July 16, 2014

Psionicist Class for D&D 5E

The Psionicist

CLAS FEATURES
As a psionicist, you gain the following class features.

HIT POINT

Hit Dice: 1d8 per psionicist level
Hit Points at 1st Level: 8 +your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) +your constitutution modifier per psionicist level after 1st

PROFICIENCES

Armor: Light armor, shields
Weapons: Simple weapons, flail, longsword, short sword, hand crossbow, heavy crossbow
Tools: Artisan tool of your choice

Saving Throws: Charisma and Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Arcana, Insight, Persuasion, Perception, and Stealth

EQUIPMENT

You star wight the following equipment, in addition to the equipment granted by your background:
•  (a) studded leather or (b) leather and a light crossbow with 20 bolts
•  (a) a longsword or (b) two simple weapons
•  (a) a hand crossbow and 20 bolts or (b) two daggers
•  (a) an explorer's pack  or (b) a scholar's pack


The Psionicist

               Proficiency
Level          Bonus          Features
 1st                +2              Psionic Gift, Inspired
 2nd               +2              Mettle
 3rd                +2              Psionic Path
 4th                +2              Ability Score Improvement
 5th                +3              Power Point
 6th                +3              Ability Score Improvement
 7th                +3              Psionic Path Feature
 8th                +3              Ability Score Improvement
 9th                +4              Precognition
10th               +4              Psionic Path Feature
11th               +4              Power Point (2)
12th               +4              Ability Score Improvement
13th               +4              Precognition (two uses)
14th               +5              Ability Score Improvement
15th               +5              Psionic Path Feature
16th               +5              Ability Score Improvement
17th               +6              Mettle  (two uses), Precognition (three uses)
18th               +6              Psionic Path Feature
19th               +6              Ability Score Feature
20th               +6              Power Point (3)


PSIONIC GIFT

You were born with either telekinesis or telepathy.

TELEKINESIS
All melee weapons you wield have a reach of an additional 10 feet.

TELEPATHY
You can mentally communicate with any creature you can see within 30 feet of you.  You do not need to share a language with the creature for it to understand your mental communications, but it must be able to speak at least one language.

INSPIRED

Whenever you finish a long rest you have a minimum of one inspiration point.  If you already had at least one inspiration point, you do not gain another.

ATAVISM

Starting at 2nd level, you may make treat any ability check, attack roll or saving throw as if you are proficient in it.
     Once you use this feature you must finish a long rest before using it again.  You can use this feature twice between long rests starting at 17th level.

PSIONIC PATH

At 3rd level, you choose a path of training to utilize and shape your psionic gifts.  Your path grants you features at 3rd level and again at 7th, 10th, 15, and 18 level.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.  As normal, you can't increase an ability score above 20 using this feature.

POWER POINT

Beginning at 5th level, you can spend a power point whenever you succeed on an attack roll or your opponent fails a saving throw against one of your psionic gifts.  A power point adds 5 x your proficiency bonus to the damage of your weapon or psionic gift.
     The number of power points increases to two when you reach 11th level in this class and to four when your reach 20th level in this class.  You can use this feature twice between long rests starting at 11th level and three time between long rests starting at 20th level.

PRECOGNITION

Beginning at 9th Level, you me give a creature disadvantage on their attack roll against your.
     Once you use this feature you must finish a long rest before using it again.  You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

PSIONIC PATH

Telekinetic


TELEKINETIC STRIKE
Beginning when you choose this path at Level 3, you gain +1 to hit when your throw a weapon (range of 30/90 feet), also it returns to you at the beginning of your next turn.

INTELLECT FORTRESS
Starting at 7th Level you gain a +2 bonus to Dexterity and Strength saving throws.

PSYCLONE
Starting at 10th Level you may telekinetically have a light weapon orbit your body and automatically inflict slashing damage equal to your proficiency bonus to any creature within 5 feet of you.

TELEKINETIC ASSAULT
Starting at 15th Level when you throw a weapon you may attack each creature in a 60-foot cone and your weapon will return to you at the start of your next turn.

MIND OVER MATTER
Starting at 18th Level as a bonus action, you may use your telekinesis to make an extra melee attack, but you add your Wisdom modifier to the attack and damage roll, instead of Strength or Dexterity.


