Monday, June 28, 2021

Porcelain Boy

Porcelain Boy is a backup character I never played for an Esoteric Enterprises campaign. The idea still fascinates me.

I was rolling up a Spook. What would become poor Porcelain Boy rolled a '1' for HP. It was decided then that his skin and flesh were made of glass, for even the slightest bits of force would destroy him. The choice to play such a fragile character - one who cannot sustain any amount of danger or violence but who chose to adventure anyway - remains intriguing. Perhaps Porcelain Boy will survive to become strong and cruel, or perhaps he will tragically perish at the height of his naivety.

Source

Porcelain Boy - Spook
S 13 D 10 10 11 Ch 10
HP: 1
Power: Removable Limbs
Items: Helmet, Heavy Boots, Heavy Gloves, Flashlight, Mirror
(The clothes are made of glass, like him. Part of a set: 1) Firefighter 2) Soldier 3) Yodeler)

Strong like a tensile glass. Skin perfectly smooth. Under the joints he's connected with steel wire and spring. When he stretches you can hear the plates of porcelain clack against each other and the springs yawning. The appearance otherwise is of a full-sized boy on the cusp of puberty, 12 years old.

There is great detail in his face, so laboriously crafted. There is perfection in the imperfections - the composition of freckles, the subtle creases, the eyelashes, the eyes. Perhaps he was modelled after some real boy somewhere, now lost to obscurity.


What is his quest? Why does he delve into the dangerous unknown at such great risk?
  1. He is running and hiding from a witch, hoping the danger will deter her from following. She kept him as a pretty thing in a glass cabinet next to the other dishes, and he could stand containment no more.
  2. He wants to discover magic, believing it might mend his inevitably fragmenting body.
  3. He wants to become a real boy. An 'old wise man' once told him that he'd find this secret at the center of the earth.
  4. He has heard that there are others like him, somewhere down below. He believes this to be his long lost family, and dreams naïve fantasies about them.
  5. He seeks The Wizard of Oz to grant him a real heart like the Tin Man. All movies are real, but he has only seen the one.
  6. He seeks Humpty Dumpty, who surely must be his brother. Anything is real that rhymes.
  7. He knows that there is a real boy out there who he is modelled from. He seeks his so-called twin brother, but does not know that he's now aged into his 40's.
  8. He seeks the man to made him - Higashi Shiro. But why would his creator go Underground?
  9. He must know whether or not he has a soul. Only the Lady of the Deep Lake could answer this question.
  10. He loves his companions, and wants to protect them from all danger. He will foolishly throw himself between them and the hazards of the Underground, believing himself a hero.

Tuesday, June 22, 2021

5e Moon Druid Wild Shape

An attempt to streamline the Wild Shape feature for Circle of the Moon druids in 5e D&D. 

Disclaimer: I have no idea how balanced it is.

Instead of selecting from an eligible list of beasts and their stat blocks, you become a Standard Beast and add Templates on according to whatever you'd like to change into.

STANDARD CR1 BEAST

AC 13   HP 30   Speed 40

Your INT becomes the beast's STR ; WIS becomes DEX  ; CHA becomes CON

To Hit: 1d20+Prof+STR  ;  Attack deals 2d6 damage + STR.

You have proficiency in Athletics. You get ONE template. 

Every three additional levels of Moon Druid you add 15HP to your Wild Shape, and you get to add an additional template. (Level 2 = 1 Template ; Level 6 = 2 Templates ; Level 9 = 3 Templates, etc.)

TEMPLATES

Template Cost

Ability

Description

Beast Example

1

Hard

+2 AC

Tortoise

1

Aggressive*

Attacks deal additional die of damage.

Hippopotamus

1

Gore*

Attacks cause Bleeding, causing all targets hit by Attacks to suffer an additional 1d4 damage.

Elk

1

Fast*

+10 Speed to all Movement modes.

Cheetah

1

Aquatic

Gain Swim Speed 40ft. Suffer no penalties in water.

Barracuda

1

Scent

Gain the ability to track by smell.

Hound

1

Ambush

Expertise in Stealth Checks

Snake

1

Tough*

+15 HP

Wolverine

1

Venomous**

On hit, target must CON Save or be Poisoned for 1 Round.

Scorpion

1

Grappler

Gain free Grapple checks on melee Hits. Additional template grants the Grappler feat.

Boa Constrictor

1

Web

Gain use of the Web spell, Recharge 5-6.

Spider

1

Creep

Gain Climb Speed 30ft

Ant

1

Momentum

If you move at least 20ft before an attack, knock up to two adjacent targets prone on failed STR Save.

Rhinoceros

1

Fire Chaser

Gain the Evasion trait.

Cockroach

1

Night Hunter

Gain Darkvision 30ft. Every additional template extends it 30ft.

Owl

1

Scavenger

Eat and drink tainted food and water sources without suffering from parasites or disease.

Vulture

1

Wrecker

Gain Advantage on STR Checks and Saves

Gorilla

1

Prey Instincts

You cannot be Surprised. Additional template extends this benefit to companions within 10ft.

