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#level 4 pc statblocks!!
Everyone Introduced in Dimension 20′s Neverafter episode 7
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keplercryptids · 1 year
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homebrew 5e hag!
does the 5e hag statblock make you fall asleep? do you agree (correctly) that hags should be tougher and, most importantly, hungrier? well then i've got what you're looking for: a homebrewed hag boss for d&d 5e.
notes: this hag is extremely tailored to my party of four level-15s with a strong npc ally, both narratively and mechanics-wise. see the notes under the cut for those details, as well as combat strats. also, as always, the stat block is formatted to my preferences, and don't check my math, i don't care!
anyway here's agatha, my beloved agatha.
Agatha, Bog Witch
Initiative: +3 AC: 17 HP: 152 Speed: 40 ft. (See: Bog Born.)
Saving Throws: Str +5, Dex +3, Con +9, Int +2, Wis +4, Cha +9
Legendary Resistances (3/Day). If Agatha fails a saving throw, she can choose to succeed instead.
Bog Born. While inside her swamp, Agatha is immune to opportunity attacks and treats all difficult terrain as regular terrain.
Go to Bed Hungry. When a spell attack targeting Agatha misses, or when Agatha succeeds on a saving throw against a spell, the caster must make a Charisma saving throw (DC 17). On a failure, Agatha immediately eats 1d6 of the caster's available spell slots. Agatha then adds that same number to the damage of her next successful Rending Claw attack.
Wash Your Mouth Out. When a melee or ranged weapon attack targeting Agatha misses, the attacker must make a Charisma saving throw (DC 17). On a failure, the attacker immediately begins choking on bile that fills their mouth and throat. The attacker must hold their breath or begin drowning. Using one action to retch ends this condition.
Reactions
If Ingot (PC) hits Agatha with a weapon attack, she immediately uses her reaction to attack one of Ingot's allies with Bog Beam.
Villain Actions (3 per round):
A Charming Curse (2 Actions). Agatha uses two actions to cast a charm effect on Whitlock (PC). Whitlock must make a Wis save at disadvantage, DC 17. On a failure, Whitlock is charmed and must follow the command "be helpful to us." He can resist this order, taking 6d10 psychic damage the first time he does so.
Bog Beam (1 Action) (reflavored Ray of Frost with acid damage)
Come Closer, My Pretties (1 Action). Agatha can command the cages holding her victims to move up to 30 feet.
Consume (1 Action). Agatha can drain the life out of a caged victim within 5 feet of her, rendering them unconscious and regaining 10 HP for herself.
Actions
Spellcasting. Agatha’s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: - Cantrips: Bog Beam - 3/day: dispel magic - 1/day: blight, eye bite
Multiattack. Agatha makes two attacks with her Rending Claws.
Rending Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Extra attack once target is bloodied.
Other Abilities
Illusory Appearance. Agatha covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Agatha is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Swamp Sight. As long as the Token Eye is intact, Agatha can see clearly in magical fog. The Token Eye can be destroyed (AC 16, HP 30). Double damage will be done to the host of the Token Eye.
additional info and tactics under the cut!
CW: eye trauma, blood, violence against teens.
a little bit of context here! the party first encountered this hag wayyyy back when they were level 3. the reason the stat block picks on two of the PCs is because of the specific deals they had made with the hag at that time. whitlock promised her "his friendship in a time of need"; this has given whitlock permanent disadvantage against charm effects ever since. ingot promised her "a moment of his time," which means that every so often, unbeknownst to the players until recently, modified memory has been cast on ingot. this is why during this final fight, whitlock was targeted with a charm effect that would harm him, and any time ingot took the time to attack the hag, she would take that same time in a reaction to attack his allies.
during their first meeting, whitlock also requested a way to contact the hag in the future, and has been unable to get rid of the token she gave him ever since. that token is how they found the hag: whitlock dripped blood onto it and it embedded itself into his eye socket, showing him a bloody path leading to the hag. agatha could see through this token, so could prepare for the party's attack.
tactics time! in addition to agatha, the encounter consisted of two modified "treant blights," corrupted by agatha's magic, and one of the teenagers under agatha's control: a CR 3 warlock who was mostly there for maximum chaos. any time she did middling damage to the PCs with her magic sword, agatha would heal by an equal amount.
the encounter occurred in a swamp with very limited visibility (20 feet) due to magical fog. a lair action on initiative count 20 created vines and roots in a 20-foot cube that would try to grapple PCs (modified Entangle). also, there were also 10 roving cages containing teenage victims which tried to stay close-ish to agatha (on the lair action, they could move up to 30 feet).