TELEPATHY


EGO WHIP
Beginning when you choose this path at Level 3, you gan the telepathic ability to mentally attack a creature.  A creature within 120 feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or take 1d8 psychic damage and can't take bonus action until the end of it's next turn.  The gift's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

CLAIRVOYANCE
Starting at 7th Level you gain a +2 bonus to your AC and any Insight, Investigation or Perception checks you make.

TOWER OF IRON WILL
Starting at 10th Level you gain advantage on all Wisdom saving throws.

EGO BLAST
Starting at 15th Level any creature in a 60 foot cone feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or take 3d10 psychic damage on a failed save or half as much damage on a successful one. 

MIND CONTROL
Starting at 18th Level a creature within 30 feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or become charmed (can't attack the charmer or target the charmer with harmful abilities or magical effects; the charmer has advantage on any ability checks to interact socially with the creature, even with telepathy).  Mind Control requires your concentration.




















July 14, 2014

Advanced Next: The Fighter

Advanced Next takes OSRIC/AD&D 1E and merges it with 5E.
I tested it out a few months ago when running a game set in Azeroth.

Advanced Next: The Fighter


Minimum Scores: Str 9, Dex 6, Con 7, Int 3, Wis 6, Cha 6
Hit Die Type: d10
Alignment: Any
Experience bonus: Strength 16+
Armor/Shield Permitted: Any

Weapons Permitted: Any 
Saving Throws: You are Trained in Constitution and may choose two other Saving Throws of your choice (from the remaining Ability Scores)
Background:  You are Trained in one of your choice (see below)
Training BonusTraining Bonus is added to any ability check, background check, class check, saving throw or attack roll that a fighter is trained in
+2 from Level 1 through 4
+3 from Level 5 through 8
+4 from Level 9 through 12
+5 from Level 13 through 16
+6 from Level 17 and higher.  

Fighter Class Abilities

Bonus Attacks: Fighters gain extra attacks at Level 5, 11, and 20.
Battle Hardened: Fighters gain +2 to all attack rolls.

Lightning Reflexes: Fighters gain +5 to initiative rolls.

Weapon Specialisation (optional): With the permission 
of the GM, weapon specialisation may be selected during
character generation. If weapon specialization is not 
selected during character generation, it remains forever 
unavailable to the character, barring some magical or divine 
intervention. 

If weapon specialisation is in play, fighters may choose a specific weapon to be specialized in and once per battle they may make one extra attack with their specialized weapon as a bonus action.  Fighter's
 also gain +1 to hit and +2 damage owing to their skill with the weapon they have chosen. 

Backgrounds

Farmer
Fisherman
Sailor
Teamster
Mercenary
Master-at-arms
Bounty Hunter
GladiatorTrapper
Scribe
Carpenter
Mason
Gameskeeper
Alchemist
Tomb Robber
Magician's Apprentice
Prospector
Physician
Herbalist
Village witch
Priest
Tutor
Witchhunter
Rat Catcher
Gypsy
Alchemist’s Assistant
Blacksmith
Prostitute
Armorer
Weaponsmith
Miner
Explorer
Artisan of Foodstuffs (baker, vintner, butcher)
Artisan of Textiles (fuller, weaver, tailor)
Artisan of Woodcraft (turner, wagonwright)
Artisan of Mineralstuffs (stonecutter, potter, glassmaker)
Artisan of metalworks (puddler, forger, coppersmith)
Artist
Singer
Buccaneer
Innkeeper
Fence
Hired Killer
Banker
Squire
Knight
Noble
Crusader
Criminal

July 13, 2014

Cross Planes Drifter: Intelligent Ape (Chimpanzee) for D&D 5E

After reading Trey's post on Dawn of the Planet of the Apes, I decided to whip this up.

Intelligent Ape, Chimpanzee            
Medium humanoid (apex), any alignment                                                   

Armor Class 13 (Hide Armor)

Hit Points 11(2d8+2) 
Speed 40 ft.


   Str            Dex         Con           Int         Wis         Cha
16 (+3)     14 (+2)     13 (+1)     15 (+2)    14 (+2)     12 (+1)

Skills Acrobatics +4, Athletics +5, Insight +4, Survival +4
Tools Horses
Senses passive Perception 12
Languages Common, Sign Language
Challenge 1/2 (100 XP)

Natural Climber Chimpanzees climb at their full speed.

