this as an option to make recovery a bit more challenging.

5E Backgrounds as Zero-Levels

As was pointed out on the Dungeons and Daddies podcast in their first or second session, D&D 5E is something like survival horror at levels 1 and 2, before transitioning more to heroic fantasy. For many players, this is a feature rather than a glitch. For others, they just start at 3rd level.

As a way to add survive-ability to characters at low levels, I thought that it might make sense to treat the various D&D 5E backgrounds as 0-levels, similar to what has been present in some previous editions and D&D clones. This also puts a level 1 character on par with a basic NPC like a town guard, who usually has 2 Hit Dice. These 0-levels would still grant max hit points, and I think I’d arrange them this way:

6HP: (Scholarly) Acolyte, Anthropologist, Archaeologist, Cloistered Scholar, Hermit, Inheritor, Sage

8HP: (Skilled) Charlatan, City Watch/Investigator, Clan Crafter, Courtier, Criminal/Spy, Entertainer, Far Traveler, Guild Artisan/Guild Merchant, House Agent (Dragonmarked), Noble, Outlander, Pirate, Sailor, Shipwright, Smuggler, Urban Bounty Hunter, Urchin

10HP: (Fighty) Folk Hero, Gladiator, Knight, Marine, Mercenary Veteran, Soldier

I would probably combine this with some house rule that also limits how high hit points get over time – something like the old 3E house rule that you didn’t gain hit points past level 6 (while you still gained other abilities).

Pathfinder Beastfolk to D&D 5E: Muroideans

muroideanGritty Survivors

Created before the Collapse to be hardy and adaptable, the muroideans are a hybrid race with rat-like characteristics. They are known to eat things that would sicken other humanoids, and they have a particularly harrowing culinary culture. For some, it is a rite of passage merely to survive a muroidean restaurant.

Urbanites

Though they can successfully survive almost everywhere, muroideans are most at home in large cities, and there is no large city that isn’t host to at least a neighborhood of the rat-folk. They often know more than they have any right to know about what is going on in a given city, from the rich and powerful all the way down to the gutter.

Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score by 1.

Age. Relatively short-lived, muroideans live about half as long as humans, or up to about 40 years.

Alignment. Muroideans are gritty realists, and their selfishness has helped them survive. They tend to be freedom-loving and they often see benevolence as an invitation to be exploited.

Bestial Nature. You have the supernatural ability to speak with mice and rats.

Bite. Muroideans can bite with their sharp teeth for 1d3 piercing damage, and their bite counts as a finesse weapon if they wish.

Darkvision.

Size. Muroideans stand around 4 feet tall and weigh approximately 50 pounds, making them a Small species.

Speed. Though small, muroideans are fast and light on their feet, with a base move of 30 feet.

Vermin. Muroideans are able to eat things that other species would reject as spoiled, rotten, or downright nasty. A muroidean always has advantage on Wisdom (Survival) rolls to find food and water. Muroideans also always have advantage on saving throws against disease and poison.

Merry AKA Uncle Shellworth

My character for our new campaign is a tortle monk named Merry, also known as Uncle Shellworth.

DB Munro ordered a dragon turtle egg for his circus. It was going to be the talk of every town they came to – they could raise it from the egg, tame it and teach it tricks. The circus would grow as the turtle grew. That was the plan, anyway.

The egg arrived, all the way across the Dead Fields, and DB Munro believed it would make him rich and famous.

When Merry cracked his way out of the egg, all of DB Munro’s dreams came crashing down around him. He kept Merry, the tortle, and raised him as a member of the circus. He never missed a chance to crack on his shell with a stick or shout insults – which Merry seemed to absorb with a plodding aplomb.

Merry grew swiftly, and was surprisingly strong after only a few years. He was trained as a strongman and sideshow performer. By the time he seemed fully grown (after about 7 or 8 years – no one has ever seen another tortle) he was enormously strong. Another performer, an alcoholic named Idren Bloodhand took him under his wing. Long ago, before he was disgraced, Idren was trained as a monk. He began training Merry as a lark, watching the huge turtle-man go through the motions of kata. Turns out, Merry had a talent for it, and absorbed everything Idren had to teach, including a love of alcohol and other intoxicants.

No one is sure why, but intoxicants of all kinds affect him differently from the way they affect mammals. It is hard for him to resist experimenting.