agatha's strategy was to dart in with her extra unimpeded speed, slash the PCs with her rending claws, and then try to get out of sight into the fog, near enough to her caged victims for healing and to avoid AOE attacks from the PCs (since they didn't want to hurt the kids). the caged victims would start making death saves after she drained their HP. the cages could be destroyed to free the victims, but if a player didn't do 20 HP of damage in one hit, they had to make a dexterity saving throw or get restrained inside the cage themselves. (i really recommend you add complications like these to your boss fights to make them feel really dynamic!)
when agatha got low on health, her hut (which had been illusioned nearby) rose onto its legs to carry her away. so the fight ended with the PCs chasing after and taking down the hut (90ish HP, two kick attacks), before finally killing the hag (who was invisible at that time; only one PC could see her with See Invisibility). once agatha was dead and the hut was burned with magical fire, the curses ended, hurray! ingot remembered his true memories and the token eye exploded, knocking whitlock out (he's okay!).
anyway, it was a good time. i hope you liked my hag!
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theworldbrewery · 7 days
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A social encounter statblock I created (and never got to use...) for Architeuthis, a kraken angel that serves Umberlee!
Inspired by this very cool social encounter statblock system by DragnaCarta! (Link contains a how-to guide of how to use this type of stat block) This was created for a party of 4 level 12 characters, so the Base DC is set at 18, but I've included the DC formula as well so you can modify it for other levels.
Feel free to drop Architeuthis (or something based on him) into your games! He can pull triple duty as a quest giver, a quest obstacle, and a quest objective. In my game, I would have included a disclosure that would have taunted the PCs with knowledge about a danger (mindflayers) contaminating their thoughts -- adding in disclosures or details unique to your campaign is encouraged.
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terrified-spider · 7 months
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Changes to the Zombie - Vers. 1
As part of my Ravenloft/Domains of Dread Hopping Campaign, my players are going to be visiting Falkovnia and defending a small lumber farm over the course of a few days leading up to the full moon. While I love fighting and/or playing zombies (my main PC is literally a spider-infested corpse), I find 5e's basic zombie stat block a bit lackluster, particularly when using it in mass combat with low level PCs. Of course, there's the Strahd Zombie, but the extra limbs become a pain to track, and when working with a party of four level three characters, I can't have too many of them in a fight.
With the session less than 12 hours away as I write this, here's what I'll be test running:
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I'm using the RAW statblock as a starting point, and will be making only small changes to the AC, HP, and Damage details, to keep the CR close to 1/4.
Rather than just the Slam attack, I'll be adding a Bite and Claw/Slash attack. Each attack will have the same Damage dice, before taking into account the changes mentioned later. The main variations will be the Damage type, with slashing for the Claw/Slash, and piercing for the Bite. One of my favorite house rules I've played with and used is that the damage type for some weapons can change depending on how the attacks are described, and I want to provide the zombies with a few different options.
To keep with the CR, they won't receive Multiattack, and just have the option to shift between attack methods.
To make it easier to come up with descriptions for the zombies, and to create some mechanical variation between them, I created a simple table to roll on as needed. Most are purely aesthetic changes, though a few change speed, buff or debuff damage/attack rolls, and impact AC.
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A Missing Jaw have a -1 to hit, along with the debuffs from a Broken Jaw or Missing Teeth.
Zombies with Missing Teeth, Missing Fingers, or a Broken Jaw have a -1 to damage rolls of their respective attacks.
A Limp drops speed by 5, and Missing a Leg by 10. Those Missing Both Legs are prone and must crawl.
Armor, even when broken, adds some kind of protection. Wearing it provides the zombie with +1 AC.
Larger zombies receive an extra hit die and +1 damage to Slam attacks.
Anyway, I'll be testing this stuff out tomorrow, I'll give an update as soon as possible about how it all went. I don't do a lot of homebrew, at least not beyond reflavoring stuff, so this will probably need a few revisions before it's actually decent.
An early "thank you" to my players, who don't yet know how much help they're going to be.
