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rpgsandbox · 4 hours
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D&d 5e warlock pact
So, running a campaign, and one of my players is a warlock whos arcane focus is a gun. its not a real gun, its just an arcane focus, but, it inspired me to want to make a warlock pact boon that is like an arcane focus. I also like making things multipurpose so it was designed to be fully setting/genre agnostic in its mechanics. - Pact of the Focus - Your patron gives you an eldritch focus, an implement with which to cast your spells. Your eldritch focus can be used a number of times equal to 2 + your proficiency bonus. When you cast a spell through your eldritch focus that requires you to roll a d20, you can use your reaction to expend a use and give yourself advantage on that roll. You regain all expended uses on a short rest. If the spell calls for more than one d20 roll(i.e, the multiple beams from an eldritch blast), you only gain advantage on one of them. As a bonus action you can summon or dismiss your eldritch focus into an extra dimensional space.
- Eldritch Invocations - War Focus - When you cast a spell through your eldritch focus, you can add your charisma modifier to the damage rolls of that spell.
Focused Assault - When you cast a spell through your eldritch focus that calls for a ranged spell attack, you can use your reaction to expend a use and ignore half-cover.
Spell Slinger - 5th When you use your reaction to give yourself advantage on a spell that calls for more than one d20 roll, you can gain advantage on a number of those rolls equal to your charisma modifier, instead of just one.
Quick Draw - 5th When you use your bonus action to summon your eldritch focus, you can, as part of the same bonus action, cast a cantrip with a casting time of 1 action.
Misfortunes Symbol - 5th When you cast a spell through your eldritch focus that forces a creature to make a saving throw to resist its effects, you can use your reaction to expend a use and give that creature disadvantage on the roll. If the spell causes multiple creatures to make saving throws(i.e, multiple enemies caught in a fireball), a number of them equal to your charisma modifier have disadvantage. Grounding Point - 7th When you cast a spell through your eldritch focus that has a duration of 1 minute or more, you can use your reaction to expend a use and double the duration of the spell, up to a maximum of 24 hours.
Gilded Token - 12th Once per day, when you cast a spell through your eldritch focus, you can use your reaction to ignore the spell's material components with a gold piece cost that is less than or equal to 100 x your charisma modifier. You must finish a long rest before you can use this invocation again.
Pact Battery - 15th When you take a long rest, you can store a number of warlock spells equal to half your proficiency bonus (rounded down) in your eldritch focus. at any time before your next long rest, you may use your reaction to expend a use and cast one the stored spells. The spells you store in your eldritch focus can be of 3rd level or lower.
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rpgsandbox · 4 hours
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Greetings!
Long ago a hard-fought battle took place here. A group of heroes from all over the the world teamed up to take down a massive colossus animated with ancient magic.
The heroes were victorious and the colossus fell. Over the centuries the landscape changed, but the remains of the giant construct still serve as a remainder of how those heroes of old saved the kingdom.
Still, anyone evil enough and knowledgeable enough can reanimate the stone giant once more to wreak havoc across the land.
Will these rookie adventurers be able to put a stop to those plans? Or will the colossus eventually destroy everything across its path?
You can see a preview of this map’s Patreon content by clicking here.
If you liked the map I’d be extremely thankful if you considered supporting me on my Patreon, rewards include higher resolution files, gridless versions, alternate versions, line versions, PSDs and more. Thank you!
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rpgsandbox · 4 hours
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SHAPE SHADOWS Conjuration Cantrip
Casting Time: 1 Action Range: 60 ft.  Components: S  Duration: Instantaneous or 1 hour (see below)
You choose a nonmagical area of dim light or darkness that you can see within range and can manipulate a 5 ft. cube of it in the following ways:
You can double or halve the area of darkness and dim light cast by the shadow. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the shadow and animate as you like. The shapes last for 1 hour.
In addition you can create a 5 ft cube of shadow, casting 5 ft. of darkness and 5 ft of dim light that extinguishes nonmagical bright light. This change lasts for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Suggested Classes: Sorcerer, Warlock, & Wizard
Commission for @thenuinn. Commission information here.
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rpgsandbox · 1 day
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Adventure: Along the Road of Nameless Graves
Presiding over a series of forested foothills and mountainous valleys that divide two rival kingdoms, the mist-shrouded barony of Siirvyn has seen more than its share of war over the past generations. Betrayal, invasion, and massacre are all too common motifs in the barony's long history, leaving all sorts of scars on both the landscape and the people who dwell within it.