One night, Nix, another performer, came to Merry with a plan. She was going to escape the cruel hand of DB Munro, but she needed the help of someone enormously strong and hard to hurt. After some convincing, Merry agreed, eager to see more of the wide world and, though he remained quiet about it, quite uncomfortable with the ongoing verbal and physical abuse.

They escaped, and only barely crossed the Dead Fields with their lives, Merry carrying Nix for the last couple of days as her life nearly left her. At last they made it, half-dead, to Avalon’s Crossing, a village that serves as home for many cast-offs and folks who don’t fit elsewhere.

Nix made her way, using her skills to get by. Merry had never lived anywhere but DB Munro’s circus. He had no skills for dealing with regular folk. Fortunately, the Woodhall family of halflings took pity on him, and eventually adopted the six-foot-tall turtle into their family. The kids call him Uncle Shellworth.

Merry’s strength and quick mind was of great use to the Woodhalls, and in return they taught him carpentry – the family trade. They helped him build a nice little hut next to a pond, where he was most comfortable. Around 2 years passed, and Merry grew even larger and stronger. His shell toughened, and he learned to cook, because his new family of halflings love to eat. Every morning and every evening, he practices what he learned from Idren Bloodhand.

D&D 5E Playtest: Psion

Image result for dnd psion

Here I am taking a shot at the bane of D&D class design from the very beginning – a psionic class. I feel like, deep down, everyone kind of wants one, but psionic classes have consistently been the most problematic in each iteration of D&D. So of course I wanted to take a stab at it.

Design goals: I wanted the psion to be a pure caster class, and to be most similar to the warlock in terms of how it functions. I liked using the warlock’s flexible spell slots rather than the fixed ones that a sorcerer or wizard gets. I also decided ahead of time that psionics would just be another kind of magic – so counterspell and dispel magic and similar effects will all affect psionics. Psionics differ, though, in that they do not have verbal, material, or somatic components. This is a big advantage, and so I balanced that out by requiring most psionic abilities to use concentration – so ideally the psion should have fewer requirements, but will probably always be concentrating on an effect. Overall, I wanted the psion to be more limited than in many past iterations – to be more like what you see in movies or Anime, focusing on the ‘big four’ of telekinesis, telepathy, pyro/cryokinesis, and biokinesis or the physical adept. I also wanted another Intelligence-based pure caster to join the wizard.

Psion

Powerful Minds

Psions are driven by iron discipline and self-mastery. A psion will spend as much time researching her inner life seeking out secrets as a wizard would spend researching new spells and secrets of the outer world in libraries. Through mastery of her inner world, a psion has the ability to mater the outer world as well.

Some psions are trained when they show a talent for one of the disciplines – others manifest innate abilities and are self-trained. In a world like Athas, or Eberron, psions might be members of particular schools where they are taught a particular mental regimen. In other worlds, they might be loners, drawing on inner reserves to accomplish amazing feats.

Creating a Psion

Quick Build

First, make Intelligence your highest ability score, followed by Constitution.

Psion Table

Psion Level Features Cantrips Known Psionic Spells Known Psi Points Slot Level
1 Psionic Discipline, Discipline Ability 2 2 1 1
2 Discipline Ability, Telepathy 2 3 2 1
3 Discipline Ability 2 4 2 2
4 Ability Score Improvement 3 5 2 2
5 Strength of Mind  3 6 2 3
6 Discipline Ability 3 7 2 3
7 3 8 3 4
8 Ability Score Improvement 3 9 3 4
9 3 10 3 5
10 Consumptive Power 4 10 4
11 Potent Psionics 4 11 4
12 Ability Score Improvement 4 11 4
13 4 12 5
14 Discipline Ability 4 12 5
15 4 13 5
16 Ability Score Improvement 4 13 6
17 4 14 6
18 Mind Over Matter 4 14 6
19 Ability Score Improvement 4 15 7
20 Psionic Mastery 4 15 7

Class Features

Hit Points

Hit Dice: 1d6 per psion level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: None

Saving Throws: Constitution and Intelligence

Skills: Choose two skills from Acrobatics, Arcana, Athletics,  History, Insight, Intimidation, Investigation, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an adventurer’s pack
  • Leather armor, any simple weapon, a dagger

Psionic Discipline

At 1st level, you are trained in a psionic discipline and have developed basic psionic abilities. Your psionic discipline grants you special abilities at 1st, 2nd, 3rd, 6th, 10th and 14th levels.

