Wednesday, September 14, 2016

Staff of Flying

Simply put, I would reskin the Broom of Flying into a Staff of Flying.

Primeval Awareness (new, not old)

I am quite fond of the new Ranger class, introduced in Unearthed Arcana: The Ranger, Revised (2016 September).  A portion of one class feature in particular, Primeval Awareness, seems well suited for the Druid class, and I would add it to the Druid class as follows:

Primeval Fauna Awareness
Beginning at 3rd level, your mastery of ranger druid lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Sunday, September 4, 2016

Treant and Treant Druid

Here are some modifications I have made to treants that I think are appropriate:

Senses darkvision 60ft., passive Perception 13

Speak with Plants. The treant can communicate with plants as if they shared a language.

Slam. Melee Weapon Attack: +10 to hit, reach 5 10 ft., one target.
Hit: 16 (3d6 + 6) bludgeoning damage.

Note: an awakened tree (CR 2) has a Slam attack with a reach of 10 feet.

Treant Druid (Circle of the Land)

Use the treant template with the following modifications:

WIS 16 (+3) 18 (+4)

Challenge 9 (5 ,000 XP) 10 (5,900 XP)

Wild Shape:  max CR of 1/2; includes beasts with a swimming speed; can stay in beast shape for up to 3 hours per Wild Shape use.

Land’s Stride: Moving through nonmagical difficult terrain costs the treant druid no extra movement. The treant druid can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.  In addition, the treant druid has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Spellcasting. The treant druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): control flames (see Player's Companion - Elemental Evil), druidcraft, mending (applicable to plants, but not plant creatures), thorn whip
1st level (4 slots): create or destroy water, cure wounds, entangle, speak with animals
2nd level (3 slots): barkskin, locate animals and plants, pass without trace, spider climb, spike growth
3rd level (3 slots): call lightning, conjure animals, erupting earth (see Player's Companion - Elemental Evil), plant growth, protection from energy


The ogre has a challenge rating of 2.  I think that an ogre should provide a greater challenge, so I raised its challenge rating to 3.

Challenge 2 3 (450 700 XP)

Hit Points 59 (7d10 + 21) 68 (8d10 + 24)

Languages Common, Giant

Tuesday, January 26, 2016

Eldritch Knight cantrips

Once an Eldritch Knights achieves War Magic at level 7, I think that True Strike (as revised below) and Blade Ward become good choices for cantrips.  Here are my reasons why:

By level 5, an Eldritch Knight can attack twice with his attack action.  That means 2 attack rolls and 2 damage rolls in 1 round of combat; and consequently, 4 attack rolls and 4 damage rolls in 2 rounds of combat.  I will continue to discuss my reasoning within the context of two rounds of combat.

By virtue of War Magic, an Eldritch Knight can use Blade Ward with the following effect:  3 attack rolls and 3 damage rolls in 2 rounds of combat, plus resistance against bludgeoning, piercing and slashing damage for those two rounds.

Here is how I would revise the True Strike cantrip:

True Strike
On Until the end of your next turn, you gain advantage on your first attack rolls against the target, provided that this spell hasn’t ended.

I believe that this revision would not provide an added benefit to most wizards; however, an Eldritch Knight, by virtue of War Magic, would benefit from this revision as follows: 6 attack rolls and 3 damage rolls in 2 rounds of combat.

Thus, an Eldritch Knight with both True Strike (as revised below) and Blade Ward would have 3 meaningfully different combat options:

i) Normal Attack Option: 4 attack rolls and 4 damage rolls in 2 rounds of combat;

ii) Defensive Attack Option: 3 attack rolls and 3 damage rolls in 2 rounds of combat, plus resistance against bludgeoning, piercing and slashing damage for those two rounds; and

iii) Precise Attack Option: 6 attack rolls and 3 damage rolls in 2 rounds of combat.

Thursday, January 7, 2016

Drow and Scout modifications


Challenge 1/4 1/2 (50 100 XP)

Hit Points 13 16 (3d8 + 3)

CON 10 12 (+0 1)

Multiattack. The drow makes two shortsword attacks.



Shortsword Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing slashing damage.

Drider (a work in progress)

When a drow house lacks a matron mother, Lolth eventually summons that house's highest ranking drow priestess to the Hadesweb for a test of faith and strength.  Those that pass the test rise higher in the Spider Queen's favor.  They become matron mothers and are transformed by Lloth into driders, a type of yugoloth. Those that fail the test prove that they are unworthy to lead a drow house to Lloth's satisfaction.  They remain in the Hadesweb to serve rather than to lead.