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.




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.


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Tuesday, August 2, 2016

Alchemists' Toybox- Gunpowder; Class Options (D&D 5e)

Contents
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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Tuesday, July 26, 2016

Alchemists' Toybox- Gunpowder; House Rule: Siege Equipment (D&D 5e)

Contents
Previous: Adventuring Equipment


Siege Equipment

These rules replace the stats for Cannons from pg 255 of the DMG.

Siege Equipment
Name
Cost
Weight
Cannon
50,000 gp
5,000 lbs
Demi-cannon
10,000 gp
3,000 lbs
Culverin
3,000 gp
500 lbs
Bombard
1500 gp
100 lb
Field cannon
5,000 gp
2,000

Thursday, July 21, 2016

Alchemists' Toybox- Gunpowder; House Rule: Adventuring Equipment (D&D 5e)

Contents
Previous: Gunpowder Weapons


Adventuring Equipment
Item
Cost
Weight
Ammunition


  Bird of flame
5 gp
1 lb
  Cartridge (5)
2 gp
1 lb
  Cannon ball
special
special
Bomb


  Blasting Stick
200 gp
1 lb
  Burster
150 gp
1 lb
  Flasher
300 gp
2 lb
  Smoker
200 gp
3 lb
  Grenade
200 gp
1 lb
  Incendiary
150 gp
1 lb
Dragonwater
100 gp
1 lb
Fuse (1 round)
1 sp
-
Gunpowder


  Keg
250 gp
20 lb
  Horn
35 gp
2 lb
Phoenix down
1000 gp
-
Smokestick
5 gp
-
Sunrod
10 gp
1 lb
Tindertwig
1 gp
-

Tuesday, July 19, 2016

Alchemists' Toybox- Gunpowder; House Rule: Gunpowder Weapons (D&D 5e)


These rules replace the renaissance firearms (DMG 267-268) and cannons (DMG 255).

Weapons
Name
Cost
Damage
Weight
Properties
Simple Melee Weapons
Bayonet
2 gp
1d4 piercing
1 lb
Finesse, light, special
Simple Ranged Weapons
Fire flower
2 gp
1d6 fire
-
Finesse, light, thrown (30/60), special
Martial Ranged Weapons
Arquebus
400 gp
2d4 piercing
12 lb
Firearm (range 30/120), heavy, loading, two-handed
Blunderbuss
1000 gp
2d6 piercing
18 lb.
Firearm (range 20/90), heavy, loading, two-handed
Flintlock Rifle
750 gp
1d10 piercing
5 lb.
Firearm (range 150/600), loading, two-handed
Heavy Pistol
250 gp
1d10 piercing
3 lb
Firearm (range 30/90), loading
Light Pistol
200 gp
1d8 piercing
2 lb
Firearm (range 20/60), light, loading
Musket
500 gp
1d8 piercing
5 lb
Firearm (range 80/320), loading, two-handed
Firebird launcher
600 gp
1d10 fire
1 lb
Ammunition (range 120/500), loading, two-handed

Firearm. These weapons use ammunition. Generally, this ammunition is in the form of both a cartridge of gunpowder and a sling bullet. Ammunition discharged from firearms cannot be recovered.

Bayonet. A bayonet can be attached to the end of a musket as an action. When this is done you count as wielding both weapons simultaneously. This does not affect the use of the musket, however the bayonet loses the finesse and light traits and adds heavy and reach.

Fire flower. When used a fire flower self-ignites and explodes, so it cannot be recovered.

Firebird launcher.  This metal tube is used to launch birds of flame, which are ignited as part of the attack and explode, so they cannot be recovered.



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Thursday, July 14, 2016

Alchemists' Toybox- Gunpowder; House Rule: Gunpowder and Magic (D&D 5e)


Any arcane spellcaster who uses a form of gunpowder as a component in a spell or uses a component or focus covered in black powder, intentionally or unintentionally, risks losing control of their magic in a surge of energy. They must succeed on an Intelligence (Arcana) check with a DC of 13 plus the spell’s level or experience a Wild Magic Surge (per the sorcerer Wild Magic ability). If a scroll is strewn with black powder using it forces you to make a Wisdom saving throw or suffer the Wild Magic Surge, in this case results that do not apply result in a Scroll Mishap (DMG 140).

Sprinkling a cartridge worth of gunpowder into a potion, or mixing it with magical dusts or powders, forces a roll on the Potion Miscibility table (DMG 140).

If you have proficiency in the Arcana skill, you can spend a minute and a cartridge worth of gunpowder to detect the presence of magic within 30 feet. Any barrier blocks this effect, but visible creatures or objects that bear magic allow an Intelligence (Arcana) check against DC 13 to determine the school of magic. Doing this does not cause issues with either scrolls or potions.

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