Sunday, November 22, 2015

Reincarnate, More Important Than You Think

In D&D, the only ways to regain youth are the Potion of Longevity and the spells Clone, Wish, and Reincarnate.  The Potion of Longevity reduces one's age only by 7 to 12 years, whereas each of these spells can provide a new (young) adult body.  An important benefit of a new (young) adult body is that it extends the overall life of the person.  It is important to note that the spells Revivify, Raise Dead, Resurrection, and True Resurrection all return the original dead body to life, and do not provide a new (young) adult body.

No other faith provides the means to extend life.  The Clone spell is Wizard only, and the Wish spell is Wizard and Sorcerer only.  The Reincarnate spell appears only on the druid spell list.  No other class has the Reincarnate spell, and because of this, the Old (Druidic) Faith holds more sway over the world than any other faith.  By perpetuating its Druids, the Old Faith has more Druids than other faiths have Clerics.  Also, since Druids tend to live longer, there exist more Druids in the uppermost echelons of the Old Faith than their equivalents (Clerics) in other faiths.  Further, Timeless Body (Druid level 18 class feature), which ages a druid's body only 1 year for every 10 actual years, allows the most powerful Druids to live for centuries with need of only a few castings of Reincarnate.  Assuming that the practitioners of the Old Faith are aware of this impact, and make a concerted effort to preserve the lives of their Druids, then there would be sizable number of Druids that are older than the oldest of dragons.

As a 5th level spell, Reincarnate is more readily available than the Clone (8th level) and Wish (9th level) spells.  Therefore, Reincarnate would be more widely used than Clone or Wish.  And as previously mentioned, the practitioners of the Old Faith work in concert to preserve their Druids, whereas Wizards and Sorcerers function far more independently of each other.

In addition to returning a person to life and singlehandedly bolstering the strength of the Old Faith, Reincarnation also facilitates the learning of racial tolerance on a level otherwise unattainable.  By living life as more than one race, none of which were of their own choosing, Druids learn to understand and respect the perspectives of those races, allowing the Old Faith to be race neutral in a way that other faiths aren't. Thusly, the Reincarnate spell has a tremendous impact on the world.

Sunday, November 15, 2015

Jackalwere redone as Hyenawere

The demon lord Yeenoghu created hyenaweres from ordinary hyenas to serve as spies and infiltrators for gnoll tribes, and advisors to gnoll pack lords.

Jackalwere Hyenawere
Medium humanoid (shapechanger), chaotic evil
Armor Class 12
Hit Points 18 (4d8)
Speed 4050ft.
STR 11 (+0)
DEX 15 (+2)
CON 11 (+0)
INT 13 (+1)
WIS 11 (+0)
CHA 10 (+0)
Skills Deception +4, Perception +2, Stealth +4
Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
Senses passive Perception 12
Languages Common, Abyssal (can't speak in jackal hyena form)
Challenge 1/2 (100 XP)

Shapechanger. The jackalwere hyenawere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid specific gnoll, or back into its true form (that of a Small jackal hyena). Other than its size, its Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.  It reverts to its true form if it dies.

Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackalwere hyenawere has advantage on an attack roll against a creature if at least one of the jackalwere's hyenawere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Bite (Jackal Hyena or Hybrid Gnoll Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage .

Scimitar (Human or Hybrid Gnoll Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) slashing damage.

Sleep Gaze. The jackalwere hyenawere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's hyenawere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.

On Lycanthropy

Each form of lycanthropy is limited to one base race.  For example:

Werewolves come from humans;
Wererats come from halflings;
Wereboars come from dwarves;
Weretigers come from elves/half-elves;
Werebears come from orcs/half-orcs; and
Werecrocodiles come from lizardfolk.

As a curse, lycanthropy generally is meant to conflict with the nature of the base race.  Thus, werewolves, wererats and wereboars are evil (whereas humans, halflings and dwarves are generally good), but werebears are good (whereas orcs are generally evil).  Weretigers are neutral (whereas elves are generally good).  Werecrocodiles are evil (whereas lizardfolk are generally neutral).

In all three forms, wererats are size small.

Werebears, weretigers, and werecrocodiles are size medium in hybrid form.