Psionic Discipline Table

In order to maintain your psionic abilities, you must discipline yourself. Roll randomly, or choose one of the disciplines below (or come up with one with your DM):

  1. You must maintain a strict vegan diet.
  2. You cannot kill (though you need not be a pacifist, and don’t have to prevent others from killing)
  3. You use pain to focus your concentration
  4. You must remain fastidiously clean at all times
  5. You cannot wash in anything but running, natural water
  6. All of your food must incorporate an incredibly hot pepper that no one else can even tolerate
  7. You must deny yourself sleep each night, only taking perhaps 3 hours (requiring Con saves to avoid levels of exhaustion)
  8. You must deny yourself normal comforts
  9. For 3 days you fast, and then for 3 days you are allowed to eat. You can only drink water
  10. You must meditate entirely alone for an hour each day – no one can be within 100’ of you, and it must be quiet
  11. You must abstain from any sexual activity, and can never have a family or children
  12. You can never own more possessions than you can carry on your person

Psionic Abilities

Psionic Spellcasting

Psionics is a spellcasting discipline. Psions are arcane spellcasters who access spells and spell-like abilities through inner strength and discipline more than by studying ancient lore or drawing on hereditary power.

Cantrips

You know two cantrips of your choice from the list associated with your discipline. You learn new cantrips as defined by the Psion Table. When you learn a new cantrip, you can also switch one known cantrip for a new one.

Spell Slots

To case one of the psionic spells that you know, expend one psi point. The cost is always one psi point, regardless of spell level, and the spell is always considered to be cast at the highest level possible based on the psion table.

Spells Known of 1st Level or Higher

Spellcasting Ability

Your spellcasting ability is Intelligence.

Spell Save DC = 8 + your Intelligence modifier + your proficiency bonus.

Spell Attack Modifier = your Intelligence modifier + your proficiency bonus

Telepathy

At 2nd level, with a bonus action a psion is able to establish a telepathic connection with a willing creature within 30′. This connection does not require concentration to maintain. If the psion and the creature to whom she is connected don’t share a language, they can still share images and impressions enough to communicate basic ideas. This ability automatically fails with any creature with an Intelligence lower than 3.

Ability Score Improvement

The psion can increase one ability score by 2 at 4th, 8th, 12th, 16th and 19th level, up to a maximum of 20.

Strength of  Mind

At 5th level, the psion’s discipline has given her resistance to psychic damage. She also has advantage on saving throws against abilities that inflict the frightened or stunned condition.

Consumptive Power

At 10th level, when a psion has no more psi points, she can draw on her physical reserves instead. As a bonus action, she can spend 5 hit points in order to generate 1 psi point.

Potent Psionics

When the psion reaches 11th level, she is able to augment her attacks with psychic energy. When she hits with a melee or missile weapon attack, she can deal extra psychic damage. For each psi point she spends, she deals 1d8 bonus psychic damage.

Mind Over Matter

At 18th level, a psion’s life of discipline begins to change her body and mind in new ways. She no longer needs to sleep, and can benefit from a long rest simply by sitting quietly and meditating for 6 or so hours. She also no longer needs to eat more than once a week, and can live for much longer without water as well. Finally, as a bonus action she can spend a psi point to enable her to roll hit dice in order to recover hit points even when not taking a short rest.

Psionic Mastery

I need ideas here too.

Telekinetic

Spell List

Cantrips blade ward, eldritch blast (?), mage hand, shape water
1st level feather fall, mage armor, shield, tenser’s floating disk, unseen servant
2nd level arcane lock, hold person, knock, levitate, shatter, silence
3rd level conjure barrage (?), erupting earth, fly, melf’s minute meteors
4th level control water (?), fabricate, otiluke’s resilient sphere, staggering smite (?)
5th level animate objects, bigby’s hand, hold monster, telekinesis, wall of force

Telekinetic Abilities

As a bonus activation, a telekinetic psion can activate her telekinesis. As an action, she can then attempt to lift or throw an object or, at higher levels, a creature.