Adventure Hooks:
Rumours of a treasure draw the party to Siirvyn, apparently concealed in a vault beneath the ruined castle of a long dead baroness Taviaa. Surely it won't be too hard to locate a single ruin in a land frequently beset by war, right?
The party arn't the only one combing across the barony looking for something. A hardluck knight seeks her brother after he vanished on a foolish quest, and might be willing to help the party out of jam if they aid her in search.
Folk of the barony tell of Grimcackle, a great black winged beast that moorlands that's sometimes heard laughing over the desolate battlefields but is only ever seen by the lost and the desperate. To heed the old stories it plunders the old battlefields of it's choicest riches, hoarding the wealth of the dead over centuries of war.
Subquest 1:
The party's hunt for riches gets complicated after arriving in the region to find that there has been no less than eight baroness Taviaas over the past century(backwater fiefdoms do like tradition after all) with five castles between them. Most have been destroyed by disaster, neglect, or siege, leaving the party to trek across the land checking checking out each option (though a clever party might narrow their search by hitting the local archives and cross referencing historical accounts).
Potential ruins include:
The delapidated lair of the local owlbear
Huanted by the ghost of one of the baronesses Taviaa,
The Hideout of a gang of smugglers with far reaching ties
Thoroughly cursed by a battlefield savaging spriggan who deals in cursed weapons.
To make matters even more complicated, one of the castles has been restored by the current baron Arkolo who would likely not take kindly to a band of renegade sellswords pilfering riches from under his nose, forcing the party to avoid it entirely or risk getting thrown in the dungeon if caught.
Subquest 2:
Ser Riley of Breakbridge never expected to inherit the family title, her father favoured her elder brother Rhys far more, and when the old man died in the last war there was no question who his holdings would pass to. Then, a couple of years ago Rhys got it into his head that he needed to reclaim the family's ancestral sword which was lost in the same bloody battle that did their father in, crossing the mountains to scour old battlefields and not being seen since. After righting the mess Rhys caused by his chivalric absence, Riley has come to Siirvyn herself to drag him, or possibly his body back from his foolhardy quest. The party may run into her requesting aid from the Baron, seeking advice from the local shrine to Tyr, or drinking off another unsuccessful trek through the wilderness at the local tavern. She'd welcome their aid in her search, and would gladly pay them back by lending her blade to theirs in their search (or using her influence to spring them from the baron's dungeons, should they have been caught).
Rhys' trail snakes all across the barony (including leaving a journal in one of the ruins the party wanted to search), but terminates in the great barren battlefield that was his father's last stand. While searching these moorlands the party & Ser Riley will run into a band of armed scavengers apparently conducting their own body-hunt for one of their fallen comrades. They served on the opposite side of the war from Riley's family, and if that wasn't bad blood enough, they apparently came to blows with Rhys a little under a year ago and aim to settle the score with his sister.
Regardless of how the standoff plays out (talking the scavengers down and exchanging favours or beating the information out of them) the Next step is to find Grimcackle's nest. By now (especially if you're playing with my affliction system and the party is tired out from all their wandering across the countryside) the party will have realized that the only way to see the great raven is to be nearing the edge of death, whether through actively dying, being poisoned, or just being exhausted to the bone. This is because the great raven is infact a psychopomp, tasked with sorting out the dead from the region's innumerable wars. Once the party find the particular tor the dread raven uses as roost, they'll find him quite chatty in the way of most birds, happy to trade gossip or play show and tell with his many finds. Rhys did indeed come to challenge Grimcackle for the sword, an act of daring rudness that forced the psychopomp to drag the knight's soul to the purgatory it rightfully belonged.
Resigned by the love she bears her brother, Riley insists she must venture into the shadow to save him, leaving the party with the choice of convincing her to abandon her quest, leave her to her fruitless pursuit of honour, or risk it all alongside her for the sake of an idiot who thought he could convince an aspect of death to respect his pedigree.
Subquest 3:
After their harrowing adventure the party return to town to find that Baron Akolo has been assassinated and all of Siivyrn has been thrown into chaos and suspicion. Fingers point and depending who the blame lands on it might spell civil war or invasion for the backwoods barony once again.
Background: Both neighbouring powers wish to control who moves through the region's winding passes, and expend great effort in both war and peace to ensure the barony is favourable to them. While occupying armies and vassalage have been all too common in the past, the region's ostensibly independent ruler Baron Arkolo is a puppet in all but name for the winning side of the most recent war. Little more than a bandit leader during the conflict savaging battlefields and attacking supply lines on both sides, Arkolo saw the way the wind was blowing before anyone else and made himself indispensable to his current patrons before their inevitable victory.
