Sunday, May 31, 2015

D&D 5e - Druid Circle - Circle of the Sun (Animal Companion)

Being a primarily D&D 3.5e and Pathfinder player before I began playing 5e, I was quite confused when I didn't see an option for Druids to get an animal companion. Only the Ranger had an archetype called Beast Master that gave them an animal companion. I guess they needed to fulfill the Drizzt Do'Urden archetype first. But, Druids have always been, for me, the characters mainly running around with their animal friend. Either way, it was pretty easy to build an option for Druids to get an animal companion. Especially since the Beast Master's abilities can be just directly transferred from a Ranger Archetype to a Druid Circle. But, the Druid circle does get their abilities one level earlier than the Ranger. Also I switched the levels for Bestial Fury and Share Spells since I feel like sharing spells is more important for a Druid.


Druid Circle: Circle of the Sun

Druids of the Circle of the Sun are nurturers of the wilderness. They make pacts and bonds with the beasts of nature. Their companionship with animals are built on a primal level within their very souls. A promise to take care of one another.

Druid's Companion
At 2nd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (Appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
The beast understands Druidic, but does not gain the ability to speak it if they are unable to speak a language as is.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Exceptional Training
Beginning at 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

Share Spells
Beginning at 10th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Bestial Fury
Starting at 14th level, your beast companion can make two attacks when you command it to use the Attack action.

Saturday, May 30, 2015

D&D 5e - Paladin Oath - Oath of Leadership

I really like the idea behind the Marshal base class from D&D 3.5e's "Miniature's Handbook". But, when playing it, I always felt like I had nothing to do from turn to turn. I would rarely change my Auras during combat and even more rarely would a situation come up where the trade of a standard action for someone else's move action would be useful. It had all the abilities to buff everyone else, but had no ability to do anything for himself. Especially since it felt like they should be in the midst of combat side by side with the other fighters. So, the parts that I felt were missing was the direct combat ability. And the Paladin in D&D 5e feels like it makes up for those fallacies. Also, the Paladin with a focus on leading his fellow adventurers or soldiers amidst combat feels just perfect.


Paladin Oath: Oath of Leadership

The Oath of Leadership rises a paladin to the responsibility of leading and inspiring others. Sometimes called marshals, commanders, or crusaders, these paladins inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. Many who swear this oath have a tactician's mind, a cartographer's overview of the disputed landscape, and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Tenets
Leadership. Look out for the well being and survival of your company and those entrusted to your care.
Inspiration. Inspire those you lead in all aspects of life.
Courage. Never fear to act, though caution is wise.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Oath Spells
Paladin Level   Spells
    3rd     -   Command, Healing Word
    5th     -   Aid, Warding Bond
    9th     -   Beacon of Hope, Spirit Guardians
    13th    -   Compulsion, Freedom of Movement
    17th    -   Hold Monster, Mass Cure Wounds
   
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
  - Grant Move. You can use your Channel Divinity to direct your allies through the battlefield. As a bonus action, you can call out to a creature, other than yourself, within 30 feet. That creature immediately gets to move up to its speed following all the rules of movement.
  - Grant Attack. You can use your Channel Divinity to motivate your allies and inspire them to act immediately. As an action, you can command a creature within 30 feet to allow them to make an immediate attack action.
 
Aura of Mobility
Starting at 7th level, whenever you or a friendly creature within 10 feet moves through nonmagical difficult terrain it costs no extra movement.
At 18th level, the range of this aura increases to 30 feet.

Army Commander
Starting at 15h level, the authority with which you direct your allies rallies entire squads. When you use your Grant Move ability, you effect as many creatures, other than yourself, of your choice within 30 feet of you rather than just a single creature.

Leading Crusader
At 20th level, as an action, you can give off a commanding leadership that will inspire all in your company to great heroics. For 1 hour, you emanate an aura of leadership. You must be conscious to grant the bonuses. You and any creature you designate while within 60 feet of you gains the following benefits:
- The creature gains a 10 feet speed increase to their base land speed.
- Whenever the creature hits with an attack roll, the damage roll gains a bonus equal to your Charisma modifier (with a minimum bonus of +1). This applies to spell attacks only if they already deal damage.
- The creature gains resistance to bludgeoning, piercing, and slashing damage.
Once you use this feature, you cannot use it again until you finish a long rest.

D&D 5e - Warlock Patron - Spirit of the Tarot

This one was suggested to me by my girlfriend. She wished to play a fortune teller gypsy themed character. So, decided to make it a Warlock Patron. It came out like a Fortunetelling Gambit mixed with Twisted Fate type deal.


Warlock Patron: Spirits of the Tarot

Your patron is a spirit that holds connection to the fabled tale of the Tarot. This spirit may represent one of the many cards that makes up the tale. Through the spirit, it grants the powers that flow through the entire deck.

