May 26, 2017

Thought Thief

Roguish Archetype
Comments from the Finger: Found the seed of this gem on my todo list. I do love writing weird rogues.

Thought Thief

Safecrackers can smash padlocks and cave in metal walls, and cat-burglars can make off with jewels by moonlight, without so much as sounding an alarm. But as many a thieves' guild has learned: knowledge is power, and no ordinary thief can steal that directly. Sure, they can plunder papers and scrolls, but many secrets are never written down, locked away within the walls of the mind. A new type of thief is needed for that type of job.
     The archetypal thought thief trains in psychic arts, skills borrowed from mystics and psionic monks, to become deadly psychic assassins, to plumb the minds of others, and, indeed, to steal thoughts. They are an odd bunch, equipping themselves with crystal trinkets, in addition to daggers and thieves' tools. But for the right job, there is no substitute to a skilled thought thief.

Psychic Arts
When you choose this archetype at 3rd level, you have begun to learn the delicate art of psychic warfare.
     Saving Throws. Some of your psychic abilities allow saving throws to resist their effects or allow you to cast spells which require saving throws. The saving throw save DC is calculated as follows:

Psychic Save DC = 8 + your Intelligence modifier + your proficiency bonus

Psychic Attack
At 3rd level, your strikes warp the thoughts and damage the psyches of others. You can choose for your Sneak Attack to deal psychic damage, rather than its normal damage type.

Steal Proficiency
At 3rd level, you have begun to learn the fine art of stealing thoughts from others, beginning with long-held talents and skills. As an action on your turn, you can touch a creature, which must make a Wisdom saving throw. On a failed save, for up to 24 hours, or until you use this ability again, the creature loses proficiency with one skill of your choice and you gain proficiency in this skill, if you didn't already have it.
     A willing creature can choose to fail its saving throw.
     When you hit a creature within your reach with a Sneak Attack, you can use this ability without taking an action. The target has disadvantage on this saving throw.

Mental Defenses
By 9th level, through repeatedly probing other people's minds, you have learned to fortify your own psychic defenses. You have resistance to psychic damage, and advantage on saving throws against being charmed or frightened.

Mind Reader
At 13th level, you're adept at reading thoughts. You can cast the spell detect thoughts without using a spell slot or spell components. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
     Starting at 17th level, you can cast the spell modify memory once without using a spell slot or spell components. Once you cast this spell in this way, you must finish a long rest before using it again.

Steal Thoughts 
Beginning at 17th level, you can directly rip the thoughts from a creature's mind. As an action on your turn, you can touch a creature, which must make a Wisdom saving throw. When you hit a creature within your reach with a Sneak Attack, you can use this ability without taking an action. The target takes half damage from the Sneak Attack and has disadvantage on this saving throw.
     On a failed save, the creature is incapacitated until the end of its next turn as its mind reels and you immediately learn one piece of information of your choice from the target's memories. For example, you can learn where the target buried a cache of treasure or what the target's true identity is. The target them immediately forgets this information. You cannot cause a target to forget something extremely important or fundamental to its personality in this way. If the target does not have the information that you seek, the target is still incapacitated, but this effect fails.



Changelog: 5/26/17: Psychic Arts, Mind Reader: Switched to be Int-based
Steal Proficiency: Reworded to trigger when a target is hit with Sneak Attack
Steal Thoughts: Reworded to also trigger on a touch as well as on a Sneak Attack hit.

May 24, 2017

What Type of DM Are You?

Rocks Fall is back after a brief hiatus with probably our best episode yet. We dig into some common DMing styles and talk a little about the pros and cons of each.

Drop a like, subscribe, and let us know what type of DM you are in the comments!



May 22, 2017

Lady Luck

Otherworldly Patron
Notes from the Nails: how have we not written this already? I bet the dice gods are furious with us...

Lady Luck

Almost every culture in history has believed in the existence of some supernatural force that could influence random events. Whether they represent this as a god, trickster spirit, or innate property of each individual, there has always been a sense of something out there influencing our fates. Sometimes, a gambler with an exceptionally powerful will might come into direct contact with this force, and surrender their soul in exchange for a lifetime of impossibly good luck.

May 19, 2017

Luchador

Monastic Tradition
Comments from the Finger: Until now, there wasn't a good way of doing Los Tiburon in 5e. (Seriously, this is required reading for all D&D fans.) So, here's some masked wrestler stuff!

Way of the Mask

When you put on your mask, you're not an ordinary, if impossibly handsome, commoner anymore; you're the greatest wrestler the world has ever known. You'll wrestle anyone -- or anything -- that comes within arm's reach. Sometimes you wrestle inanimate objects, just to prove that you can. That one time you wrestled an owlbear? Totally happened. For real.
     People come from all around to get a shot against you, to unmask you and take your championship belt. Women want you, and men want to be you. But above all, everyone wants to beat the champ; too bad no one ever will.

May 17, 2017

Feats for the Incompetent

Notes from the Nails: this one just came to me out of the blue, when one of my players was really hamming up their character's low intelligence score. Hope you like them!

Feats for the Incompetent

As a DM, I feel that a lot of players are missing an opportunity by always relying on their strengths and avoiding their weaknesses: things are often a lot more fun when characters venture out of their comfort zones! So, I thought, why not incentivise players to keep their dump stats low and actually get into situations where they might need to use them?
     Thus, these feats are designed for characters with ability scores below a certain threshold. With all of these feats, if a character temporarily raises an ability score, such as by wearing a Headband of Intellect or drinking a Potion of Giant Strength, the feat ceases to function for the duration, and if the character permanently raises their ability score using an Ability Score Improvement or an item like the Manual of Quickness of Action, they must replace the feat with another that they qualify for.

May 15, 2017

College of Mimes

Bardic College
Comments from the Finger: We're casually making our way through every type of artist possible. I think next on the list is underwater basket weaver. But, you know, fantasy baskets.

College of Mimes

Underappreciated and often misunderstood, mimes are among the most unique performers ever to have taken up the bardic mantle. The College of Mimes takes its training seriously, rigorously enforcing standards of silence, pantomime, and facepaint among its students. Those who master this strange and enchanting art can harness the power of invisibility, hiding their equipment and their very spells from the untrained eye.