Trained to be living
siege engines and weapons of mass devastation, War Wizards have developed
skills to lay waste to vast tracts of a battlefield. Unlike other
combat-focused spellcasters, such as bladesingers, battlemages, or even
eldritch knights, warlocks, and sorcerers, War Wizards spend no particular time
training in close combat. Instead they rely on their spells to devastate their
foes from afar. They achieve this through the application of metamagic,
twisting the arcane forces at their command to greater potential. While this
tool is similar to that used by Sorcerers, its expression by these weavers of
devastation is far more formulaic in its development and use.
Tuesday, August 30, 2016
Friday, August 26, 2016
Full Circle
When I started this blog I made a challenge to myself; post for a year. The goal, of course, was to maintain as long as possible. But a year seemed like a reasonable minimum. A standard by which I could say I had succeeded. As August comes to a close, we come to the end of that year. I'd like to continue, but life marches on.
Over the year I've been doing this other things have developed. Both D&D and Numenera, the systems in which I am most prolific and proficient, have established avenues for people like me to publish work online and earn some return on our effort. More importantly, however, my "real" professional life (which I'm not quite ready to abandon to do this full time) has reached a point where I have to invest more of my free time in going back to school.
The result of that last is that I need to shift my focus. Unfortunately, one of the costs looks to be this blog. While I expect I'll be back from time to time with a particular idea or when I need to let off steam, I also anticipate the avenues provided by the Wizards of the Coast and Monte Cook Games will draw more of my efforts. But, there will always be a few things that don't really fit on those channels; small rewrites of rules in those systems not big enough to stand on their own, or other games like the World of Darkness, Warhammer 40k, and Continuum.
So... this isn't goodbye. Just I'll see you around.
Until things, again, come full circle.
Over the year I've been doing this other things have developed. Both D&D and Numenera, the systems in which I am most prolific and proficient, have established avenues for people like me to publish work online and earn some return on our effort. More importantly, however, my "real" professional life (which I'm not quite ready to abandon to do this full time) has reached a point where I have to invest more of my free time in going back to school.
The result of that last is that I need to shift my focus. Unfortunately, one of the costs looks to be this blog. While I expect I'll be back from time to time with a particular idea or when I need to let off steam, I also anticipate the avenues provided by the Wizards of the Coast and Monte Cook Games will draw more of my efforts. But, there will always be a few things that don't really fit on those channels; small rewrites of rules in those systems not big enough to stand on their own, or other games like the World of Darkness, Warhammer 40k, and Continuum.
So... this isn't goodbye. Just I'll see you around.
Until things, again, come full circle.
Thursday, August 25, 2016
Tuesday, August 23, 2016
Primordial Patrons; The Unquenchable Flame (D&D 5e)
Previous: The Unyielding Stone
The most
common warlock of flame is a shock troop in the legions of the mightiest of
Efrit, though favored scions and servants might be granted power to act as
emissaries and agents. The powers of fire are as capricious as those of air and
as unforgiving as those of fire. The result are servants left to dance along
the edge of a razor on bare feet, knowing one false move will see them spent as
fuel for the all-consuming flames. But those who burn half as long shine twice
as bright.
Blades are
by far the most common pact gift, granted to the warriors of the burning
legions. Familiars are less common, many being vulnerable to the hungry fire,
though the pact of the chain can grant a Fire Elemental Wisp in addition to its
other possibilities. The least common pact is the tome, vulnerable in nearly
all its forms to destruction, though a few warlock are granted eternal flames.
While these appear to be stones or crystals subject to a continual flame spell,
the fire burns perpetually hot and nearly unquenchable. Often kept in lanterns and other specially
constructed containers, those who peer deeply into these mystical repositories
can see arcane figures and formulae dancing in their depths. Tantalizing and tempting
those who would reach in to turn the page.
Thursday, August 18, 2016
Primordial Patrons; The Unyielding Stone (D&D 5e)
Previous: The Unending Sea
Servants of
the primordial powers of earth tend to be solid and stable, as enduring and
patient as the masters to which they are bound. While earth gensai, dwarves,
and other dwellers beneath the earth are most likely to gain their eye, their
attention can be drawn by acts of great stone or metalcraft, patience, or
endurance. Among the primordial beings, the powers earth are most likely to
directly test those they have claimed, seeking to forge, refine, and temper
them to their greatest value.
Of the
elemental pacts, those of earth are by far the most likely to receive a pact
tome. These may be grimoires with steel covers and pages of tin worked to the
consistency of silk. Alternately, they could be stone tablets, usually small
plates of slate or crystal. Regardless, they require special skill and tools to
carve, and the warlock receives this instruction and equipment with the tome.
They gain proficiency with an appropriate set of artisan’s tools (such as a jewler’s
kit for grimoire of finely wrought metal or mason’s tools for stone tablets). A
few of these tomes monolithic; slabs hewn from the living earth or great pylons
of geology. Such “tomes” may require superhuman strength and heavy equipment,
to move, if such movement is even possible. If this is the case, the monolithic
tome grants you its benefits if you are within a number of feet equal to your
level squared. Moreover, at will you may meld with these structures as if you were
using the spell meld into stone and may cast the spell Alarm as if it were a
ritual while within this area.
Able
combatants by virtue of their enhanced endurance, if you receive a pact blade
it will almost always be a hammer or weapon with the heavy or two handed
qualities. Familiars are generally creatures such as lizards, snakes, rats,
spiders, or weasels, though those who benefit from the pact of the chain can
instead call upon an Earth Elemental Wisp.