Expanded Spell List
Spell Level Spells
1st -   Detect Evil and Good, Identify
2nd -   Detect Thoughts, Locate Object
3rd -   Spirit Guardians, Clairvoyance
4th -   Divination, Locate Creature
5th -   Legend Lore, Modify Memory

Deadly Dealer
Starting at 1st level, your patron bestows upon you a deck of cards attuned with the magic of the spirits called a Tarot/Harrow Deck. This deck can be used as an Arcane Focus for your spells. This deck always stays complete. Cards will magically return to the deck unless the whole deck is destroyed.
If you lose your Tarot/Harrow Deck, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous deck.
The deck's cards can be thrown with deadly precision. After you cast a spell when using the deck as your Arcane Focus, as a bonus action, you can make a spell attack roll against a creature within 120 feet. On a hit, the target takes 1d8 slashing damage.

Card Reading
Starting at 6th level, you can call upon answers from your patron through your deck. You can cast augury at will, without expending a spell slot and with using the deck as your material component.

Fate Weaving
Beginning at 10th level, your patron bestows upon you the power to twist and change the fate of yourself and others. As a reaction, you may force a creature within 30 feet, including yourself, to reroll an attack roll, saving throw, or ability check. The creature must take the result of the second roll.
Once you use this feature, you can't use it again until you finish a short or long rest.

Seance
Beginning at 14th level, your patron teaches you how to perform a ceremony to call upon the spirits to inhabit your body. You may call to any deceased spirit or incorporeal being. You must have something with you that is connected directly to the spirit you are attempting to call. This may be a personal item owned by the spirit in life, an area where the spirit is emotionally attached to, or even a blood relative of the deceased. The DM is the final arbiter on if you have what is necessary for this feature to work.
The ceremony takes 10 minutes to perform, after the ceremony is finished, a call is sent out to the target spirit. The spirit is not required to accept the invitation. You will know immediately if the spirit denies the invitation. The spirit also might not be able to connect due to it being trapped or imprisoned. If it accepts and is able to be called upon, you will be possessed by the spirit. You and the spirit will be unable to move while you are being possessed. Any attempt at moving you from your position will result in the possession ending. While the spirit possesses you, it will use your senses to view the area around you and your mouth to speak. It has all knowledge that the spirit had before it died and while it has been deceased. The spirit is not required to answer truthfully or at all.
At any time, you or the spirit can end the possession, which will send the spirit back to where it was before the ceremony occurred. Once you use this feature, you can't use it again until after a long rest.

D&D 5e - Ranger Archetype - Arcane Archer

I really like the Arcane Archer Prestige Class from D&D 3.5e and I wanted to convert an option for it. Decided to build at is a Ranger Archetype because the flavor text to the Arcane Archer made it feel like a Ranger type thing. I have thought about maybe setting it up as a Fighter Archetype instead. Maybe later. But, for now, here is a Ranger version. Also, I didn't like the confusion of just placing spells onto arrows. So instead I just focused on the idea of making imbuing their arrows with fire, lightning, and such. 


Ranger Archetype: Arcane Archer

The Arcane Archer is a warrior skilled in using magic to supplement his combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Enhance Arrows
At 3rd level, you gain the ability to infuse your arrows with arcane magic. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 11th level, the extra damage increases to 2d8.

Elemental Shot
At 7th level, you gain the ability to infuse your arrows with overwhelming amounts of energy. As an action, you may choose a point in sight within range of a weapon you are wielding. Any creature within a 20 ft radius of the point must make a Dexterity saving throw against your ranger spell save DC. A target takes 5d6 points of cold, fire, or lightning damage (your choice) to the target on a failed save, or half as much damage on a successful save.
Once you use this feature, you can't use it again until you finish a short or long rest.

Seeking Arrows
Starting at 11th level, your arrows magically seek out your targets, weaving and bobbing around obstacles. Your ranged weapon attacks ignore half cover and three-quarters cover.

Arrow of Death
Starting at 15th level, when you hit a creature a ranged weapon attack, you can use this feature to immediately attempt to slay it. The creature takes an extra 10d10 necrotic damage as necromantic energy charges through their body. 
Once you use this feature, you can't use it again until you finish a long rest.

D&D 5e - Wizard Tradition - Beguiler

This is a conversion of the Beguiler class from D&D 3.5 edition's "Player's Handbook II". Instead of creating an entire base class, it seemed to have a lot of similarities already to the Wizard class. So, making it an Arcane Tradition felt like the easiest conversion for it.


New Wizard Tradition: Beguiler

Beguilers see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations.

Beguiler Specialties
Beginning when you select this school at 2nd level, you gain proficiency with Light Armor and choose one skill from Deception, Intimidation, Persuasion, Sleight of Hand, and Stealth.

Social Butterfly
When you choose this school at 2nd level, you learn the friends cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast friends, you may affect any number of creatures instead of just one that isn't hostile toward you for the duration. When the spell ends, all creatures that were affected by the spell realizes that you used magic to influence their mood and they become hostile toward you.

Surprise Casting
Beginning at 6th level, you know how to cast your spells subtly and to exploit a foe's distraction. If you are hidden form a creature when you cast an illusion or enchantment spell on it, the creature gets disadvantage on any saving throws it makes against the spell this turn.

Subtle Spell
Beginning at 10th level, you can cast enchantment and illusion spells without any somatic or verbal components.

Hide in Shadows
Beginning at 14th level, you know of tricks to alter perception around you to better conceal yourself. You may take the Hide action even while being observed as long as you are within 10 feet of some sort of shadow. You cannot, however, hide in your own shadow.