1st level At 1st level, a telekinetic psion is able to lift up to 10lbs by concentrating. She can throw objects up to 30’. Her attack roll uses her spell attack modifier and deals 1d4 damage, modified by Intelligence.
2nd level At 2nd level, she can now lift up to 25lbs, and her attack deals 1d6 damage.
3rd level She can now lift up to 100lbs, and her attack deals 1d8 damage. She can also attempt to move up to Medium-sized creatures. They resist with a Strength save against her spellcasting DC. If your target fails, you can lift them 10’ with an action, or push them 30’.
6th level 500lbs, and her attack deals 2d8 damage. She can attempt to move Large sized creatures, though they have advantage on their Strength save.
10th level Similar to the telekinesis spell: 1000lbs. Thrown objects still deal 2d8 damage. She can also attempt to lift a Huge creature, though a creature larger than the psion receives advantage on their Strength save.
14th level At 14th level, a telekinetic psion can attempt to lift 10,000lbs, and can also attempt to lift a Gargantuan creature. Throw objects now deal 3d8 damage.

Telepath

Spell List

Cantrips friends, message, minor illusion, vicious mockery
1st level cause fear, charm person, command, compelled duel, comprehend languages (spoken only), dissonant whispers, silent image, sleep
2nd level calm emotions, detect thoughts, enthrall, see invisibility, suggestion, zone of truth
3rd level clairvoyance (?), fear, hypnotic pattern, major image, nondetection, sending, tongues
4th level charm monster, compulsion, confusion, hallucinatory terrain (?), phantasmal killer
5th level dominate person, dream, hold monster, mislead, modify memory, rary’s telepathic bond, synaptic static (?)

Telepathic Abilities

As a bonus action, a telepathic psion can initiate a mind link with a willing creature. Even if she and the creature don’t share a language, they can exchange images and impressions well enough to communicate on a basic level. This ability automatically fails if used on a creature with Intelligence lower than 3.

1st level Establish a mind link, as the kalashtar can do in Races of Eberron. If you are a kalashtar, the range on your mind link extends to 90’.
2nd level Your mind link now has a range of 120’
3rd level You can establish a group mind link with up to 6 intelligent creatures at a time within 30’ of you.
6th level Group mind link 60’
10th level Group mind link 120’
14th level You can establish a group mind link with up to 6 intelligent creatures anywhere in the Material Plane

Pyrokinetic

Spell List

Cantrips chill touch, create bonfire, frostbite, produce flame, ray of frost
1st level burning hands, chromatic orb (cold or fire), ice knife, searing smite
2nd level continual flame, flame blade, flaming sphere, heat metal, pyrotechnics, scorching ray
3rd level elemental weapon (fire or frost), fireball, flame arrows, protection from energy (fire or frost)
4th level fire shield, ice storm, wall of fire
5th level cone of cold, flame strike, immolation

Pyrokinetic Abilities

At will, a pyrokinetic psion can ignite flammable material or freeze about a square inch of liquid with an action.

1st level A pyrokinetic psion is able to heat metal as the spell, but it only deals 2d4 damage to begin. She can also generate a 10’ aura of comfortable temperature – cool in hot weather and warm in cold weather. This temperate aura does not require concentration, but the psion must be awake.
2nd level Heat metal, as the spell but 2d6 damage. Temperate aura 20’
3rd level Heat metal, as the spell. Temperate aura 30’
6th level Heat metal, 2d10 damage (metal loses shape). Temperate aura 60’
10th level Heat metal, 2d12 damage (metal begins to melt). Temperate aura 90’
14th level Heat metal, 3d12 damage (metal turns to slag). Temperate aura 120’

Physical Adept

Spell List

Cantrips blade ward (?), primal savagery, resistance, true strike
1st level expeditious retreat, jump, longstrider, mage armor, thunderous smite
2nd level alter self, barkskin, blur, enhance ability, enlarge/reduce (?), misty step (?), pass without trace (self), spider climb
3rd level aura of vitality (?), blinding smite, gaseous form, haste (self), thunder step, water breathing, water walk
4th level aura of life, freedom of movement, polymorph (self), staggering smite, stoneskin
5th level far step (?), passwall, skill empowerment, swift quiver

Physical Adept Abilities

Actually I need some ideas here.

