Showing posts with label Apprentice's Corner. Show all posts
Showing posts with label Apprentice's Corner. Show all posts

Thursday, July 23, 2015

The Ironforged

Apprentice’s Corner #3
I’ve been working on a setting for 5th ed: the Torn Worlds. The torn worlds is, well, a torn world. It’s based around a multiverse-wide war between seven armies: the Iron Legion, the Fey, the Abyssal Army, the Celestials, the Savages, the Undead Horde, and the Monstrosities.

The Torn Worlds: Player Options

Here is a take on the soldiers of the Iron Legion:

Ironforged

The bulk of the Iron Legion, fighting alongside golems and massive siege engines, the Ironforged are metal men capable of attaching weapons and specialized objects to enhance their abilities.

All Ironforged have these traits:

Ability score increase- all your abilities except one based on your subrace increase by one.

Age- Ironforged do not age, and that concept is unknown to the Iron Legion.

Alignment- all Ironforged are neutral, but not always true neutral.

Size- all Ironforged are exactly six feet tall; your size is medium.

Darkvision- all Ironforged can see in dim light out to 60 feet and in darkness up to 30 feet.

Construct- Ironforged are immune to disease and poison, are immune to being charmed, frightened, and exhaustion, and do not need air, food, drink, or rest. If a Ironforged takes cold damage its speed is reduced by 5 feet for 1 round.

Fueled- once every 3 days a Ironforged must take a long rest, except you are fully aware. If you do not, your speed is halved and you have disadvantage on attack rolls, skill checks, and saving throws until you do.

Metal Body- you have +4 natural armor (unless you’re a Ironforged Heavy). You also cannot wear or Fuse mundane armor and can only use magic armor if it is Fused.

Fusion- Ironforged can fuse items to themselves. It takes one minute to fuse a weapon or tool, five for a magic item or Enhancer, and 10 for an artifact. While a weapon is fused you cannot be disarmed, and with a magic item or artifact you are automatically attuned to it regardless of prerequisites.

Subrace
you must choose a subrace to represent your role in the Legion.

Ironforged Commando- You have +2 Dex, you’re trained in Dex saves, you can choose to automatically succeed on a Dex-related save or check (you can only use this once per day), and your speed is 40 feet

Ironforged Heavy- You have +8 total natural armor, cannot be knocked prone, and shields give you twice the AC bonus, and your speed is 30 feet

Ironforged Juggernaut- You have +2 Con, +6 total natural armor, you’re trained in Con saves, you regenerate HP equal to ½ (minimum 1) your level per round at the beginning of your turn, and your speed is 30 feet

Ironforged Brute- You have +2 Str, you’re trained in Str saves, your bludgeoning attacks have knockback 5 feet (DC= 9+ proficiency bonus+ Str modifier), and your speed is 35 feet


Ironforged Tactician- You have +2 Int, your trained in Int saves, once per day you can identify if the odds of success in combat or on a saving throw (DC 16+ is not in your favor) are in your favor or not, and your speed is 35 feet

Editor's Note: This is a bit overpowered, we suspect. Apparently other races get extra goodies too. Who knows. Use with caution, nerfing, or abandon. 

Wednesday, July 15, 2015

Apprentice's Corner: The Xex

Today I give you a monster for 5th edition of D&D: the xex (z-e-KS)

Invisible in their true form, the only way they can be seen is when they are impersonating another creature, though there is always a slight unnatural difference. Whether it be red eyes, six fingers on one hand, or orange hair, this difference can usually be dismissed. Originating from somewhere in between the Ethereal Plane and the Elemental Chaos, these creatures live to sow chaos, confusion, and mistrust.

Servants of Carnag. Xex serve Carnag, the most powerful of the primordials. He is a huge, hulking humanoid made of raw elemental force, with cruelty not matched by any being in the multiverse, with so extreme savagery it makes the demon lord Baphomet look civilized. He uses Xex as means of preparation for his greatest goal: the destruction of the multiverse.

Manipulative overlords. Xex often mimic people in power to gain influence. Rather than becoming the power behind the throne, they take the throne themselves.

Weak-willed servants. Xex usually seize the minds of those with weak willpower as servants. Those a Xex enslaves remember nothing of their former lives.

Xex
Medium monstrosity (shapechanger), CE
AC: 17   
HP: 66   
Speed: 50 feet   
Languages: common, undercommon, telepathy 60 feet

STR: 13 (+1)  DEX: 15 (+2)   CON 16 (+3)  
INT: 15 (+2)   WIS: 16 (+3)    CHA: 18 (+4)

Defenses: Incorporeal, Invisible

Shapeshifter: Can change shape to any medium or small humanoid, its stats are the same except size, and it loses the incorporeal and invisible traits. 

Actions
Multi-attack: the Xex makes two claw attacks, or the Xex can make one claw attack and one suggestion ability. 

Claws: +7 to hit, 2d4+3 slashing.

Mind Warp (3/day): ranged attack, range 40 feet, 1d6+2 psychic, DC 13 WIS to resist, on a failure, the target is charmed for 5 days, at the end of the 5th day the target can repeat the save at DC 15 to end the effect, on a failure the effect persists for another 5 days. A charmed creature gains +2 CON, +2 STR, +1 DEX, +2 INT, +2 WIS, and +1 CHA, it gains telepathy 30 feet, Mind Warp, 2 claw attacks (1d6 S), and +3 natural armor, obeys the Xex’s orders, does not remember any other creatures or knowledge of Xex, and believes the Xex to be friendly and that its cause is just and good. If it is not ordered and is alone w/another creature it will use its Mind Warp, and its alignment changes to CE.

Suggestion (DC 16) at will.

Mind Seize (3/day): ranged attack, range 20 feet, DC 10 WIS to resist. On a failure, the target is charmed for 1d6 rounds, a charmed creature follows and obeys the Xex, and does not feel ties to other creatures.

Editorial Observation: This monster's power went through development, but its statistics were all apprentice-designed. The CR for the creature is probably in the 4-6 range, and will need some support to offer a satisfying climactic battle after mystery/conspiracy plotting.  

Wednesday, July 8, 2015

Apprentice's Corner 1

Welcome to Apprentice’s Corner by the 10-year-old “apprentice” (though I must say I know much more about RPGs than Dad does). Today I’m giving you two weapons & a magic item for Dungeons & Dragons 5th edition: the scythe, the falchion and blasting plate armor.

MUNDANE MARTIAL WEAPONS

Scythe- a two handed martial weapon with reach that does 2d4 slashing for 20 GP

Falchion- a martial weapon that does 2d4 slashing or 1d10 if used with 2 hands for 30 GP

Name
Cost
Damage
Weight
Properties
scythe
20 GP
2d4
8 lbs
Two-handed, reach, crit x3
falchion
30 GP
2d4
5 lbs
Heavy, versatile (1d10)

BLASTING PLATE
Armor (plate or ½ plate), Very Rare (requires attunement)

5/day you can fire a 5-foot wide & 30-foot long line of force form the chest plate, all creatures in the line take 3d6 force damage and are knocked back 10 feet and are knocked prone.