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ghoulcaclulator64 · 11 months
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so i finished a fistful of flowers today (pf2e one shot) with my friends today, and had a very good but very surprising time
since we had 6 pcs instead of the usual 4, i thought it'd be a good idea to give lady constance a cool little primal caster statblock. shed have 2nd level spells as a fey sorcerer, bon mot, some fun stuff.
when time came for the encounter, though, she rolled so low on her initiative that everyone had time to focus fire her and behead her before she could land off a single spell
after that, we all decided the rest of the encounter would mostly be about trying to convince the leshy warriors she created to stand down and join them in the Verduran forest. it was still a lot of fun tho, im glad i can never really anticipate what my players'll do
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Child of Urgathoa
The Child of Urgathoa is a fairly standard leader type of undead. Formerly a fanatical devotee to the goddess of undeath Urgathoa, they were blessed at the moment of their death and gained power far beyond what most cultists could pray for. To this end, they have a variety of abilities aimed towards gruesomely punishing all who stand in their way.
A Child of Urgathoa should never be found alone due to Wake the Dead, which allows the Child to create a Zombie Lord from a corpse. The Child can control a max of four Lords, and each of these Lords can control weaker zombies of their one. Since the Child is level 8 and the Lords are level 4, I’d recommend finding an NPC statblock of around the same level and adding the Zombie adjustment. These more powerful zombies can be controlled with the Child’s two daily uses of Bind Undead. Needless to say, wherever the Child goes a small army of the dead will follow.
The Child’s skillset allows it to actively purge heresy on the frontlines. It can use its scything blade Strikes to deal heavy damage, then combo with the agile pallid touch to weaken foes. Pallid Touch afflicts creatures with Pallid Plague, a divine disease with the virulent trait. This will be useless during battle, since any afflicted will become a carrier for three days during stage 1. As far as I can tell, being a carrier has no rules for spreading the Plague and is essentially a different way of writing an onset time. If the creature dies while having Pallid Plague, however, they will rise as a Zombie Lord. The Child will therefore prioritize finishing off targets that have been hit multiple times with pallid touch Strikes, desiring to create more minions. When possible, the Child will also make use of its Intimidation to Demoralize, increasing the chance that it and its minions will harm the enemy.
The Child also has an alternative option: Reap. For the price of two actions, the Child can roll a die once to Strike two adjacent creatures at no initial MAP (assuming Reap is the first attack action). While somewhat situational, it has the potential to do a solid amount of damage and the Child will make sure to use it whenever possible. The Child’s innate spells also help it to cause area damage. Sudden Blight offers moderate damage and penalizes creatures who have a disease, making it useful midway through the combat after a PC or two has been hit by a pallid touch. The Child will prefer to use three-action Harm if possible, making sure to catch as many friendly undead in the AoE as possible to both harm enemies and preserve friends. The Child will prioritize using one of these spells on a dying creature afflicted with Pallid Plague, preferably if a conscious teammate is nearby to take damage as well. By increasing the unconscious PC’s dying condition, they speed up the wait until a Zombie Lord rises.
Lastly, the Child will Share Blessings upon dying. This is purely an act of spite, potentially afflicting the majority of a party to the Pallid Plague. The Child will be loathe to do this, though. If possible, they’ll make use of their fly speed to escape, maybe using Deception to Create a Diversion first or using a newly risen Zombie Lord as bait. If it can escape, it’ll start the cycle of death anew, creating new Zombie Lords to terrorize a different region.
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kaaramel · 4 years
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“Michael” and “Helen,” the Distortion
more TMA/CMWGE statblock outlines! i had two arcs that felt like non-overlapping but equally viable ways to model the Distortion, and, thankfully, it has two faces to play with. i suppose it’s also technically viable to bring them both to arc 5 and flip between using either set of abilities, with the Alternate Form perk? that is wild.
contains magnus archives spoilers. index of other characters can be found here
"Michael"
Superior Spiral Aspect 4. It is no more than an appendage used by a deeply inhuman entity.
Sharp 2. Fingers like knives.
Revenge 1. A strong motivator.
Eerie Laugh 1.
Awakening 2
Unworldly: Bond 2 - it is intensely, vividly unnatural. It may look outwardly normal when necessary but reflections, and the view through bent glass, may reveal it.
Second Self: An appendage of the Distortion.
Blessings: Creates and holds an inventory of up to five blessings which PCs may purchase with MP. Sample minor blessings:
a lingering sense of paranoia, which gives +1 Tool to noticing things that are out of place
advice on a specific monster's weakness, giving a +2 Tool to fighting it
a doorway to step through which provides instant one-time, one-way transportation to another location
Sample major blessings:
a single tooth (not one you recognize) which gives +2 Tool to staying awake
a drawn fractal pattern which, if studied closely, gives a +1 Tool bonus to obsessive concentration
Step Away: Ceases to physically manifest, fading into fractals and a sense of confusion; it will re-manifest later. While faded out, it retains sketchy awareness of its surroundings. If its body is destroyed, it may re-manifest later as though it had stepped away voluntarily.