ACTIONS
Melee Attack—Machete +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 slashing damage.

Ranged Attack—Rifle +4 to hit (range 60/180 ft.; one creature).  Hit: 2d6+1* piercing damage.

*When you roll a 1 or a 2 on a damage die for an attack you made with a  firearm you can reroll the die, but you must use the new roll even if it is a 1 or a 2.

July 11, 2014

MotU Monday Extra: The Power Sword (For D&D 5E)

The Power Sword +3 Longsword

While in possession of the Power Sword you add +3 to any Constitution, Strength or Wisdom saves.  Also, when saving against spells you may gain disadvantage on the roll, if you succeed the spell is reflected back at the caster (DC 14).

July 9, 2014

Wizard's Amulet Pregens 1 per Page (For D&D 5E)

Yesterday I raved about the quality of Necromancer Games Wizards Amulet, with my only grip being the way they laid out the Pregens in the PDF.

Well one of my players in that game (and my DM for the Starter adventure), Ben Bach, took the time to reset the layout with one Pregen per page.

And after making sure with the Necromancers/Frog Gods it was cool to share, I'm posting the link right here.

If someone has a better idea on presenting the file, I'm all ears.

Here you go:

https://docs.google.com/document/d/1dDeOiwtFQfyHrnMdCB_wvvbz-10ZIF2noug7mOnzeWI/edit

Enjoy!

July 8, 2014

Everything YOU Need to Run D&D 5E OR I ran the Wizard's Amulet for D&D 5E from Necromancer Games last night!

Our regular DM wasn't feeling up to running, so I opened up my PDF of the Wizard's Amulet, printed out the Pregens and we were up in playing in less than 20 minutes.

The adventure focuses on Exploration and Combat and outlines what each Scene is designed to for and guidelines and story to use if you need it.

We only made it about two-thirds of the way through in a two hour period, but I highly recommend the adventure for DM's.

Prep time is fast and the PDF is well organized to ease the DM's job.  Encounters have some options and both boxed text to read aloud and plenty of information to use or ignore.

The Pregens are all well thought out and encompass more than the four classes of Basic D&D, but their presentation is my biggest criticism. To conserve layout space, I'm assuming, the characters flow together on the pages (instead of having 1 or 2 characters clearly delineated per page) and this can means pertinent information, including stats may be on less than 1/4 of the next or previous page.
My solution was to cut them up and paste them together, so with all that we were still up and playing within 20 minutes, which isn't bad.

I really recommend the Wizard's Amulet (it's free after all) and also think you should check out Necromancer Games' 5E Kickstarter.

Between Basic DnD and the Wizard's Amulet you have everything you need to star playing 5E right now, in less than 20 minutes!

July 7, 2014

Masters of the Universe Monday: Skeletor (For D&D 5E)

Mortally wounded in battle with his half-brother Captain Randor,
Keldor turned to his dark-arts master Hordak to save his life. Merging Keldor with the extra-dimensional being Demo-Man from Despondos, Keldor was forever changed into Skeletor, Overlord of Evil! He gathered together the greatest outcasts and evil warriors of Eternia in his quest to gain entry into Castle Grayskull and obtain what he believes is the universe's ultimate power source.

Skeletor                                        
Medium Humanoid, Chaotic Evil                                                     

Armor Class 16 (Breast Plate)

Hit Points 23 (5d6+5) 
Speed 30 ft.
Proficiency Bonus +3

   Str            Dex         Con           Int         Wis         Cha
14 (+2)     15 (+2)     13 (+1)     19 (+4)    12 (+1)     9 (-1)

Skills Arcana +7, History +7, Insight +4, Relgion +7
Senses darkvision 60 ft., passive Perception 11
Languages Common, Despo, Hordik
Challenge 2

ACTIONS
Melee Attack—+1 Sword +6 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 slashing damage.

Ranged Attack—+2 Havoc Staff +7 to hit (range 30/90 ft.; one creature).  Hit: 1d10+2 necrotic damage.

Ranged Attack—Dark Magic (Recharge on a 5,6) +7 to hit (range 150 ft; one creature).  Hit: 4d6 necrotic damage.