October 16, 2018

Circle of the Flower Garden

Druid Circle
Notes from the Nails: this one was inspired by one of the players in my fey game, who is playing a petal bard with a 'gardener' background.

Circle of the Flower Garden

Long hours of toil in your herb garden, flower patch, or greenhouse has finally awakened the magical powers that had laid dormant within you. Now your ability to shape the spaces around you is augmented by the awesome abilities of the druid. Whether you use this to make the world more beautiful, or to hinder and trap your enemies in endless hedge mazes, is up to you.

Garden Wall
When you choose this circle at 2nd level, you gain the ability to magically transform the landscape around you, turning even the most barren of plots into an artfully sculpted oasis. You can use an action on your turn to expend one spell slot and conjure into existence trellis walls, archways, and wooden fences into unoccupied spaces you can see within 60 feet. The walls are covered in climbing plants and block line of sight, though ranged attacks can pass through them.
     The walls are up to 6 feet tall and 6 inches thick, have an AC of 10 and 5 hit points per 5-foot section. You can create up to four 5-foot sections per spell slot level; they do not have to be contiguous. The walls last for up to 1 minute, or until you lose your concentration (as if concentrating on a spell).

Expert Botanist
Also at 2nd level, you can add twice your proficiency bonus to any Nature checks you make relating to plants and plant creatures.

Hand-Picked Bouquet
At 6th level, you always have a bunch of flowers on your person, which you can give away to make a positive impression on other people. When you make a Performance or Persuasion check to influence a humanoid within 30 feet of you, you can present them with a bouquet of flowers. You can then add your Wisdom modifier to the check and, regardless of the outcome, the target must make a Wisdom saving throw against your druid spell save DC or be charmed for 1 minute. While charmed in this way, they regard you as being the height of refinement and sophistication.
     Once you have used this ability, you must complete a short or long rest before you can use it again.

Starting at 10th level, flowers begin to bloom around you constantly, wherever you go. As such, you are permanently surrounded by a cloud of pollen, which you can stimulate using your druidic powers. Whenever a hostile creature moves within 10 feet of you, or begins its turn within this radius, it must make a Constitution saving throw against your druid spell save DC or begin to sneeze uncontrollably for the remainder of its turn. While sneezing, the creature has disadvantage on attack rolls and Wisdom (Perception) checks, and its base movement speed is reduced by 10 feet. Creatures that do not need to breathe are immune to this ability, and it does not function under water or in strong winds. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

In Bloom
When you reach 14th level, you have perfected the art of gardening and can always bring out the best in the plant you grow. Whenever you cast a spell that creates, summons or enhances the earth, plants, earth elementals or plant creatures, the range and duration of the spell are doubled. Additionally, if the spell's casting time is one action, you can cast it as a bonus action on your turn.

October 11, 2018

Pacts | Rebinding

In this series, I'll be slowly tackling a rework of one of our favorite classes, the Binder. The class was originally a straight update of the class of the same name from D&D 3.5's Tome of Magic, including most of the original vestiges, but as we revisit this class, we'd like to examine its mechanics and its concepts with fresh eyes, improve upon them, and write a whole new list of vestiges. 

This time, we'll be examining the central pact-making feature and the idea of bargaining in the binder.

Is it Really Pact Magic?

It's not a secret the original binder class draws much of its inspiration from demonology textbooks: vestiges are named from Ars Goetia, include summoning symbols which look like they belong in the same book, and even require complicated bargaining, as a demon would.

However, the binder simply isn't a fiend-summoner. Fiend-summoners are absolutely a thing elsewhere in D&D -- demons and devils are all too willing to bargain -- and binder lore goes out of its way to differentiate itself from them, and by extension, from warlocks.

October 9, 2018


Martial Archetype
Comments from the Palm: Sticks and stones will break your bones, but words cut even deeper. 


As skilled with the musical note or the spoken word as they are with the blade, warcallers blend their skill at arms with the magical power of bardic song. Primarily serving as bodyguards or martial troops for large bardic colleges, Warcallers can be found nearly anywhere that bards can be. Though as skilled with instruments as other musicians, most warcallers find singing or chanting to be the most efficient and practical method of using their abilities, as this leaves their hands free to hold their weapons or shields.

October 5, 2018

The Vestiges | Rebinding

In this series, I'll be slowly tackling a rework of one of our favorite classes, the Binder. The class was originally a straight update of the class of the same name from D&D 3.5's Tome of Magic, including most of the original vestiges, but as we revisit this class, we'd like to examine its mechanics and its concepts with fresh eyes, improve upon them, and write a whole new list of vestiges. 

Where better to start than the vestiges themselves?


Vestiges are the spirits summoned by binders, the source of their mystical powers. Binders offer a fraction of their soul to the spirits to gain this power for a limited time. The original list of vestiges borrow their names from the real-world book on demonology, the Ars Goetia, and a few of their depictions trace back to this source, as well as other public-domain demonology sources. While a few of the vestiges trace their stories to various locations in the D&D canon, most are original characters invented specifically for the binder class.

October 2, 2018

Lucie, The Prince of the Morning

Comments from the Finger:

Guys! Hero Club's Wild West campaign, Adversary, is closing in on its finale! I expect an awesome battle against the devil himself (voiced by the absolutely sinister Zachary Webber) and maybe some demons and cultists. In anticipation, I've crafted a completely overpowered statblock for Lucifer (or Lucie, as he's known).

If you haven't listened to it yet, give it a shot!


Lucifer, the Prince of the Morning, is the first renegade against god, a fallen angel known to many as 'the devil,' though he is known to his associates as 'Ol' Lucie'. He schemes in the darkness, prowling the Earth for mortals to tempt away from righteousness, but his ultimate goal is far more cataclysmic: Lucifer wishes nothing more than to drag God into a final confrontation, an apocalypse of wherein which he can conquer the world and kill God once and for all.
     Lucifer's avatar in the mortal realm is the Tall Man, a dapper individual standing nearly eight feet tall with piercing blue eyes, whose magnetism is unmatched by any mortal. The Tall Man moves quickly through the world, or might even exist in many places at once, for he seems to strike deals and conspire with the wicked everywhere at once.

September 28, 2018

Alchemist's Potions

Magic Items
Comments from the Finger: I've been working constantly for the last two weeks to rework our Alchemist class for our Patreon. It's looking awesome so far! The new version provides potions much earlier, reworks and simplifies the way bombs work, makes bomb formulae more consistent and balanced across the board, and removes all of the underpowered discovery options. As a part of that, we've removed all the discoveries that should have been potions in their own right, which I've detailed below:

Alchemist's Potions

Alchemists are masters of all manner of potions and transmutive concoctions. Indeed, nearly all of the universal solvents and potions of invisibility found in dungeons and crypts originated in an alchemist’s lab. The following potions might be brewed by an alchemist or found as treasure.