September 18, 2017

Futuresoul

Sorcerous Origin
Notes from the Nails: a bit of a mash-up here, with the fluff inspired by The Time Traveller's Wife, the capstone drawing on the Prince of Persia games, and the rest of the class pretty much my own work.

Futuresoul

Being born with unpredictable magical powers in one's blood is often an unpleasant and traumatic thing but, of all the sorcerous origins, the futuresoul must be one of the most disruptive. These rare individuals possess souls that are dislocated from time, causing all manner of chronomantic disturbances wherever they go. The futuresouls themselves experience the worst effects, jumping randomly forwards or backwards in time, sometimes by years or decades. With practice, however, these sorcerers can gain control over their powers, with some becoming truly formidable spellcasters.

Natural Chronomancy
Your soul is infused with time magic, giving you a natural facility with Chronomancy. All of the Chronomancy Spells are added to your spell list. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Futuresoul Bonus Spells
Sorcerer level Spells
1stdéjà vu, enhance reflexes
3rdaction, burst of speed
5thhaste, slow
7thcurse of aging, impressions of the past
9thevasiveness, temporal reversion

Spirit of Alacrity
At 1st level, your movement speed increases by 10 feet. When you gain the Font of Magic feature at 2nd level, you can spend one sorcery point to take the Dash action as a bonus action.

Improved Quicken Spell
At 6th level, you learn the Quicken Spell Metamagic option. If you already know it, you can select another of your choice. Furthermore, you can use Quicken Spell in conjunction with one other Metamagic option and, if you use Quicken Spell on a cantrip, its cost is reduced to 1 sorcery point.

Future Impulse
Starting at 14th level, you gain the ability to see events just before they happen. If a creature targets you with a spell attack or includes you in the area of a spell that allows you to make a saving throw, you can use your reaction to cause the spell to miss or make your saving throw an automatic success.
     Once you use this feature, you can’t use it again until you finish a long rest.

Reverse Time
At 18th level, your control over time is so complete that you can reverse time and rewrite events that have already happened. As a reaction to any creature you can see dropping to zero hit points (including yourself), you can use this ability to reverse time for a few seconds. The game restarts from the beginning of the current turn. This time, however, the creature that fell automatically passes any saving throws it is required to make, adds +10 to its AC and has resistance to all damage until the end of the turn. The creature whose turn it is must take the same actions it took the first time.
     Once you have used this ability, you can't use it again until you finish a long rest.



September 15, 2017

The Brotherhood

Roguish Archetype
Comments from the Knuckle: "Stay your blade from the flesh of an innocent. Hide in plain sight. Never compromise the Brotherhood."

The Brotherhood

There is an ancient and secret order of trained fighters who keep the peace and maintain freedom throughout the land. They wage a silent war against their sworn enemies, the Crusaders, who believe that peace comes only through tyranny. Members of the Brotherhood have sworn to give their lives to the order, many of them refusing to wed or bear children, as familial attachments are a distraction from the Brotherhood's vital mission.

September 13, 2017

Variant Rule: Round-Table Initiative

Variant Rule
Comments from the Finger: Shorter article this Wednesday (we're working on some more involved ones), but this rule has gotten a lot traction in our home game, so I think it deserves an article on its own.

Combat takes a while; for most tables, it's an unavoidable truth. Most of the time, there's a few major causes, but one of the most important ones is that players can't independently figure out when their turn is coming up, so they start deciding on their actions only once their turn has begun.

Today, I want to share with you a recent initiative variant we've been using to speed up combat at our table by fixing that very problem:

September 11, 2017

Sunsteel Templar

Martial Archetype
Comments from the Knuckle: This offering comes from my own campaign setting. The Sunsteel Templars are an order of holy knights who worship the goddess Valinta; the Queen of Light, and Empress of the Southern Stars. They are honor-bound to pass down both the written and oral traditions of their religion, and they wield flaming swords blessed by Valinta and her Eternal Light. After a year-and-a-half of my players asking how to play one in 5e, I finally present it here.

Sunsteel Templar

The lone guardsman who holds his post, securing the entry way of the basilica. The wandering warrior who passes along the Old Faith to any who with the patience to listen. Both of these fighters are Sunsteel Templars with significant ties to a religion, or a specific religious order. The flaming swords they wield are legendary throughout the land, symbolizing hope among the common folk; hope that the darkness will not overtake them this day.
     Note: The Acolyte and Soldier backgrounds are recommended for Sunsteel Templars.

September 7, 2017

Leviathan Hunter

Ranger Conclave
Comments from the Finger: We wrote this one with the help of Grand Moff Xela, who has been helping out on the upcoming High Seas book. (Also, for our patrons that didn't see the recent post, High Seas and the rest of the development queue are being delayed for a month so we can finish up Dark Matter, the Channeler, and the Shugenja Redux.)

Leviathan Hunter Conclave

Many rangers steal out into the wilds to slay dire beasts that encroach upon civilization, safeguarding cities and towns from their animalistic fury. But some rangers take this further, obsessing over a single kill at a time, and hunting their quarry to the ends of the earth. Rangers that join the loose Leviathan Hunter conclave might track any creature, provided that it is as threatening as it is colossal, but are so named for the brave fools that once fancied to kill the mighty leviathan, a quest that ultimately spelled their demise.

September 6, 2017

Tourney Rules

Variant Rules
Notes from the Nails: tournaments make great additions to a campaign. They're the perfect setting for high fantasy action, while also offering opportunities for political skullduggery and monster-free relaxation. Some credit must go to this thread as well: thanks for the inspiration!

Tourney Rules

Have you ever wanted to feature a medieval tournament in your game with knights and jousting, but stopped yourself because the it'd be a pain to come up with new game mechanics to support it? WELL FRET YE NOT, FAIR MAIDEN, for I have done the hard work for you! Read on, and discover simple-yet-effective rules for running your very own tourney...