Showing posts with label subclass. Show all posts
Showing posts with label subclass. Show all posts

Wednesday, October 10, 2018

New Warlock patron: Great Machine (D&D 5e)

   While most warlocks serve capricious masters, these warlocks have bound themselves to a force for knowledge, rationality, and science. In some societies, this may be a creation of the most powerful arcanists. However, even these devices come to express themselves in manners similar to Great Machines known elsewhere. It is assumed by most that this entity is a greater spirit or minor god from the plane of Mechanus. It is possible that they are unknown types of truly mighty modrons acting in a manner similar to other outsiders; providing power for their own ends. Regardless of its actual nature, this patron describes itself as a computing machine with vast repositories of knowledge located within the folds of time and space. Its vast knowledge and perspective, along with its utter dispassion, renders its true designs inscrutable to its supplicants.
   However unknowable its objectives may be, and whether its professed intentions are believed, it seems strongly bound by structure and order. Several formal and repeatable processes for petitioning to become a warlock of the Great Machine have been documented. Many are connected with places or artifacts associated with this patron or its servants, as might be expected. The most common are processes of initiation by an existing warlock. As a result, warlocks of the Great Machine have occasionally established enclaves, schools, and even cults, depending on their various approaches to their patron.
   Warlocks sworn to the Great Machine nearly always take the Pact of the Tome. The most common form for this boon appears to be little more than a featureless tablet of slick, unnatural material hinged together with another plate whose inner surface is covered with odd, mechanical buttons. Under the manipulations of its owner, the blank inner surface can be made to show nearly infinite pages worth of information. Still stranger tomes have been granted, however, including simple slates that appear similar in effect to the blank half of the tome and small crystals which project the information into the space above them.
   Occasionally a warlock will instead receive the Pact of the Chain. Such familiars are strange, obviously artificial creatures. Their outer coverings are made from the same sort of slick, unnatural material as tomes so often are, and through the gaps metal, mechanical components can be seen. Despite their appearance, these creatures are not treated as constructs as their complexity exceeds what is apparent and their mechanical systems effectively replicate many biological systems. Frequently creatures summoned or produced by the magic of the Great Machine have this appearance.

Great Machine Patron Summary
1st; Expanded Spell list, Technomancer, Arcane Sight
6th; Clockwork Universe
10th; Wheels within Wheels
14th; Dust in the Gears


Thursday, September 1, 2016

New Arcane Tradition: Battlemage

A rare tradition, battlemages are instructed in the use of arms and armor so that they can engage in close quarters combat while wielding their arcane powers. Sometimes considered a dwarven answer to the Bladesinger, these armed and armored wizards seek out combat and bend their magic to empowering attacks against their foes.

Thursday, March 31, 2016

New Arcane Tradition; White School Necromancer (D&D 5e)

The stereotypical necromancer is a dark-cloaked ghoul huddled over the graves of the dead in search of parts and pieces to bolster their power. These charnel misanthropes are ill liked and mistrusted, and their practices are often marginalized if not outlawed directly. There are those, however, who claim the necromancers so often seen are the failures and degenerates of a greater legacy. This lost legacy recognized the powers and energies of death and dying as merely one part of a greater whole. The few practitioners who know of this ancient tradition talk of the respect and power it held at its height. Their stories are bolstered by eldritch and obscure formulae and tantalizing descriptions held in some of their most prized texts; tomes of ancient provenance and exceeding rarity. However, often, these pieces are useless. Calculations and formulations built upon assumptions that the writers took for granted but have been lost to the modern practitioners of the necromantic arts.

Tuesday, October 13, 2015

New Rogue Archetype: Chirurgeon (D&D 5e)

The earliest studies of healing required the robbing of graves and little mortal knowledge has ever advanced without being wrenched bodily from a universe ill-desiring to yield it.
Sometimes a chirurgeon starts as a humble product of the streets who seeks the knowledge to heal and help those they care about in whatever way they can. More often, they begin as one of the learned who finds themselves skulking in the shadows performing whatever deeds are necessary to further their knowledge. Shunned in higher society of most "civilized" places where magical healing is available, chirurgeons are considered little better than ghouls. Seen as butchers and mocked as would be necromancers lacking the true power of magic, they still flourish wherever the poor and desperate exist. After all, when you need a healer and can't afford the "donations" asked by a temple, some questions aren't worth asking.
Chirurgeons will join adventuring parties for the same reason any other scholar might; in search of knowledge, glory, or for more personal motivations. Perhaps starting adventurers simply needed someone who could patch them together and found that their resources were sufficient to hire a chirurgeon out of their laboratory and into pursuit of greater fortune. Perhaps a soul who would otherwise have spent a life taking decided instead to try their hand at giving back. Regardless, even if their companions fall never to rise again, it simply means the chirurgeon will have new subjects with which to further their understanding of the myriad living forms.


Wednesday, September 30, 2015

New Arcane Tradition: Craftsmage (D&D5e)

The world of Eberron is kept running by the Artificers who build the pervasive magic upon which the society is built. The evolution of magic from a wild, unpredictable force to one that is becoming available to the masses is not a thing that happens overnight, and the first step was a tradition which shifted focus from types of spells and schools of magic to a method of applying that magic reliably. Far from being a dead practice that vanished with the evolution of the Artificer, there are still Craftsmages across Khorvaire. Appealing to those with the intellectual rigor but not the physical stamina of the Artificer, many junior craftsmages work providing mystical support in arcane foundries and forges. As they gain experience, talented craftsmages go on to serve as theoreticians as researchers; the more dynamic nature of spell-work providing a flexibility to their arcane research that the process of attempting to create new types of enchanted items sometimes lacks.