Little more than a strongman at first, the newly elevated baron managed to ingratiate himself to his subjects by leveraging his outlaw status to cast himself as a hero fighting against the great powers rather than ruling on their behalf. All the while the canny old bandit was of course playing both sides, toadying to the victorious kingdom while helping to run the smuggling operation for their rivals.
Clues & Consequences:
The baron had a stormy relationship with his son and prospective heir Kalo, who came up raiding alongside his father. After the war however, the young man felt he'd had enough of violence renounced his possesisons and joined the secluded temple of Tyr as a means of making peace with his bloody past. Arkolo never approved of his son's taking the cloth, refused to name another heir and would frequently make pilgramage to the temple just to argue with him. Despite their years of contention however the had seemed to reconcile in recent months, becoming closer than ever. Kalo is not taking his father's murder well, and has decided to dust off his old bandit skills alongside his newfound connection to a wargod as a means of finding the killer. Like an angered bull, he's liable to charge at whoever draws his attention, a weakness the real culprit might use to direct him onto the party's trail.
Gareth Gosdown, the baron's advisor and castilian is an agent of their patron kingdom, sent to keep the former outlaw in line and the kingdom's garrisons well supplied. In the wake of Arkolo's death, he's less interested in finding the killer than he is reinforcing his masters' hold over the barony in case of a new invasion. Known for butting heads with the Baron's more slapdash ruling style he's the one the common folk are most likely to point to.
Taviaa (ninth of that name) was born to the Baron after he'd claimed the region and married one of the local nobles. Though still young, she has a cutthroat attitude and a mind for politics, which made it all the more frustrating when her father refused to give up on her pious half brother as heir and name her instead. She knows she's the obvious culprit, the case made all the more convincing by the fact that she's recently been paling around with emissaries from the other kingdom.
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rpgsandbox · 1 day
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multiclassing your...  PALADIN!!
Mid- to high-level paladins have a decent pool of Lay on Hands, two Attacks, Divine Smites, and Auras that give buffs to your party members, plus additional skillsets. They’ve got a little bit of everything, which makes them flexible for multiclassing…to a point. Because of the restrictions on multiclasses (you must have certain Ability Scores be higher than 13 in order to take levels in a given class), and the fact that paladins are spread thinner (Strength and Charisma by default, and usually you’ll try for a strong Constitution as well), you’re much more limited in your multiclass options than you might realize. 
Rough Choices
The worst options for you to choose are monk and ranger, because then you need a strength and charisma score of 13 at minimum for your paladin to multiclass at all, then a dex and wisdom score of minimum 13, and your constitution score is probably decent if not excellent…which means you would need 4 or 5 of the 6 ability scores to be good with those multiclasses. If your stats are so good you can pull that off, more power to you, but it would be rough. 
Reasonable Choices
Paladin + Cleric
This looks like it has potential on the surface. The features from a Divine Domain, depending on what you choose, can give you some boosts, but most of the paladin’s spells are cleric spells too, so you aren’t gaining much in the way of casting. If you pushed it to second level, your main boon is Channel Divinity, which can also be cool, but you don’t get another use of Channel Divinity, just another option. If you’ve got a paladin with an acceptable wisdom score, it’s a workable option, but not your best.
Paladin + Druid
There’s nothing functionally wrong with this multiclass. If you’ve got a high enough Wisdom for the multiclass, you’re mostly fine; you can make melee weapon attacks in beast form, so your divine smite will still work just fine (it’s an ability, not a spell). However, druids won’t wear metal armor. Which means your paladin has to opt for leather or hide, and without a decent Dex score (in addition to decent Wis, Cha, and Str) you’re going to take more hits than you may be prepared for. Maybe wild-shaping is worth your while, maybe it’s not, but it loses points for the armor thing.
Paladin + Rogue
Taking a level or two in rogue is mostly worth it for the sneak attack potential and the Cunning Actions. Normally, paladins wear heavy armor to keep their AC high–but since you need a decent Dex score to take levels in Rogue, you might decide to use medium armor instead, with the benefit of not imposing disadvantage on your stealth rolls. In this case, it’s a question of whether or not the stealth (hiding for sneak attack’s sake, perhaps) is worth sacrificing an obscenely high AC.
Paladin + Sorcerer
Despite sorcerers relying on an ability score you’re already good at, this class doesn’t have much to offer you aside from spell slots–which can be great for you, and makes it preferable to the Wizard option, but in and of itself doesn’t do too much. Use your sorcery points to create extra spell slots for yourself and use that divine smite or other smite-y abilities. In general, I suggest you favor sorcerer over wizard, since if nothing else you get a sorcerous origin that offers some benefits and you’re using a stat you’re already definitely prioritizing.