Friday, November 13, 2015

Drow (from Dancing Lights to Animal Friendship)

Drow (any)
Innate Spellcasting
At will: dancing lights animal friendship (spiders only)

Thursday, October 29, 2015

Recorder of the Bard

Rod Recorder of the Pact Keeper Bard
Rod Recorder, uncommon (+1), rare (+2), or very rare (+3)
(requires attunement by a warlock bard)

While holding this rod recorder, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock bard spells.  The bonus is determined by the rod's recorder's rarity.

In addition, you can regain one warlock spell slot Bardic Inspiration die as an action while holding the rod recorder.  You can't use this property again until you finish a long rest regain 
your expended uses of Bardic Inspiration.

Wednesday, March 11, 2015

Drow Mage redone as Drow Warlock

Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic pacts with an otherworldly beings. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts who lack the favor of Lolth may also become drow mages warlocks, although they are much less common.

Drow warlocks most commonly form pacts with powerful yugoloths, such as the General of Gehenna, Many also form pacts with powerful demons or devils.  It is rumored that there are drow warlocks who have formed pacts with fey entities, such as Baba Yaga.  Although Lolth appears to tolerate the divided loyalty of her drow warlocks, these pacts certainly exacerbate Lolth's lack of favor in the drow warlocks.

Drow most commonly reside in the Shadowdark and, to a lesser extent, in the Hadesweb (the third layer of Hades, Lolth's domain).  Adventurers in the Shadowfell and Hades qualify as extraplanar creatures.  Drow warlocks can cast banishment on adventurers, causing them to return to the Material Plane.

Drow warlocks cast contact other plane to contact their warlock pact patrons.

Drow warlocks almost always favor their eldritch blasts over their shortswords.

A common drow warlock tactic is take advantage of their devil's sight invocation by first casting darkness around themselves and then repeatedly casting eldritch blasts.

Drow warlocks are masters of espionage, casting scrying or utilizing their voice of the chain master invocation to guide their invisible quasit or imp familiars.

Drow warlocks have several magical means of escape:  magical darkness used with their devil's sight invocation, dimension door, fly, invisibility and, when used creatively, minor illusion.

Medium humanoid (elf), neutral evil
Armor Class 12 14 (15 with mage armor studded leather)
Hit Points 45 (10d8)
Speed 30ft.
STR 9 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 17 (+3) 12 (+l)
WIS 13 (+l)
CHA 12 (+l) 17 (+3)
Skills Arcana +64, Deception +57, Perception +4, Stealth +5
Senses darkvision 120ft., passive Perception 14
Languages Elvish Sylvan [Elvish does not exist in my world], Undercommon
Challenge 7 (2,900 XP)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 1214). It can innately cast the following spells, requiring no material components:
At will: dancing lights animal friendship (spiders only)
l/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a l0th-level spellcaster. Its spellcasting ability is Intelligence Charisma (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard warlock spells prepared:
Cantrips (at will): eldritch blast (enhanced by agonizing blast), mage hand, minor illusion, poison spray, ray of frost
lst level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots):fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill banishment, contact other plane, darkness, dimension door, find familiar (pact of the chain boon), fly, hold monster, invisibility, magic circle, scrying, tongues

Eldritch Invocations.  The drow has the following invocations:
agonizing blast (+3 damage to eldritch blast)
devil's sight (see normally in both magical and nonmagical darkness, 120 ft.)
minions of chaos (conjure elemental 1/day)
sculptor of the flesh (polymorph 1/day)
voice of the chain master (telepathy with, and perception and speech through, the drow's familiar)

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dark One's Blessing.  When the drow reduces a hostile creature to 0 hit points, it gains 13 temporary hit points.

Dark One’s Own Luck.  When the drow makes an ability check or a saving throw, it can use this feature to add a d10 to its roll.  It can do so after seeing the initial roll but before any of the roll’s effects occur.  Once the drow uses this feature, it can’t use it again until it finishes a short or long rest.

Fiendish Resilience.  The drow gains resistance to one damage type until it chooses a different one with this feature after a short or long rest. Damage from magical weapons or silver weapons ignores this resistance.

Familar. The drow has a quasit, imp or spider familiar.

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8 - l) bludgeoning damage if used with two hands, plus 3 (ld6) poison damage.

Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing, plus 3 (ld6) poison damage.

Summon Demon Yugoloth (1/Day). The drow magically summons a quasit or imp, or attempts to summon a shadow demon mezzoloth with a 50 percent chance of success. The summoned demon yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons yugoloths. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.