April 28, 2017

Radiation Freak

Sorcerous Origin
Comments from the Finger: Our patrons chose Dark Matter, our very own sci-fi setting, for an upcoming book, and we're working really deliriously hard on it. Here's the first subclass I wrote for it.
     (Also, All Hail the Glow Cloud.)

Radiation Freak

The depths of space hold terrible forces that can warp and twist a man irreparably. Radiation, for example, normally offers a cruel, agonizing death, but can sometimes fundamentally alter those subjected to its strange energies. Those which emerge from this process alive are deemed “radiation freaks” for the horrible physical deformities that accompany their transformation, but some are changed in even stranger ways. Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power.

Radioactive
Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, each creature which comes within 5 feet of you or ends its turn in that area takes 1d6 radiant damage. At 6th level, this damage increases to 1d8 and at 14th level this damage increases to 1d10.

High Power
At 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage.

Adaptive Resistance 
By 6th level, the tumors within your body can of rapidly shift your magical metabolism. Immediately after you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until you take a short or long rest, or until you use this ability again.

Glow Cloud
Starting at 14th level, you can use your action to transform your entire body, along with everything you’re wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences:
  • Your flying speed is equal to half your movement speed.
  • If another creature enters your space or ends its turn there, it takes 2d10 radiant damage. 
  • You can cast cantrips while you’re in this form.
Once you use this ability, you can’t use it again until you finish a long rest.

Isotope Poisoning 
At 18th level, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of that creature's next three turns, it makes a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned for up to 1 hour and takes 6d10 radiant damage.
     The creature can reattempt this saving throw at the end of its subsequent turns, ending the effect after three successes and taking 2d10 radiant damage on a failed save. These successes need not be on consecutive turns. If the creature fails this saving throw three times, it remains poisoned for the entire hour and takes 1d10 radiant damage at the end of each of its turns.



Changelog: 4/28/17: Adaptive Resistance: Uses reaction
Glow Cloud: Clarified that it uses action
4/29/17: High Power: Feature added
Adaptive Resistance: Lasts until you take a rest or until you use the ability again
Isotope Poisoning: Initial damage increased to 6d10, three successes are needed to end the effect, after three failures, a creature takes constant damage for 1 hour

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.

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

Feats

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.