Paladin + Wizard
If you find yourself running out of Divine Smite slots, maybe a level or two in Wizard will benefit you. It requires a decent Intelligence score, but at first level you get two new first-level spell slots and three cantrips. Nothing about the wizard aside from extra slots and cantrips is particularly useful to you, though, so this multiclass is best done if you have a good role-play reason to take it.
Righteous Choices
Paladin + Barbarian
Your stats align perfectly on this bad boy, so no need to worry about the prerequisites. Don’t worry about Unarmored Defense unless it exceeds your AC in armor–wearing armor won’t stop rage effects. You can attack recklessly at 2nd level, which translates to increased odds of a crit, and when you crit you can use a Divine Smite, doubled…it’s a pretty sweet deal.
Paladin + Bard
You have very few bonus actions to spend as a paladin (the best are your smite spells, but you won’t use smite on every turn), so when you take a level in bard, make the most of that Bardic Inspiration. You’ll also snag additional spell slots for smiting, and the Song of Rest and Jack of All Trades features give you utility outside combat. It’s a nice way to stay well-rounded.
Paladin + Fighter
It’s all about that Second Wind and Action Surge. Since by now you have two attacks per action, that’s four attacks total! You also gain an extra fighting style; use it to fill a gap in your existing repertoire or to amp up something you’re good at already (remember you can only take each style once). With Second Wind, you can save your Lay on Hands for your fellow party members.
Paladin + Warlock
The warlock is a decent multiclass option at minimum because the spellcasting ability is the same as the paladin’s–however, it’s all in what your Otherworldly Patron can do for you. Personally I recommend Hexblade (you can curse an enemy so that against them you crit on a 19, increase your damage, /and/ regain HP if they die) or the Undying (spare the dying could be clutch in a near-TPK situation). Plus, Eldritch Invocations at second level can grant you additional abilities.
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rpgsandbox · 1 day
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Reaper's Kama by Loot Tavern
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rpgsandbox · 2 days
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Creature: Sootwraith
The house fire was blinding, and when it finally died down, all that was left was ashes and bones. It seemed, for a moment, that the tragedy had finally passed, until the ash and soot from the burning flames coalesced into a screeching, fog-like creature, eyes fiery red and claws sharpened, ready to bring more malice into an already pained community.
Fire wraiths. When a wraith is formed, its body collapses in on itself and its soul becomes suffused with negative energy that creates the wraith-like creature. Oftentimes, only creatures that have sold their souls to another being from a lower plane become wraiths, and only few among them become sootwraiths. When a creature that has given its soul to something from the beyond dies violently in a fire, and the blaze consumes them, sometimes rather than becoming a normal wraith, the creature becomes a sootwraith, infused with fire and smoke, and ready to use its detrimental nature to raise more flame.
Undead Nature. A sootwraith doesn't require air, food, drink, or sleep.
Friends and companions. Sootwraiths are oftentimes not intelligent or tolerant enough to allow any creature to fight alongside them, but when a necromancer or other powerful mage is in command of the sootwraith, it may work alongside other creatures such as wraiths, ghouls, ghasts, skeletons, zombies and other undead, as well as ghosts. It may command its own specters, even if it is not commanded by a greater evil than itself, and it is not uncommon for sootwraiths that were created in the same fiery end to band together.
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rpgsandbox · 2 days
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We made a Mud Mephit paper miniature and some VTT tokens!
→ Grab the FREE printable PDF and the VTT tokens here!
If you like our work and want to see more consider supporting us for as little as $1 and get immediate access to 500+ minis and VTT tokens!
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rpgsandbox · 2 days
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Fake Door or is it Important to be a Good Artist by Tony Sart
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rpgsandbox · 2 days
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If you’re not familiar with 5E rules, don’t worry! Roleplaying games are about letting your imagination run wild as you create your own characters and stories. The rules provide support for your imagination and structure for your hero, but take a back seat to the FUN play at the table.
For those new to roleplaying games entirely, we are providing Jake’s Shmowzow Guide to Roleplaying Games with every copy of the Core Book exclusively on Kickstarter. It’s a simple guide to get any person started having fun with the Adventure Time RPG. Written by Ray Winninger, co-designer of the DC Heroes RPG and former Executive Producer of Dungeons & Dragons, the guide includes the needed core rules from the 5E OGL, a simple step-by-step explanation of the simple ideas you need to understand to begin play, and finally a walk-through of the character creation process. All guided by Jake!
