April 26, 2017

Epic Boons - Your Hex is on Fire

Notes from the Nails: I do love a good pun. It is a curse I must bear.

Your Hex is on Fire

Sometimes your players are goodly heroes who spend their time battling evil and saving lives. Other times, they are... not. These epic boons are aimed at players who're looking to lay sinister curses on their enemies, extending the scope and power of their dark magic to epic levels.

Some of these boons use our Witch class.

Epic Boons

Boon of Anathema
Prerequisites: access to the spell hex
When you use the hex spell to deal additional damage, that damage is increased by 1d6 fire damage. In addition, any creature affected by a hex spell that you cast also suffers from the Poisoned condition while under the effects of the spell.
Boon of the Evil Eye
Prerequisites: access to the spell bestow curse
You can now cast bestow curse as a bonus action. When you do so, it has a range of 90 feet.

Boon of Hex Mastery
Prerequisites: Witch class
You learn an additional Hex of your choice. You can receive this boon multiple times. 

Boon of Ill Fortune
When a creature you can see rolls a natural 20 on an attack roll, saving throw or ability, you can use your reaction to change it into a natural 1. Once you have used this ability, you must complete a short rest before you can use it again.

Boon of the Jinx
Prerequisites: access to the spell bane
You can now cast bane without expending a spell slot. Furthermore, hostile creatures have disadvantage on their saving throws against this spell when you cast it.

Boon of Profanity
Prerequisites: ability to cast at least one spell
When you speak a curse, you do so in a foul, inscrutable, forgotten language that cannot be understood by any mortal creature. Spells you cast that include a verbal component cannot be counterspelled, nor can they be ended early by the spells remove curse or dispel.

Boon of Torment
Prerequisites: Witch class
You gain a second Witch's Curse, in addition to the one you were afflicted with at 1st level.

April 24, 2017

The Shadow

Otherworldly Patron
Comments from the Knuckle: It struck me as odd that the ultimate edgelord class didn't have a patron that hailed from the place of All Things Dark and Edgy. Borrowing some inspiration from both the Dishonored and Persona video game series, I set out to fix this. I had lots of fun making and playtesting this Otherworldly Patron, and I hope that you have just as much fun using it in your own games! :)
     Also, a quick shout out to Steampunkette of Giant in the Playground for helping me balance this Otherworldly Patron! It was a lot of fun collaborating with her, she's a really great and talented homebrewer, and she's got a lot of fun ideas for the warlock class! ^_^

The Shadow

Your patron lurks in the darkness of the multiverse, snuffing out the light in mortals' hearts. It is a Shadow that consumes all, a force hailing from the Shadowfell. Some Shadows will forge a pact with an individual because they see their own mysterious nature reflected within a mortal's soul. Beings of this sort include Alseroth, the Vexing; Crenzj, the Absent; Faryendun, the Murderous Mist; Rydensi, the Twilit Flame; Sevaera, the Convict; and Yzerin, the Incomprehinsible; there are many other cryptic and shadowy beings that hail from the Shadowfell and beyond which can forge a pact with mortals.

April 21, 2017

Veiled Conclave

Ranger Conclave
Notes from the Nails: Our gunslinger got me thinking. What if you want to be a sniper in a pre-gunpowder campaign? That's what the ranger is for, right?

Veiled Conclave

The Veiled Conclave began as a band of elite elven archers, well-versed in stealth, tracking and of course, marksmanship. The tactics and techniques they developed were revolutionary at the time, but efforts to keep them secret failed and the band eventually became a looser conclave that permitted anyone who could show the requisite abilities to join.
     The conclave takes its name from the distinctive silken veils that its members wear over their faces - a visual reminder that these rangers value silence above all.

April 19, 2017

Feats for the Genre Savvy


As a DM, I tend to lean towards fun, light-hearted games where comedic elements are always welcome. Perhaps some of you are the same - or maybe you'd like to move your game in that direction? If so, these feats are for you!
     Inspired by the website TVTropes.org (if you're not familiar, you may want to avoid reading it: it's a rabbit-hole far more addictive than Wikipedia), these feats play on a number of classic tropes that you see in fantasy stories and give your players an opportunity to recreate some of their favorite characters from TV, film and video games. They aren't intended to be particularly serious, just a bit of fun to brighten up your day!

April 16, 2017

Oath of the Seeker

Sacred Oath
Comments from the Finger: One of our favorite contributors, Idanbhk sent us this piece, and we like it a lot! Say hi to him in the comments!

Oath of the Seeker

Paladins who swear the Oath of the Seeker believe that powerful magic items are a key component of any struggle, and in the right hands can change history. Seekers vow to find and use such items, or destroy those used by their enemies. They actively hunt down both holy and unholy magic items – both to use them for their cause, and to secure them from of evil hands.

April 13, 2017

Craftsman Redux

Base Class
Comments from the Finger: This Craftsman revision is really something special. We took a class that we already loved and restructured top-to-bottom it to be simpler to digest, easier to play, and more interesting at the table. Some of the first changes you'll notice are that we've changed the old Well-Built equipment to Masterwork equipment. Besides just being instantly more iconic, we take a slightly different approach with Masterwork gear that allows you to more easily upgrade gear for your allies. We also removed the divisions between Crafting Techniques for weapons and armor; now, Crafting Techniques should be easier to browse, understand, and use. Also, the Professions have been reworked from the ground-up; you're welcome.

This class makes use of our Exotic Arms and Armor rules.


A burly dwarf brings his hammer down on a glowing hunk of steel, launching a shower of sparks into the air. Sweat pours down his back, and his arms strain with each strike, revealing thick cords of muscle, yet he does not tire. The air resonates with the sound of metal impacting metal, while the bright, hot piece of steel in his tongs begins to take shape. Gradually, it flattens, widens, hardens, and cools. He quenches the newly formed blade in an oil bath, then sets his mind to preparations for polishing, sharpening, and fitting the weapon with a handle and guard.
     An elf threads a needle with an almost impossibly thin metallic wire, preparing to set the stitches into a set of what looks to be leather armor, but made of dragon's hide. She checks the placement and attachment of the owlbear down lining, and ensures that her apprentice set the deep crystal studs into the surface properly. Once satisfied, she sets about her work in a flurry of dexterous stitches.
     A gnome with an intricate set of goggles examines the stock for his latest work, a portable ballista. He examines the gearing and loading crank, ensures the tautness and tension of the bowstring, and examines the bolt rail for imperfections. He smiles, for he knows his work is without flaw.