Step Away (Powered Up): After using Step Away, it may optionally remain present in a diffuse, abstract way and continue to take actions.
Conversion: Over an investiture of time and several encounters, prime a person for consumption by the Spiral; they eventually become lost in a fog of delirium (effectively under your control).
Old Memories: Access the capabilities of the former Michael Shelley, or another consumed victim.
Absorption: It may bring an object or a willing/defeated living being through its doors into an endless, spiralling maze; this makes the consumed thing metaphysically a part of itself, represented as a Deadly Wound. Remanifesting the subject heals the Deadly Wound and moves its effect to a Surface Wound. Living things experience this as a surreal, dreamlike experience and will eventually die if not released.
"Helen”
Superior Spiral Aspect 3.
Real Estate Agent 2. Familiar with the anatomy of buildings and, increasingly, with distortions of same.
Helpful 2. Surprisingly so!
Sharp 1. Still sharp.
Morality 0. This newfound sense brings worry and confusion more often than it helps.
Called Away 3
Estate: Confusion Realm: The Distortion's Halls
All paths are fractal, without end.
You cannot trust your senses.
You have been devoured.
There are no other images, only reflections.
All reflections show the thing that is coming for you.
In Their Shadow: Bond 2 - Helen Richardson and the Distortion are effectively one being.
Spirit Walking: She may appear just about anywhere there is a door to let her through (or an empty space to manifest one.) There is a level 1-2 Obstacle and Auctoritas in the way of catching her in the act of arrival/departure or obtaining definitive evidence she was there; if someone attempts to seriously hurt her physically or psychologically while this power is active, they must overcome the Bleak effect "She is not actually here." or else she will reflexively demanifest.
Into the Mittelmarches: Use an Intention to create a door into the Distortion's endless hallways.
Traveler’s Blessing: Earn a moment of good luck while inside the Distortion, or summon a bit of fortuitous confusion while outside of it.
Break the Boundaries: Invoke to make the following actions much easier: unlock/open something, discover a path, or travel in an unusual way.
Catalytic: +3 Tool for mundane actions to inspire confusion and delirium in people; an Intention level >=5 often mimics giving the target a point in the Illusion issue.
Strange, Foreign Treasures: Summons a door or hallway of the Distortion and stabilizes it into a usable and semi-permanent "real" structure (lasting until the end of the book).
Estrange: As part of a use of Into the Mittelmarches, reshape a person, an object, or a small area/small handful of related things into the image of the Spiral - which is to say, the most fitting manifestation of whatever that means for that subject, guided by her Intention and any groundwork she's laid.
Shape the Realm: Reshape the Distortion's hallways according to her whims.
Investiture: "Solve" a problem that a friend is having or "assist" them in taking up a role using a free invocation of Strange, Foreign Treasures, coupled with a wish that guarantees the associated treasure will help.
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kingmaker-thac0hno · 4 years
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Kingmaker: Houserules
This will serve as a collection for all custom houserules used in the Kingmaker campaign, and will be updated periodically as content is introduced or changes. Be sure to check back from time to time!
Variant Rules In Effect
Gritty Realism: We will be playing with a modified version of the Gritty Realism variant available in the DMG. 
A Long Rest takes 8 hours, but may only be taken when the characters are in a reasonably civilized location offering shelter, food, and protection from the elements. Access to study materials, prayer, the ability to replenish spellcasting components, repair armor and equipment, and a secure location not under threat of attack are all required.  An established basecamp, or fort, city, town, or village all qualify as valid locations for a long rest. Notably, camping overnight in the wilderness does not qualify. A Short Rest also takes 8 hours, and may take place anywhere the players are able to relax, sleep, eat, or meditate. 
Lingering Injuries: Any character reduced to 0 HP also gains one point of exhaustion. 
Wealth System 
There was a system I saw where your wealth was represented by a die. The larger the die, the more wealth you had. This will replace the coin-counting that is standard for the 5e system.
You could 'afford' anything that fell into die categories smaller than yours without doing anything, or having it affect your wealth level. Similarly, you just couldn't afford things that were in larger-die-categories, as they were just too expensive.
If you wanted to buy something that fell into your die category, then you would roll. Rolling a 1 meant it consumed a portion of your wealth, and you would drop a die size. Otherwise, you're good, and nothing changes. Similarly, finding treasure that possibly could alter your wealth would result in a dice roll. Rolling the maximum value for that die would result in increasing a die size. Otherwise, nothing changes. 