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Adventure Time has its roots in the older editions of Dungeons & Dragons, with episodes and story arcs that grew from the pastiche fantasy adventure that the second and third editions laid out so beautifully. We believe that the high-quality design of 5E—and its very nature—are well-suited to capturing the open-ended excitement and sense of wonder that are at the core of Adventure Time. If Dungeons & Dragons gave birth to Adventure Time, using 5E for Adventure Time: The Roleplaying Game brings everything full circle and is true to the spirit of the series.
We believe that we can craft and implement the world of Ooo and the features of the Adventure Time RPG best in 5E, empowering you with the feeling that you can be any person you want to be and that anything can happen when you step out your door for adventure!
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But how, exactly, do you explore Ooo? This is a tabletop roleplaying game built using the Dungeons & Dragons rules, basically. In fact, if you are familiar with those rules, you already know all about how to play Adventure Time: The Roleplaying Game.
If you’re not familiar with those rules, you don’t need to worry. Dungeons & Dragons is a game about letting your imagination run wild; it is a game that is played through conversation, is moderated by dice, and takes place in your cranial. As you adventure through the amazing land of Ooo, stuff will happen. There is a player, called the Dungeon Master, who will tell you about that stuff. 
As a brave adventurer, you will want to respond to your Dungeon Master with awesome heroic actions. Your character will have a set of attributes and some skills and powers that provide options for those reactions. But you can respond however a person could respond (if that person was a Wildberry Person, with an axe!). However you respond, you will tell the Dungeon Master what you want to do.
Once you choose your action, it’s time to get mathematical with it. You will roll a twenty-sided die and add a bonus number to it, based on the attribute (or skill or power) that is most applicable to the action. If the total number is high enough to equal or exceed a target set by the Dungeon Master, you will succeed, and the skill or power will dictate the results of that action.
And that's all there is to it! Imagine what the Dungeon Master tells you, have a conversation with the Dungeon Master about what you want to do, and roll a twenty-sided die to see if it works. Three simple steps to exploring (and loving!) the Land of Ooo.
And we’ve got some sweet new mechanics to enhance your awesome RPG experience and fill it with Adventure Time!
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Kickstarter campaign ends: Wed, May 15 2024 8:00 PM BST
Website: [Cryptozoic Entertainment] [facebook] [twitter] [instagram]
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rpgsandbox · 3 days
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Heres the Mossfoot Homebrew information/ Feel free to read through and make your own/
Big credit to @chaotier for text and adaptation and @monstrous-ideas for the traits and stats/ Thank you so much to both//
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rpgsandbox · 3 days
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The quiet, isolated village of Rivershade. Which I have a number of plans for, most urgently I need a village like this to represent a town in the dreamlands for a current game.
https://twitter.com/ChloeTheCartog
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rpgsandbox · 3 days
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Galindril Ringbearer
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rpgsandbox · 4 days
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Pickles One-Shot - 24 Safety Perceived 
Magnus has used his super duper druid powers to transform into a nimble ram and carry his friends across The Scales.
Share a story about your favorite druid or polymorph transformation!
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rpgsandbox · 4 days
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419. Mark Shiney & Michael L. DePatie - Dungeons & Dragons, Episode 24: Odyssey of the Twelfth Talisman (September 28, 1985)
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We're now at the final section of the Cartoon Series, there's only 3 episodes to go after this, and Michael Reeves, who had been the driving force behind the story telling in the last few episodes is gone from the show until its end. Here we get two new writers and it's easy to tell that they are nowhere near as comfortable with the material as Reeves was.
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This isn't a great episode, it sets the characters on a quest to retrieve a magical medallion and introduces a new character called Lorne, but it's also a pretty racist episode with a villain that is nothing more than a romani racial stereotype, dark-skinned, hunched, missing teeth, riding around in a caravan, and a thief at that. The people of the villain are actually referred to as "those people '' by Lorne which is pretty cringe inducing. Well the 80s certainly were a different time.
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Fortunately the villain redeems himself at the end as he goes head to head with Venger and ultimately there is a lesson of racial tolerance in the episode, although not before just making a group of people a bunch of racial stereotypes. Unfortunately the last few episodes of the series are a case of diminishing returns. 
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rpgsandbox · 5 days
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Dungeons & Dragons: Saturday Morning Adventures (Adventure II) #4 (24 Apr 2024, IDW Comics)
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rpgsandbox · 5 days
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Dungeons & Dragons: Saturday Morning Adventures (Adventure II) #3 (27 Mar 2024, IDW Comics)
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