1st level
2nd level You become proficient in Acrobatics, Athletics, or Stealth if you are not already
3rd level
6th level Additional ability score improvement (Str, Dex, or Con)
10th level
14th level Additional ability score improvement (Str, Dex, or Con)

 

Pathfinder Beastfolk to D&D 5E: Galidines

galidine

Galidine

Originally created as human-mongoose hybrids, galidines have always been valued for their fast reflexes and hunting instincts. Galidines and ophidians tend to dislike each other, especially on first impressions – something about each just rubs the other the wrong way.

Honest to a Fault

Galidines value honestly very highly, and in turn can be honest to a fault. They judge each new person they meet on their own merits, and watch their behavior carefully. A galidine will usually give someone the benefit of the doubt, at first, but after one significant misstep it is easy to lose a galidine’s trust and hard to win it back.

Skeptical and Precise

The intervention of gods or spirits are not reliable enough to satisfy most galidines, and they tend to veer away from over religion. They demand evidence behind any claim, and are careful not to say something they can’t back up. Galidines tend to be superb investigators, researchers and explorers, and their maps and charts are sought-after by other species.

Galidine Names

Galidine names tend to be compound names composed of four or more syllables

Ability Score Increases. Your Dexterity increases by 2 and your Intelligence increases by 1.

Age. Galidines live about half as long as humans, becoming fully mature at about 10 years and living until they are 50.

Alignment. Galidines with their tendency to honesty and precision tend toward Lawful alignments, and it is unusual for one to be Evil. Many galidines are Lawful Neutral.

Size. Galidines have long bodies and comparably short but dexterous limbs. They stand between 5 and 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30.

Bestial Nature. Due to their animalistic origins, galidines are able to speak with mongooses and meerkats.

Darkvision.

Flexible. Galidines’ flexibility grants them advantage on Acrobatics rolls to escape a grapple.

High Strung. Galidines can choose one of two advantages – either they gain a +2 on initiative rolls, or they gain advantage on all attacks of opportunity they make.

Sharp Teeth. You are proficient with a bite attack which deals 1d4 piercing damage and uses the higher of your Strength or Dexterity score.

Vigilant. You are proficient in either Investigation or Perception.

Languages. You can read and write Common and Sylvan.

 

Pathfinder Beastfolk to D&D 5E: Boriwogs

boriwog

Boriwog

The humanoid boars known as boriwogs are well-known for their toughness and ferocity in battle. They are also quite vain, often preening and vying with one another for status. Before the Collapse, they were often used as bodyguards and and mercenaries or slave-warriors.

Vain and Fastidious

Boriwogs are broad and stocky with two fingers and a thumb on each hand. They are proud of their appearance, taking care to style and color the hair and bristles on their heads and to always dress as well as they can afford to dress. They are very concerned with cleanliness – they enjoy bathing in warm medicinal mud, but will wash thoroughly afterward. Boriwog communities are well-cared-for and thoroughly decorated, and they often engage in conspicuous consumption as a way to demonstrate their wealth and status.

Bristling and Independent

Boriwogs can be hot-tempered and vain, and they are always concerned with their own status in comparison to others – especially other boriwogs. With their long pre-Collapse history of taking orders in one form or another, post-Collapse boriwogs bristle at being told what to do by pretty much anyone. They will often hire themselves out as individual bodygaurds and mercenaries, or might form a small fighting force under a particular charismatic and successful leader. Some boriwogs turn to arcane studies and become wizards, following a path that already lends itself to seeking personal power.

Boriwog Names

Rolling r’s and long, round vowel sounds – Rombol, Borion, Kamor, Olgram, Gortrund, Magrol.

Boriwog Traits

Ability Score Increase. Your Constitution increases by 2 and your Intelligence increases by 1.

Age. Boriwogs live about half as long as humans, coming of age around 8 years old and by 40 years old considered elderly.

Alignment. Independent-minded boriwogs tend toward the Chaotic, and don’t necessarily lean toward Good or Evil.

Size. Boriwogs often stand around 5 feet tall and weigh around 200lbs. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bestial Nature. Due to their animalistic connections to their past, boriworgs can speak with boars and domestic pigs at will. Many boriwogs would never do this in public, however.

Charge! When a boriwog charges at least 20’ in a straight line before making a melee attack, she gains advantage on the melee attack and deals an additional 1d6 bludgeoning damage.

To the Death. Their ferocity enables boriwogs to continue to fight when they should be dead. After an attack drops a Boriwog to 0 hit points, she gains one hit die’s worth of temporary hit points and can continue to fight until she is dropped to 0 a second time. The temporary hit points last for one minute.

