Monday, September 25, 2017

Winter Domain (*work in progress)

Bonus Cantrip
When you choose this domain at 1st level, you gain the Frostbite (PotA) cantrip.

Child of Winter
Also at 1st level, you gain resistance to cold damage.  Additionally, you can tolerate temperatures as low as -50 degrees Fahrenheit without additional protection.  If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahernheit.

Channel Divinity:  Nip in the Air
Starting at 2nd level, you can use your Channel Divinity to radiate the numbing chill of winter, dealing cold damage to your foes and hindering their movements.
As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw.  On a failed save, a creature takes cold damage equal to 2d10 + your cleric level and its speed is reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Winter Domain Spells
Cleric Level Spells
1st - Armor of Agathys, Ice Knife (PotA)
3rd - Slow, Snilloc's Snowball Swarm (PotA)
5th - Feign Death, Sleet Storm
7th - Blight, Ice Storm
9th - Antilife Shell, Cone of Cold

???/snow-covered enemies (debuff)/snow coating of self (buff)/conjure snowman (utility)

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Frigid Body
Each hostile creature within 10 feet of you cannot take reactions.

Tempest Domain changes

Bonus Cantrip
When you choose this domain at 1st level, you gain the Shocking Grasp cantrip.

Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.

Tempest Domain Spells
Cleric Level Spells
1st - Fog Cloud, Thunderwave
3rd - Thunderous Smite, Warding Wind (PotA)
5th - Call Lightning, Tidal Wave (PotA)
7th - Control Water, Storm Sphere (PotA)
9th - Destructive Wave, Maelstrom (PotA)

Sunday, August 27, 2017

Beast Speech (Druid)

Beast Speech (see Circle of the Shepherd) should be a 3rd level class feature for all druids.  It reads as follows:

Beast Speech
At 2nd 3rd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.

Monday, February 13, 2017

Hexblade / Pact of the Blade / Pact Weapon as Arcane Focus

In light of the Unearthed Arcana Hexblade,  I believe that, for a Hexblade with Pact of the Blade, the pact weapon should also function as an arcane focus.

Saturday, February 11, 2017

Carrion Crawler should have Light Sensitivity

Light Sensitivity would offer a natural explanation for carrion crawlers not living above ground.

Thursday, January 5, 2017

Ghast Priest of Orcus

As worshipers of Orcus, orcs have an affinity for demons and undeath.  Perhaps, because of their cannibalistic practices, Orcus has blessed orcs with the ability to ritualistically transform their infirmed and aged into ghouls and ghasts, the latter commonly occupying the role of priest of Orcus.  Because of this special relationship, orc ghouls and ghasts do not attack orcs as they would other creatures.

Medium undead, chaotic evil
Armor Class 13 14 (ring mail)
Hit Points 36 (8d8) 45 (6d8 + 18)
Speed 30ft.
STR 16 (+3)
DEX 17 (+3) 10 (+0)
CON 10 (+0) 16 (+3)
INT 11 (+0) 10 (+0)
WIS 10 (+0) 13 (+1)
CHA 8 (-1) 12 (+1)
Damage Resistances necrotic
Damage Immunities poison
Skills Intimidation +3, Religion +1
Senses darkvision 60ft., passive Perception 10
Languages Common, Abyssal
Challenge 2 (450 XP)

SpellcastingThe ghast is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ghast has the following cleric spells prepared:

Cantrips (at-will): chill touch, guidance (c), thaumaturgy
1st level (4 slots): bane (c), command
2nd level (2 slots): augury, blindness/deafness

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) s lashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tuesday, December 27, 2016

Hag Coven Spell List

1st level (4 slots): identify, speak with animals
2nd level (3 slots): gentle repose, detect thoughts, hold person
3rd level (3 slots): animate dead, speak with dead
4th level (3 slots): divination (ritual), polymorph
5th level (2 slots): geas, raise dead
6th level (1 slot): circle of death

Note that hag coven spells can only be cast when all three members of the hag coven are within 30 feet of one another.  This guided my spell selection.  Most likely, the hags would be encountered together in their lair.  The lair intentionally is 30 feet in diameter; cramped, but for a very good purpose.

The spell list includes three offensive spells:  hold person, polymorph, and circle of death.  Potentially, each hag could cast one of these offensive spells during the first round of combat.

The speak with animals spell would be used on ravens that are trained to scout and spy.

The gentle repose spell would be used on a dead person brought to the hags by someone wanting the hags to restore the dead person to life.  The hags would demand a service in return, giving the person up to 10 days (the duration of the gentle repose spell) to complete.  Upon completion, the hags would fulfill their bargain by casting raise dead on the dead person.  If the person fails to fulfill the service, the hags animate the dead person's corpse, commanding the zombie to return to the village as a warning to others.

In furtherance of this sort of leverage, hags endeavor to remove--or have removed--from the local village(s) any person capable of restoring life.

When negotiating, one hag casts detect thoughts on the person negotiating with the hags.

The target of the geas spell could willingly fail its saving throw.  Hags usually will coerce the target into agreeing to fail this saving throw.

The circle of death spell is very effective against the stereotypical village mob brandishing torches and pitchforks.

As known purveyors of information, hags will use the divination, speak with dead and/or identify spells when they are approached by people seeking answers.