jeudi 4 septembre 2014

Tenbones' 5e Proving Grounds

Okay so I'm working on creating *additions* to 5e. Not trying to change what's there. So I'm working on material for my own current campaign, and I'm going to start posting stuff up here for your thoughts. I likewise invite everyone else to post up their creations with the caveat:



Not looking for rules changes or things like that. This is for new creations that add to what's already in the game. So new spells, new (sub)classes, new gear, new monsters, new magic items, etc. If possible give some context.



I'm currently running a game in Calimshan in the Realms. I have this desire to take the game to Al-Qadim at some point, as well as Kara-tur. So my first design is creating new Warlock pacts - in this case pacts with the Genie lords.



I'll be writing up one for each element - the first is the least known the Khayal (Shadowfell genies - yeah I know it's fucking weird, but I have a player currently playing one), I also included a monster, spell, and some other shit. I'll do the rest as finish them.



New Warlock Patrons



Gen Courts

Your patron is a lord or lady of the Gen Courts, beings of elemental power that long ago forged pacts with mortals as part of their connection to the Prime Material planes. This being’s motivations are often inscrutable, though often provocatively straight forward, and might involve a striving for greater magical power or the settling of age-old grudges often against those of their own kind. Beings of this sort include the Haditha the Mistress of the Golden Inferno; Vedhir the Prince of Air, ruler of the Zephyr Court; Caliph Stratha of the Typhoon Court; Grand Sheikh Bromei, the Prince of the Great Crevasse, Lord of the Quaking Reaches; Padishah Strissus, The Lord of the Ten Darks etc.



Expanded Spell List

The Gen Lords let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock spell list specific for each of the six Courts.



Gen Pact Expanded Spells: Khayal (Shadow Courts)

Spell Level Spells

1st Silent Image, Shadow Cloud (as Fog Cloud)

2nd Alter Self, Phantasmal Force

3rd Non-detection, Shadowbolt (as Lightning Bolt - but necrotic damage)

4th Phantasmal Killer, Greater Invisibility

5th Mislead, Seeming



Shadow Pact Abilities

Touch of Shadow

Starting at 1st level, your patron bestows upon you the ability to bend the light around you deepening the shadows to cause the warlock to project the beguiling or fearsome presence of the Shadowfell. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.



Once you use this feature, you can’t use it again until you finish a short or long rest.



Speed of Darkness

Starting at 6th level, you can vanish in a puff of darkness in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or

cast a spell.



Once you use this feature, you can't use it again until you finish a short or long rest.



Dark Vizier

Starting at 10th level, the Obsidian Courts reward you with proper respect and are given the benefits accorded to a dignitary of their Courts. You are infused with some of the essence of the Shadowfell. You gain resistance to cold and necrotic damage types. You are marked as a dignitary of the City of Onyx and are given an elaborate tattoo that acts as a conduit from which your vizier - a Shadow Demon, appears. The vizier is loyal to you first, but holds loyalty to your pact master as well. The vizier is not a thrall - but will take your orders, and even bargain with the you if trust is not established. But if you give the final command the vizier will follow those orders to the letter or to the best of its ability depending on the relationship established. If your vizier should perish, you can re-negotiate receiving another but doing so requires 1-week of uninterrupted time (as per rules regarding Long Rest activities). see stats for Shadow Demon below.



The Heart of Darkness

Starting at 14th level, you can flood a local area with the necrotic energies of the Shadowfell where the influence of the Negative Material Plane is strongest. As an action, you can fill a 60’ diameter area with necrotic energies and flickering shadows. All enemies of the Warlock must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the victims take 6d6 necrotic damage each round, all allies of the Warlock are considered lightly obscured, the Warlock is considered heavily obscured. The effect is maintained by concentration. If the Warlock suffers any damage the effect immediately ends.



You must finish a short or long rest before you can use this feature again.



(don't get on my ass about the stat-bloc. I haven't made a cleaner template yet)



Shadow Demon Advisor



AC 15

HP 59 (7d10+21)

Fort +3, Ref +5, Will +4

Immune cold, electricity, poison

Damage Resistance - Physical attacks that are not Cold Iron or Good,Fire, Acid

Magic Resistance - Advantage Save vs. Magic

Weaknesses sunlight powerlessness



Speed fly 40 ft.

Melee 2 claws +6 (1d6 plus 1d6 cold) 1 bite +6 (1d8 plus 1d6 cold)

Special Attacks Shadow Blend, Darkflash

Spell-Like Abilities

At will— Darkness, Fear (DC 16), Teleport (self only) telekinesis (DC 16)

3/day— Major Image (DC 16),Shadow Evocation (DC 16)

1/day—Magic Jar (DC 16), Planar Ally (Shadow Demon )



STATISTICS

Str —, Dex 18+4, Con 17+3, Int 14+2, Wis 14+2, Cha 19+4

Base Atk +7

Proficiency +3

Skills Acrobatics +7, Bluff +7, History (local) +6, History (planes) +6, Perception +14, Insight +14, Stealth +14;



Racial Modifiers +8 Perception, +8 Insight, +8 Stealth

Languages Abyssal, Common, Alzhedo, Midani; telepathy 100 ft.



SPECIAL ABILITIES

Darkflash

Once every ten-rounds (1 minute), a shadow demon increase its fly speed to 240 feet for 1-round.



Shadow Blend

During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.



Sunlight Powerlessness

A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.



New Spell

Shadow Evocation


5th level illusion



Casting Time: 1 action

Components: V, S

Range: see text

Effect: see text

Duration: see text



You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only 25% of the damage from the attack. If the disbelieved attack has a special effect other than damage, that effect only 25% as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only 25% of the damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows.



Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.





Tenbones' 5e Proving Grounds

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