This system does a couple things: First, it eliminates bookkeeping for the player and more so for the GM. Second, it results in a decrease of trivial wealth rolls over time, only making rolls happen when they matter. Third, it emulates a stability of wealth as people get richer.
1d4 - your primary currency is copper. (1/100 gp) 
1d6 - your primary currency is silver. (1/10 gp) 
1d8 - your primary currency is gold. (1 gp) 
1d10 - your primary currency is 100s of gold pieces (100gp) 
1d12 - your primary currency is platinum (1000gp) 
1d20 - you are very wealthy, and can try and purchase anything. 
Some examples: A player with a wealth of 1d8 walks into a market. He skips the armorer's booth, since buying plate mail (1500gp) is just too expensive. He grabs a couple loaves of bread ( silver- 1d6 wealth tier, so no roll) to much on, then decides to go buy a new longsword (15gp). The GM calls for a wealth roll when buying the longsword, since it stresses the player's savings. The player rolls a 4 - no problem! He buys the sword and keeps his 1d8 wealth. If the player had rolled a 1, then he still would have bought the sword, but doing so would have used much of his wealth, causing him to drop to a 1d6. 
Minor Milestones
Occasionally, as the result of play, players will complete an objective or quest which merits a reward, but does not qualify for a Major Milestone (a PC level). These minor milestones are opportunities for the players to help shape the direction of the world, and will allow players to select improvements to NPCs in the game, making them more powerful, skilled, or knowledgeable, and therefore more valuable to the party as a whole. 
When granted a minor milestone, players may choose one NPC and apply one of the following improvements:
The NPC gains proficiency in a skill or tool they did not have before.
The NPC gains Expertise in a skill for which they already had proficiency. 
An NPC may not be an expert in more than one skill.
The NPC gains proficiency in a weapon (e.g. glaive) or armor ( e.g. chain shirt) they did not have before.
The NPC learns one new spell. 
The NPC must already be able to cast spells, and have spell slots available for the spell selected.
The NPC chosen must consider the party as friends or allies, (neutral parties do not qualify), and the improvement selected should maintain consistency with the NPC in the narrative. ( e.g. merchants don’t suddenly become archmagi. ) At minimum, the improvement selected must not contradict established canon.
Custom Character Backgrounds
Former Stag Lord Bandit
At one point in your sordid past, you ran with the notorious Stag Lord, who had commanded loyalty from all the denizens of the Stolen Land. Tough and rugged, there’s not much that makes you flinch. After the Stag Lord’s defeat by the Lords of Thornvale, you realized that banditry would likely lead to your early demise, so you set off for better opportunities. 
As the Criminal background, plus
Bandit Gang: A number of your former gang members have followed you on this quest. You gain a number of bandit followers ( CR 1/8 Bandit NPC statblock) equal to twice your charisma score (minimum, 2) .  In addition, you gain 1 lieutenant ( CR 1/2 Thug NPC statblock). These followers will not gain experience in the traditional sense, but certain events in the game may increase their powers or abilities.
Blackstag Survivor / Verdant Vanguard
You are a survivor of the horrific battle at Blackstag where the troll-king Hargulka was defeated. You saw firsthand how the viciousness of the wild trolls tore your friends and neighbors apart, as well as the heroic deeds performed by the Lords of Thornvale as they defended your village. This left an undeniable mark on you, and you swore to defend Thornvale with your life from that point forward.In doing so, you have banded together with others of like mind, forming the Verdant Vanguard. 
As the  Knight of the Order (The Verdant Vanguard) background, plus
You gain a modified version of the  Ranger ability Natural Explorer, which applies to all terrain types, but only within the borders of the Kingdom of Thornvale.   
Sootscale Kobold
You are a proud Sootscale Kobold, forever thankful to the Lords of Thornvale for their aid during the Great Mite War. Unlike most of your tribe, you feel trapped by the confining tunnels of your cave, and do not fear the sunlight. Inspired by the tales of Mikmek and Nakpik, you seek greater adventure out in the Stolen Lands. 
Must be a Kobold
As the  Acolyte(Kobold dragon-deities of Aspu and Dahak) background, plus
Sunlight Adaptation. You do not suffer the negative effects of Sunlight Sensitivity like your kin.
Pilgrim of Erastil
You have heard the wonderous tales of the discovery of the ancient Temple of the Elk, and have come to see the ruins with your own eyes. Among the faithful, word has spread across the region and you come from a faraway land, seeing to honor the Stag God with your journey.
