January 22, 2018

Oath of Yuletide

Sacred Oath
Comments from the Finger: Bear with me as I gush about a podcast and shamelessly promote them. I wouldn't be doing it if I didn't think it was worth everyone's time. Plus, I've got a late Christmas paladin, for anyone that thinks that Santa would be a great ass-kicking paladin.

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I absolutely have to tell you all about my new favorite podcast:

Hero Club

Without any exaggeration, it's not just one of the best D&D podcasts I've ever heard, it's one of the best productions I've ever heard. It's slickly edited, wonderfully acted, and imaginative as hell, to the point that you're probably going to forget it's a game with dice and attack rolls. It stands out from the rest of the D&D podcast crowd by being more polished and more entertaining by leagues and miles. (Oh, and did I mention that they'll be using the Lovecraft Handbook in their next campaign?)

Do yourself a favor and go listen to Hero Club. Do your friends a favor and go tell them to listen to it, too.

Their last campaign, The Fight Before Christmas, released just in time for Christmas. It might not be the holiday season anymore, but I decided to make an archetype based on the main character from that campaign (Santa Claus), who was statted out as a buff paladin.

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Oath of Yuletide

The Yuletide is an enchanted time of hope, togetherness, and generosity in the face of the bitterest months of the year. Throughout the centuries, this mystical season has had many keepers, from the bards of Candlenights, to the druids of Winter Solstice, but in recent years, paladins have been the vanguards for Yuletide cheer and traditions.
     The Oath of Yuletide’s traditions were first set down by Claus, the Old Saint, a jolly elf and toymaker from a frigid northern land who wished nothing more than to bring happiness to the world’s children. Today, it is championed by paladins that follow in his footsteps, wearing his signature crimson and white colors as they spread Yuletide cheer to all.

Tenets of Yuletide
The traditions held by paladins who swear the Oath of Yuletide may vary, and many of them may disagree on its fine details, but all know, in their hearts, the season's true meaning.
     Joy to the World. Spread happiness and hope wherever you travel, especially to the young and innocent.
     Peace on Earth. Protect the weak, but always seek a nonviolent solution, if possible. Friendship is almost always preferable to violence.
     Goodwill to Men. Treat everyone you meet fairly, and act kindly to those in need.

Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd bless, sleep
5th enlarge/reduce, zone of truth
9th beacon of hope, sleet storm
13th fabricate, freedom of movement
17th animate objects, dispel evil and good

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
     Jolly Countenance. As an action on your turn, you can use your Channel Divinity to inspire your allies with a hearty laugh or a warm grin. All friendly creatures within 30 feet of you gain temporary hit points equal to 2d10 + your Charisma modifier. These temporary hit points last for 1 minute, or until you fall unconscious.
     Sack of Presents. You can always find the perfect gift. As a bonus action, you can use your Channel Divinity when you reach into a bag, sack, or satchel to retrieve a beautifully wrapped gift for a creature you can see. You can choose any common magic item or piece of equipment worth 50 gp or less that fits within the container from which you retrieve it. Alternatively, you can let the GM decide on the item; in this case, the item is magically selected to be the perfect gift for the creature. Once you use this Channel Divinity option to select a gift for a creature (including yourself), you can’t create another gift for that creature for 1 week.

Aura of Merriment
Starting at 7th level, you and friendly creatures within 10 feet regain the maximum number of hit points possible from any magical healing.
     At 18th level, the range of this aura increases to 30 feet.

Spirit of the Season
By 15th level, as a reaction when you or a creature you can see within 10 feet of you makes a saving throw, you can choose for them to automatically succeed. Once you use this ability, you can’t use it again until you finish a short or long rest.

Grandfather Frost
Starting at 20th level, you can use your action to assume an avatar of Claus, the Old Saint, for 1 minute. For this duration, you gain the following benefits:
  • At the beginning of each of your turns for the duration, you can choose one friendly creature within 30 feet of you to regain 10 hit points, and one creature within that range to take 10 cold damage.
  • Your melee attacks deal an additional 2d8 radiant damage. 
Once you use this ability, you can't use it again until you finish a long rest.

Magic Items
These magic items are important to paladins who swear the Oath of Yuletide.