Mouse

1

Quick

Advantage on Initiative Checks

Stoat

1

Jump

Permanently under the effects of the Jump spell.

Grasshopper

1

Stomp

You may attack a Prone target as a Bonus Action.

Mammoth

2

Finesse

Attacks gain Finesse

Cat

2

Flight

Gain a fly speed of 60ft. (Level 8+ only)

Eagle

2

Big

Go up a Size category, gain an additional 5ft of Reach, and Damage Die goes up one category (i.e. from a d6 to a d8)

Elephant

2

Anathema

All foes within 30ft automatically suffer from the Bane spell on failed CHA Save.

Peryton

2

Devour

Using an Attack, you may swallow Grappled targets smaller than you. Swallowed targets are automatically dealt your attack damage every turn. Transforming out of Wild Shape while swallowing a target immediately expels them.

Toad

2

Poisonous

Melee attacks that hit you deal 1d8 Poison Damage to attackers.

Giant Frog

2

Projectile

Your attacks become Ranged 30/120. No penalty for shooting at targets within 5ft. Additional templates double both ranges.

Spitting Cobra

2

Thumbs

You have opposable hands and can use weapons and tools. Additional templates grant one arm/hand per Template.

Monkey

2

Pack Hunter

Gain Advantage on attacks whenever an enemy is engaged with a teammate.

Wolf

2

Relentless

Gain an additional Attack.

Mongoose

2

Royal

Enemies within 30ft must CHA Save or become Frightened.

Lion

2

Mimicry

You can mimic any sound or voice you’ve heard since this transformation.

Lyrebird

2

Fat Storage

While in this Wild Shape, hunger and thirst don’t progress.

Camel

2

Extremophile

Suffer no ill environmental effects from hot, cold, or acidic environments. Gain resistance to either Fire, Cold, or Acid damage. Additional templates provides resistance in a different damage type, or Immunity to the original damage type.

Lava Slug

2

Echolocation

Blindsense 30ft. Cannot work while deafened.

Bat

2

Swarm

Gain Swarm Immunities and Benefits.

Bees

2

Photosynthesis

While in direct sunlight gain the effects of a Bless spell.

Sunflower

2

Telescopic Eyes

Advantage on Perception Checks, and can see clearly up to 3 miles away in daylight.

Eagle

3

Landswim

Gain a Burrow Speed 30ft in earth and mud.

Bullette

3

Amorphous

Be permanently affected by a Freedom of Movement spell. Can squeeze without penalty.

Octopus

3

Parasites

On Hit, target must make a CON Save or suffer from a parasitic infection - Target has Disadvantage on all CON Saves, and may have additional long term effects.

Eater of Tongues

3

Tongues

You may freely cast Alter Self while in Wild Shape.

Whale

3

Chromatophores

Advantage on Stealth Checks, can Hide as a Bonus Action, and become Invisible if standing still and taking no Actions for 2 Rounds.

Chameleon

3

Radiant

Shed 20/40 light. Can change up to 100/200 with an action. Counts as Natural Sunlight, dealing 1d6 damage to Undead every Round.

Photophant

3

Acid Breath

Gain a 60ft Cone Attack, dealing 8d8 acid damage or half on successful CON Save. Recharge 6.

Black Dragon

3

Predator

Detect heartbeats within 30ft, even through walls.

Cave Spider

3

King of the Hill

Cannot be unwillingly moved unless the ground gives way.

Stag Beetle

3

Resilient

Gain proficiency in all Saving Throws.

Monk Fly

3

Darting

Do not provoke Opportunity Attacks.

Dragonfly

3

Regeneration*

Gain Fast Healing 1.

Troll

4

Defensive Projection

When initially transforming, spend a Spell Slot to store a spell. When stricken in combat, unleash the stored spell as a reaction.

Screamer

4

Petrifying Gaze

Gain a Gaze Attack 60ft Cone. Targets must make two consecutive CON Saves. On first failure target is Restrained. On second failure it’s Petrified. Recharge 5-6

Basilisk

4

Interfering

Enemies within reach have Disadvantage on attacks to targets other than you. As a Reaction, impose Disadvantage on one attack against you.

Kangaroo

5

Mesmer

May use the Minor Illusion cantrip while in Wild Shape. Gain use of the Major Image spell, Recharge 5-6. Gain one use of Mirage Arcane.

Flail Snail

6

Deadly Poison

Hits inject deadly poison. Target must make three consecutive CON Saves over three Rounds. The first causes the Poisoned condition. The second causes Paralysis. The third causes instant death. Additional Hits on succumbing targets moves the deadly poison an additional step.

Scorpion

6

Visual Basilisk

Everything (allies included) which sees you must make two consecutive CON Saves or suffer petrification.

Medusa

6

Nerve Agent

On Hit, targets must CON Save or become Paralyzed for 1 Min. Target may Save every Round.

Ghoul


*Can be taken multiple times, the effects stack.
**Multiple instances extend the duration by 1 Round per Template.