Must be a follower of Erastil.
As the Far Traveler background, plus
TBD
Brevic Refugee
At first, the skirmishes were far off, and small. Clashes between the King’s loyalists and the Rostlandic secessionists grew more and more common until finally, they swept through your village. Narrowly escaping with your life, the soldiers destroyed everything they couldn’t take for themselves. Now, growing tensions threaten outright war, and Brevoy isn’t safe for anyone. Heading south, you can hardly believe that you’re fleeing to the Stolen Land of all places... 
As the Folk Hero background, plus
Hearty Stock: You gain the Tough feat as a bonus feat.
Greyforge Dwarf
Coming Soon....
Must be a Dwarf
TBD
Varnhold Settler
Coming Soon....
Must be a Dwarf
TBD
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kayawagner · 6 years
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OPERATION: NAZI SMASHER (5E) (Charity Product)
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Publisher: Legendary Games
A Hypercorps 2099 adventure set in WW2 for 5th Edition PCs of 16th level or 8th level [Hyper Score 6] using the 5E and Hyper Score rules.
After the despicable display of bigotry and hatred in Charlottesville VA in August 2017 a group of artists, designers, and writers joined together to do something about it. This thrilling adventure is the result of our work and the proceeds of every single purchase go directly to charitable efforts focusing on anti-hatred causes (specifically but not limited to the Southern Poverty Law Center and Black Lives Matter).
Everything you need to play the game is included and you have our gratitude for taking part in the fight against injustice. Go pick your favorite patriotic superhero from Task Force V (or make your own) and smash some nazis!
What’s inside Operation: Nazi Smasher:
Cover artwork by world renowned illustrator Claudio Pozas
A full color 21-page adventure for raiding the bowels of Castle Verzweifer, the last and most desperate effort of the Reich’s final days at the end of World War 2
Four full-page maps for a nazi outpost, the exterior of Castle Verzweifer, and the dungeons below it
Original illustrations for every character in the module as well as full-page pieces by a coterie of great artists
A dozen different nazi statblocks to defeat including SS soldiers, genetically modified commandos, occult mages, mad scientists, and Baroness von Helena Kriegstalhz the Heldenschlager (Killer of Heroes)
TASK FORCE V: A team of 7 alter sapiens in one of the Allied Forces’ most powerful teams of special agents—enough pregenerated PCs that the game can begin as soon as the last player sits down at the table [included in print, separate download for PDF]
The entire Hyper Score system with revisions, improvements, and updates from its original iteration so if the party wants to make their own patriotic super heroes, everything they need is available
A reprint of the Veloces base class for the player that demands to be a speedster
PDF for printing out Character Pawns for every NPC and pregenerated PC in the adventure [included in print, separate download for PDF]
High-resolution versions of all the maps for use with VTT (4 versions of each map)
PLAY TIPS FROM ORDER OF THE AMBER DIE (Check out their playthrough at www.OperationNaziSmasher.com!)
Start the first game session by showing a clip from Band of Brothers to open the adventure—start Episode 2 at 4:32, fade out volume at 5:32 and read the following before the module’s beginning readaloud:
In these planes: Easy Company, 101st Airborne Division, who air-dropped into Normandy on the Day of Days, who paid lives for houses in Carentan, who survived surrounded in snow at Bastogne—who found a way through to the end of the war. The men of Easy Company are your companions on this mission...
As the party parachutes onto the nazi outpost, add this extra readaloud:
As soon as they open fire, you hope that it's staccato burst of MG 34, but instead it’s the distinct sound of something far worse. A sound created by the release of so many bullets in rapid succession that they become indistinguishable from each other—soldiers who’ve faced it describe it only as the sound of a bed sheet tearing...these are MG42s, one of the most feared weapons in the nazi arsenal.
Price: $10.00 OPERATION: NAZI SMASHER (5E) (Charity Product) published first on https://supergalaxyrom.tumblr.com
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unseenphil · 7 years
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Let’s build a Godbound.
So, the first step is to roll or assign your ability scores. We’re going to with the standard array. The scores are your standard D&D abilities: We’re going to use the standard array for Godbound: 16, 13, 13, 14, 10, 8.
We’re going to go with Str  8, Dex 14, Con 16, Int  13, Wisdom 13, Charisma 10. These numbers will change later- several words and some gifts can permanently change your ability scores. We’ll do the bonuses once we’ve got the final scores. 