Slashing Tusks. Boriwogs are proficient with a bite attack using their tusks. This attack deals 1d4 damage and uses the higher of the Boriwog’s Strength or Dexterity bonus.

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

 

5E Magic Items: Dragonlance

Related image

Magical items on Krynn are often rare and usually supported by a particular story. According to the original Dragonlance adventure modules, many 5th level characters would have +1 magical weapons and armor, but this may have had a lot to do with conventions for AD&D modules at the time. (+1 magical items might have been the equivalent of masterwork in 3E) There are certainly some items that are more memorable in themselves, that loom large in the Age of Despair, like the Dragonlance itself, or the Staff of Magius.

Axe of Brotherhood and the Sword of Friendship

A dwarven battle axe and a longsword in the style of the humans of Abanasinia – each weapon is a +2 magical weapon, and when wielded within 30′ of each other they function as +3 magic weapons. They were originally created in tandem to represent  friendship between the dwarves of Thorbardin and the humans of Abanasinia.

Bloodstone of Fistandantilus

The Bloodstone enables it’s wielder to attempt to replace the soul of a victim with their own soul, taking over their body permanently. When it is time to try to seize a body, the wielder of the Bloodstone must be within 30′ of their intended victim. The victim must make a Charisma saving throw against the spellcasting DC of the Bloodstone’s wielder. If they succeed on the roll, they are merely frightened, but are also immune to the Bloodstone’s power for a year and a day. The victim must be a humanoid with at least three levels as an arcane spellcaster.

If the save fails, the wielder of the Bloodstone drives out the victim’s soul and replaces it with their own. They take over the victim’s body, taking on their Strength, Dexterity, and Constitution scores. The wielder of the Bloodstone carries their own Wisdom, Intelligence, and Charisma scores with them.

There is a window of time during which the wielder’s soul might be driven out of the new body – it takes 30 full days to take root in the new body, at which point the old soul becomes a ghost cursed to wander the material plane until it dissipates.

Blue Crystal Staff

The Blue Crystal Staff is, among other things, a Plot Device. It lets you do things like teleport characters out of danger, or into it. It is described as dealing damage to any evil creature that tries to touch it, and also as possessing powerful healing capabilities.

During the Age of Despair, the Blue Crystal Staff should provide the healing abilities of about a 5th level cleric: cure wounds, healing word, prayer of healing, and mass healing word, as well as perhaps remove curse and restoration.

If any creature of evil alignment tries to touch the staff, they must make a DC 15 Dexterity save against 3d6 lightning damage, taking half damage with a successful save. If used as a weapon, the Blue Crystal Staff deals 1d6 bludgeoning damage plus 1d6 lightning damage against enemies with an evil alignment.

Dagger of Magius

There is more than one Dagger of Magius out in the world, as it is a name that any magical dagger carried by arcane spellcasters might have. The original Dagger of Magius, however, is a +3 magical dagger.

Dragon Armor

Magical scale armor worn by dragon highlords and other powerful dragon-riders in Takhisis’s army during the War of the Lance. It gives a +2 AC bonus and counts as cold weather gear. The armor also gives resistance to an element based on its color: fire for red dragonscale, electricity for blue dragonscale, poison for green dragonscale, acid for black dragonscale, and cold for white dragonscale.

Flute of Wind Dancing

Granted by undersea peoples as gifts, these flutes grant magical abilities to those who play them. A character can cast the following spells once per long rest: fog cloud, gust of wind, wind wall, and control weather.

Footman’s (Lesser) Dragonlance

Similar to an Oathbow, the Footman’s Dragonlance is a +1 lance that deals 2d12 damage against all creatures of the dragon type and 1d12 damage otherwise, with a 10′ reach. This is a basic Dragonlance of the type that would be manufactured by Theoros Ironfeld for use against the Dark Queen’s dragons. It can be forged using the Hammer of Kharas, without the Silver Arm of Ergoth.

Mounted (Greater) Dragonlance

The mounted, or greater Dragonlance is a +3 lance that deals 1d12 damage plus 3d6 damage against all creatures of the dragon type, with an additional 1d12 damage if it comes at the end of an aerial charge. It has a reach equal to the dragon’s bite attack, as each Dragonlance is built for a particular dragon. These Dragonlances can only be forged by a smith using a combination of the Hammer of Kharas and the Silver Arm of Ergoth.