Tuesday, August 16, 2016
Primordial Patrons; The Unending Sea (D&D 5e)
Elemental Warlocks
Previous: The Unbounded Sky
Previous: The Unbounded Sky
Of the
primordial patrons, the unending sea may be the most welcoming and forgiving,
its warlocks are, certainly, the most varied. Most such warlocks come from
seafarers or aquatic races, with water gensai having significant
representation. The most notable warlocks of the unending sea are those who are
malleable, changeable, and adaptable; taking whatever form the situation
demands. In peace they are tranquil as still waters and in combat rushing like
the raging storm. They can be stoic, with unfathomable depths and hidden
undercurrents, or they can be as transparent as a mountain lake.
Familiars are
common among waterlocks, though they are found most frequently with those who already
live in aquatic or simi-aqatic environments as they generally taking the forms
of crabs, frogs (toads), octopus, fish (quippers), sea horses. Meanwhile, those
who receive the pact of the chain may gain water elemental wisps.
The most
common pact blades for warlocks of the unending sea are those that can be
wielded underwater without issue, dagger, javelin, shortsword, spear, and
trident, though nets and whips are not uncommon choices. Tomes are generally
traditional in form, with covers of mother of pearl or made from shells of
giant clams and pages of seaweed or kelp. A few receive great pearls, enchanted
to show arcane knowledge to those who peer into the depths of these milky orbs.
Thursday, August 11, 2016
Primordial Patrons; The Unbounded Sky (D&D 5e)
Servants of
the primordial powers of air tend to be wild and freewheeling, even flighty.
Air gensai and creatures with natural flying abilities are among the most
likely to gain the approval and patronage, but such powers are always on the
lookout for worthy pieces in their games and weapons against their hated terran
foes. While some servants of the air choose to wield lightning and thunder, all
feel the call of the free wind and sky.
Warlocks who
receive a pact blade often use light or finesse weapons. If they sacrifice a
cantrip slot they may, instead, use a ranged weapon. If these weapons use
ammunition they provide a limitless supply, while thrown weapons may be
recovered from up to 100 feet away as a bonus action once per turn or a reaction.
Those with familiars generally choose flying creatures such as bats, hawks,
owls, ravens. Those who benefit from the pact of the chain can instead call
upon an Air Elemental Wisp. These free-wheeling and fast moving warlocks are
rarely given tomes, and the rare ones that are given are often unusual in form,
such as a set of streamer-like scrolls or a cape made of ribbon-like pages.
Tuesday, August 9, 2016
Primordial Patrons; Elemental Warlocks (D&D 5e)
There are a
host of creatures from the elemental planes that count themselves among the
otherworldly beings served by warlocks. Among the most common sponsors are
genies of various types who collect would be warlocks just as willingly as they
collect any other type of servant or slave. Their function in these courts
range from entertaining servants to shock troops. Other ancient elemental powers
are equally willing to lend would-be warlocks arcane might in return for
service and servitude. Though, as with all such immortal beings, the plans in
which they become enmeshed can be far longer in scope than a warlock might
realize.
While all
warlock patrons provide power in forms shaped to their own designs and natures,
the nature of elemental powers can alter the usual warlock abilities in a
number of unexpected ways. For example, servants of these primal powers who
summon familiars may give their familiar the elemental type, rather than
celestial, fiend, or fae.
- Primordial Patrons; Elemental Warlocks
- The Unbounded Sky
- The Unending Sea
- The Unyielding Stone
- The Unquenchable Flame
- Invocations and Feats
Next: The Unbounded Sky
Thursday, August 4, 2016
Benefit: Blinking (Continuum: Roleplaying in the Yet, Narcissist: Crash Free)
Any character with this benefit gains a +2 on rolls for melee level combat.
Further, a character with this benefit may move one of their actions to a different bout stage during level combat. They may move their action either up or down, but may only do so in order to take a dodge against a ranged attack in the new stage. If they do this, they count as having an action before the attacker during that stage for purposes of dodging ranged attacks.
Further, a character with this benefit may move one of their actions to a different bout stage during level combat. They may move their action either up or down, but may only do so in order to take a dodge against a ranged attack in the new stage. If they do this, they count as having an action before the attacker during that stage for purposes of dodging ranged attacks.
~~*~~
Tuesday, August 2, 2016
Alchemists' Toybox- Gunpowder; Class Options (D&D 5e)
Contents
Previous: Feats
Previous: Feats
Fighter
Add Fighting Style option;
Overload
You gain a
+2 to damage you deal with firearms.
Rogue
Add to starting
weapon proficiency; heavy and light pistols.
Rogue Archetype; Gunslinger
Tools of the Trade
At 3rd level
you gain a light or heavy pistol (your choice). Work with your DM to determine
how it came into your possession; for example it could be a family heirloom, a
discovery from an exotic location, or the results of your own tinkering and
crafting.
Serpentine Smith
At 3rd level
you are proficient with alchemist’s supplies. Further, after a short or long
rest you can craft a number of cartridges from materials you have and find.
After a short rest you can make a number of cartridges equal to your
proficiency bonus. After a long rest you can make three times your proficiency
bonus. Unused cartridges expire after your next long rest, or 24 hours if that
comes first.
Iron Gaze
You are
trained in Intimidate. As an action you can force a target to make a Charisma
save against a DC of 12 + your Charisma modifier + your proficiency bonus. If
the target fails this save they are frightened of you for one minute. If they
are successful on this save they are immune to your use of this ability for 24
hours. At 13th level success does not make your targets immune to this ability,
and at 17th level you can force targets that fail their save to drop anything
they are holding and only use the Dash action to move as far from you as
possible on each of their turns unless they have nowhere they can move.
Swift Shot
At 13th
level, you can use your bonus action from the Cunning Action rogue ability to draw,
fire, and re-sheath a light or heavy pistol. You suffer a -2 to the attack when
using this ability with a heavy pistol.
Always Ready
At 17th
level you ignore the loading quality on firearms.
~~*~~
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