For now, all you need to know about attribute checks is that they’re roll over instead of under: You subtract your ability from 21, and have to roll above that on a d20. A relevant Fact will give you a bonus on the roll. 
Speaking of which, next we pick facts: 3 things about your godbound that talk about your background. one fact should be about where you came from, one should be about where they got their skills, and one should be about an organization they’re connected to.
We’re going to do something a little unorthodox with this PC’s Facts, based on a sidebar in the book: If someone wants to play a member of a standard fantasy race or class, let them and have them spend a fact on it; their fact bonus will apply to checks relevant to being that race, and maybe give a minor permission. Supernatural abilities associated with being that race can just be gifts.
So, for our first fact?: A Dwarf of the High Mountains. This fact will thus give bonuses to being dwarfy; telling how deep you are underground, analyzing stonework and confidently declaring whether it’s dwarfworthy or not, quaffing beer and singing, speaking in a terrible Scottish accent, and being short and bearded.  Also, they can see in the dark.
For our second fact: Warden of the Mountain King: They were a guard, a soldier of the Dwarf King in his home world.
For our third and final fact, they needs a tie to an organization, and since the game’s being set in Arcem, the default setting of Godbound,they’re going to go with “On the Run from the Black Academies.” The idea being that they was summoned up by wizards trying to get a demon, and now they’re  trapped in a world he never made. (Side note: Maybe should have made them a Gloranthan Duck.) 
And now, it’s time for the words: Our Dwarf, being a Dwarfy fighter sort, picks 3: Might, Artifice, and Stone. This has some immediate effects: First, their strength becomes 19. Their constitution becomes 18 (the Word of Stone lets you choose between raising strength and con, and since they’re already as strong as possible, they went with con. Since it was already 16, it becomes 18. With the artifice word, they can make any non-magical object a normal man can carry with a single round’s action, with whatever materials are to hand. It may look weird, and any foodstuffs they make aren’t actually edible (Dwarf bread!) but it works and lasts as long as a normal object created out of normal materials.
Now that we know their words, we can pick gifts: We get 6 points to spend; greater gifts, or gifts outside our words cost two points, while lesser gifts cost 1. Our first purchase is “Fists of Black Iron, from might. Any one-handed weapon or their bare hands they use do 1d10 damage, two-handed or barehanded attacks with both limbs do 1d12, and they count as magical weapons.
We’ll also take the greater gift Thews of the Gods: They can always pick up anything smaller than a large building, and can automatically punch through, break loose, or smash anything anything non magical as part of a normal action or movement. Yes, this means they can Kool-aid man through every wall at all times. 
Our next gift is from Artifice, and is another greater gift: Reverence of Steel. Any clothing or armor they makes for themselves gives AC 3 (Lower is better in Godbound) and has no penalties. If they makes it for someone else, the penalties for the class of armor are one lower. Also they can commit effort for a scene to just flat out ignore a single attack from a manufactured or crafted weapon.
Our final gift, as we’ve spent all but one point, is from Earth and is called “Jewel Bright Eyes.” Commit effort, and you can see through earth and stone as long as it’s committed, and can focus to see through any gemstone you’ve ever touched, no matter where it is now.
After this, it’s basically bookkeeping: Record your AC, saving throws, pick your gear, if any, note your influence score (2) and starting effort (2). And then pick a name. 
We’re going to call our Dwarf something approriately dwarfy, so a surname that’s something like “Bloodaxe” seems required, and a vaguely Tolkienesque first name.
 And thus, we get Bali Bloodaxe.
Strength 19 (+4)
Dexterity 14 (+1)
Constitution 18 (+3)
Intelligence 13 (+1)
Wisdom 13 (+1)
Charisma 10 (+0)
AC 1 (Dwarven plate (Self-crafted) 3, shield -1, Dexterity mod -1.) 
Saving throws: Roll over on a d20.   Hardiness: 11 Evasion 14, Spirit 14.
Weapon: Dwarven Waraxe+ 5 to hit, 1d10+4 damage.
Facts: Dwarf of the High Mountain, Warden of the Mountain King, On the run from the Bleak Academy.
Words: Might, Earth, Artifice:
Gifts: Fists of Black Iron, Thews of the Gods, Reverence of Steel, Jewel-Bright Eyes.
Hit points: 11. (Note that in Godbound, you’re probably one of the only things with hit points: Every one else uses just their hit dice, as read from a D&D statblock, so, say, fighting the equivalent of a level 1 soldier means they have 1 hit die. It’s probably best for soldiers to come at Godbound in mobs. Big mobs.)