Glasses of the Arcanist

These magical glasses enable the wearer to understand any written text. Using the Glasses of the Arcanist, a character can cast comprehend languages once per short rest.

Glasses of True Seeing

A more powerful version of the Glasses of the Arcanist, the Glasses of True Seeing grant the following magical spells once per long rest: darkvision, comprehend languages, and true sight.

Hammer of Kharas

Using the Hammer of Kharas, a character who is proficient with blacksmithing tools can forge a lesser, or footman’s Dragonlance. Used as a melee weapon, the Hammer counts as a +2 warhammer. When wielded by a dwarf, the hammer also grants the effect of a belt of stone giant strength.

Medallion of Faith

Holy symbols for members of the Holy Orders of the Stars are self-replicating. When a new cleric devotes themselves to the service of one of the gods, another cleric of that god is able to use their medallion of faith to create a new one to give to the new cleric. A medallion of faith can be used to create a medallion corresponding to similar gods, as per the DM’s discretion. (i.e. a medallion of faith in Mishakal probably cannot create a medallion of Zeboim).

Nightbringer

A huge black iron mace given to Dragon Highlord Verminaard by Takhisis herself, Nightbringer is a +2 heavy mace. Three times per long rest, upon striking an opponent, the wielder can say the word “midnight” and temporarily blind their foe. They are blinded until their next turn, at which point they can make a Constitution save against a DC of 17 to restore their sight, continuing to make saves each turn until their sight is restored. If they are still within 30′ of the wielder of Nighbringer, they make these saves at a disadvantage.

Nightjewel

A magical amulet given by the Master of the Tower of High Sorcery at Palanthas, enabling them to attempt to pass through the Shoikan Grove. When in the Grove, it sheds dim light for 10′, and no undead of the Grove can enter that circle of light. If the person using the Nightjewell makes a weapon or spell attack, the effect is immediately cancelled.

Plate of Solamnus

Created before the founding of the Knights of Solamnia, these suits of magical plate armor were thought to only have been worn by Knights of the Rose until Huma wore one during the Third Dragon War. When worn by a Knight of Solamnia, the Plate of Solamnus functions as +3 full plate armor. When worn by a non-Knight, it functions as +1 full plate armor. When a creature of evil alignment attempts to don the plate, they must make a Constitution saving throw against a DC of 15, taking 3d10 radiant damage on a failed save and half damage with a successful save.

Silver Arm of Ergoth

A magical silver arm that must be used to replace a humanoid’s lost arm. When in place, it functions exactly as a normal arm, but also enables the wearer to attempt to forge a Dragonlance. While wearing the arm, a humanoid regenerates 1 hit point on each of its turns, or about 10 hit points per minute, and will regenerate lost limbs and organs as per the regenerate spell.

Staff of Magius

A magical staff before Magius, who fought alongside Huma, came to possess it, the Staff of Magius passed in time to Raistlin, and later to Palin Majere.

Once per short rest, the staff enables it’s wielder to cast light centered on the crystal at the top of the staff. Once per long rest, the wielder of the staff can also cast feather fall. If someone who is not its possessor touches the Staff, they must make a DC 18 Wisdom saving throw to resist being under the effects of a confusion spell. The staff counts as a +2 weapon when used in melee combat.

The Staff is also a magical artifact and Plot Device which grows in power over time as its wielder grows in power .

Warbringer

A +3 greatsword, once wielded by Steeltoe the ogre bandit, and then by Caramon Majere when he slew Steeltoe. Warbringer would become an heirloom of the Majere family.

Wyrmsbane

Forged during the Second Dragon War to defend the realm of Silvanesti. It is a +2 longsword with a falcon-shaped crossguard. The wielder is granted advantage on saving throws against breath weapons. Once per long rest, Wyrmsbane enables its wielder to cast locate object.

Wyrmslayer

Sister to Wyrmsbane, with an eagle-shaped crossguard. It vibrates in the hand when within 30′ of a chromatic dragon, and dragons are sensitive to the sound of humming that comes from it. It is a +2 longsword that deals an extra 3d6 damage to creatures of the dragon type, and it grants advantage on saving throws against draconian death effects.