Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, October 24, 2024

Class Social Features

Unsatisfied with the number of class features in PF2e/5e that pertained to the social characteristics of each character class, I went and wrote a few. The idea is that every player gets to pick one for their character. Character class need not match up with the corresponding ability below. So a wizard could take the 'Bard' ability, etc.

But everybody wanted two of them, so I said: "Well, okay. You can get a second one at level 10 or something."


Barbarian

You are accountable to traditions and customs that are not local to this land. If ever you do a faux pas, you may stake a claim to a foreign authority or tradition to absolve you of your crime. You are only ever guaranteed to get away with this once for each type of offense and group of people. It does not protect you from particularly severe consequences (like murder), but you may be able to, say, insult the mayor of a town or sleep with a wealthy merchant's daughter.


Bard

When you recap the last session at the start of this one, however you recap it become the history of the party. Your recap becomes a song, poem, or story that's shared wide and far. As you continue to develop this history, you will gradually become more famous.


Cleric

As a 1 Turn Ritual, you can spiritually determine whether a place is consecrated or desecrated (whether gods are watching or not). You can tell whether your devoted god is watching at any time instantly. If your god is watching and you do something glorious, you will be bequeathed a blessing.


Druid

You can concisely recount any knowledge you possess orally. You know the age of anything at a glance. You are exempt from all taxes. You may freely Speak with Animals provide you apologize to said animal and give them something tangibly valuable to you (a ration, a gold piece, a craft that took time to make, etc. Bigger animals like bigger/more things). You are forbidden from writing down your knowledge.


Fighter

You can assess anybody's physical 'Power Level' at a glance. The more time you spend studying them, the less vague your determinations.


Monk

Your personage is considered sacred. Any offense against your body is considered a sin. Anyone who's not a total rube will know it. If gods are watching, they'll know it.


Paladin

You instinctively know when oaths that you have professionally witnessed have been broken. This power does not tell you which one of those you've witnessed. You have a legal right to take from an oathbreaker that which they swore upon, and deliver it to authorities you recognize (state, religious, or otherwise).


Ranger

You know hidden pathways, water sources, and supply caches due to your membership in a Ranger's association. Each Association has about a half-dozen members, and oversees the wilderness and roads of the region you are currently adventuring in. Once per [a convenient amount of time] they all meet somewhere interesting - a smoky bar, a sacred grove, a place of power - to discuss professional matters.


Rogue

You can tell what class a person is by studying them for a minute, even if they're trying to hide it, unless they're an extraordinary actor. You always know the minimum acceptable bribe for a given situation.


Warlock

Your oathbreaking and lies cannot be detected unless you want it to (false negatives are automatically generated), even by magical means, even by a Paladin. You may masquerade as any other magic caster, and only masterful magicians can tell the difference by your practices.


Wizard/Sorcerer

You are part of a Wizard GangCollege Fraternity/Sorority, or Secret Society. You can instantly identify members of this organization, and you know their Cult Sign to verify it. Members are friendly by default, and will usually do their best to help you out. In any town you can spend a Watch to find fellow cultists.

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.