And as mentioned, you start with 0 wealth, 0 dominion, 2 influence, and 2 effort- magical power that fuels your gifts. 
When we decide to advance, Bali could pick up the Wealth word, or maybe the Sword (Possibly renamed to “Axe”, given the givens) and get more gifts from their existing words. You also accumulate new facts as you level up, that become part of your existing backstory.
So there you go, one bearded future god of the Forge and Axe murders.
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keplercryptids · 11 months
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homebrewed high-level d&d duel!
last session, the barbarian dueled the leader of her home country for the right to have an audience with them. yes, the first duel i ever designed/ran was for a LEVEL 17 BARBARIAN. please enjoy the homebrewed statblock of said leader (designed on purpose for a duel. if the whole party was fighting this npc, they'd be buffed way more and/or have allies).
duel rules: no magical weapons/weapons with reach. they fought until "first blood" (narratively: first grievous wound; mechanically: until half-health). initiative was re-rolled at the start of every round because initiative matters a LOT in a duel. it was surprisingly well balanced and basically came down to whoever won initiative in the last round won the duel. (barbarian pc won, yay!)
(as usual, the statblock is formatted the way i like to format them, official d&d 5e statblock organization is fucked.)
High Imperator Zulwuf Yaustiin
Medium drow, they/them AC: 20 (plate and shield) HP: 300 Speed: 30 ft. Initiative: +9 (with Alert feat)
Saving Throws: STR +10, DEX +4, CON +10, INT +1, WIS +2, CHA +0 Senses: Blindsight 10ft
ABILITIES
Action Surge (2/Rest). The Imperator takes one additional action on their turn.
Indomitable (3/day). The Imperator can reroll a saving throw that they failed. They must use the new roll.
Improved Critical. The Imperator’s weapon attacks score a critical hit on a roll of 19 and 20.
Maneuvers. When the Imperator takes the attack action, they can choose up to two weapon attacks that hit to deal an extra 1d10 damage (same damage type as the attack) and cause one of the following effects:
Menacing. The target must succeed on a DC 19 Wisdom saving throw or be frightened of the Imperator until the end of the Imperator’s next turn.
Precision. The Imperator can add 1d10 to an attack roll. They can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
REACTIONS
Brace. When another creature moves into the Imperator's reach, the Imperator can make one attack against the creature. If the attack hits, add 1d10 to the damage roll.
Parry. When another creature damages the Imperator with a melee attack, the Imperator can use their reaction to reduce the damage by 1d10 + 4.
Riposte. When a creature misses the Imperator with a melee attack, the Imperator can use their reaction to make a melee weapon attack against the creature. On a hit, add 1d10 to the damage.
BONUS ACTION
Second Wind (1/Rest). The Imperator regains 1d10 + 20 hit points.
ACTIONS
Multiattack. The Imperator makes three attacks with their war hawk, or one shield bash attack and two war hawk attacks.
War Hawk. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d4 + 5 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
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kaaramel · 4 years
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CMWGE statblocks for The Magnus Archives characters
i wanted to see if i could and so i did. behold! representatives of all eight colors. spoilers for the series through the end of season 4 are scattered throughout.
Blue - Jonathan Sims, the Archivist - Wounded Angel 2, Spiritual 2
Orange - Jane Prentiss, the Hive - Become Somebody 2
Red - Trevor Herbert, the Vampire Killer - Creature of Fable 1, Gatecrasher 1
Green - “Helen,” the Distortion - Called Away 3
Purple - Elias Bouchard, the Watcher - Impresario 2, Creature of the Light 2
Gold - Annabelle Cane, the Dancing Puppet - Reality Syndrome 3
Silver - Gertrude Robinson, Head Archivist - Troubled 3, Gatekeeper 2
Black - Jared Hopworth, the Boneturner - Primordial 2, Allegory 2
note that they are not of equal power level to each other nor do i think they’d work well together as a PC group, can you Imagine; nor are the writeups complete and playable as presented, although i’d be happy to work with someone to polish them if they were actually to get used in a game
if you’ve wandered in from the cold and you’re bewildered by all this arc business, hi, welcome, CMWGE - chuubo’s marvelous wish-granting engine - is a tabletop roleplaying system distinguished by PCs that would be wildly overpowered almost anywhere else, & an intricate system for telling stories and feeling emotions. the default setting is absolutely not horror. i have done this statblock project because of the incongruity of mixing the two and also because it turned out to do eerily well modeling the supernatural abilities in play. (slides a list of links to free or low-cost places to learn more across the table)
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