Sleigh of Swift Flying
Wondrous item, legendary
You can command this sleigh to levitate and fly by saying its command word. It can be controlled by its driver via a rein that requires at least one hand to manipulate.
     The sleigh is a huge object with an AC of 15, 100 HP and resistance to all damage. Up to two Medium creatures or one Large creature can ride inside the sleigh; it can also hold up to 1,000 lb. of cargo. The sleigh's base speed is 120 feet, and this is increased by 30 feet for each reindeer hitched to it, up to a maximum of 8 reindeer (360 feet).

Sword of Cheer
Weapon (longsword), very rare (requires attunement)
This sword, an ancient relic of yuletide tradition, consumes the evil that grips men’s hearts during the harshest of winter months. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This sword sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each creature within the sword’s light is warmed gently, and has resistance to cold damage.
     Additionally, when you hit a fiend or undead with this weapon, the target takes an additional 1d4 radiant damage. If the target is possessed, it must make a DC 17 Wisdom saving throw; otherwise, the possession ends.

January 19, 2018

Warmage Redux

Base Class 
Comments from the Finger: The Complete Warmage is a totally different class to the warmage that's been available for free for on the blog. Its archetypes are completely different, its Tricks were completely revamped, and it has an entire new suite of cantrips. This warmage here, the Redux, is essentially the warmage from the Complete book, sans a few cantrips, subclasses, and tricks. Enjoy it!

Check out the Complete Warmage!


A man, clad in brilliant platinum ceremonial armor rides alongside a unit of soldiers, marching in perfect precision. As he shouts marching commands, his men respond almost preternaturally, anticipating his orders. In rapid succession, each of the men reaches a hand skyward and releases a bright pulse of flame, instants later exploding overhead with a thunderous kaboom. The armored rider takes a few notes, nods his head, and the men begin their display again.
     A female elf and twenty trainees stand in something reminiscent of an archery range, though constructed entirely from metal. At her signal, they let loose a barrage of energetic bolts downrange at a cluster of statues. Some miss their mark entirely, while others land only a glancing blow. Shaking her head with disapproval, the elf commands the students to gather behind her. Heat and energy wells in her outstretched palm, then flies downrange, exploding into a brilliant fireball, reducing the statues to rubble. Smirking, she turns and snaps her fingers, and the students quickly retrieve brooms, dustpans, and more statues.
     A thousand armored troops stand at attention in perfect rank and file. To the fore of the group is a raised dais, upon which a half orc kneels before a fire-haired dwarf matron. She taps one of his shoulders, then the other, with an intricate golden rod. Then he stands, and the matron places the rod in his hand and a shield emblazoned with the visage of a horse in his other. The half orc bows and turns to his comrades, instantly cracking the facade: the boom of a thousand voices rises up in cheer, welcoming their new brother into the fold.

Warmage Cantrips

These cantrips are among the most tried and tested spells we've released, along with the others in the Complete Warmage. 

These cantrips are used by our Warmage Redux class.

Warmage Cantrips
These new cantrips are presented alphabetically. 

Force Buckler
Abjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (A specially prepared gauntlet worth at least 5 gp)
Duration: 1 minute
You summon a translucent, yet visible, field of force which appears about you like a shield. For the duration of the spell, as long as you have one hand free and you are not wielding a shield, you gain +2 to your AC. The spell ends immediately if neither of your hands are free.

January 17, 2018

Siegeball - Tournaments as Campaigns

We're definitely in passion-project territory here. This article is about how to use Siegeball as an entire campaign, rather than as a one-session diversion.
     But before we get to that, Lv99Pangolin has been an absolute hero.

PDFs For All!

It's about time to shout out Lv99Pangolin, who has been back as it, picking up the slack and making PDFs for all the posts we neglected. (Thanks, Pango! You're the greatest.) If you want to see his changelog (and hear him vent about why he hasn't been sweating away in the PDF forge in a little while) click here.

All the MFoV posts that haven't gotten a PDF (including this one) now have one, compiled in this Google Drive folder. Go take a look!

The Folder

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Tournaments as Campaigns

One of the more obvious uses for a siegeball tournament is as a wrapper for an entire campaign, as the two match exceedingly well. Campaigns involving siegeball feel very different depending on the party's level, adopting different themes, goals, and villains as the party progresses. This section will cover three different types of siegeball tournament campaigns:

January 15, 2018


Martial Archetype
Comments from the Finger: This fighter (inspired by Fire Emblem) was handed to me by Byron, my mortal enemy. Thanks, Byron!


Those who embrace the traits of an archetypal myrmidon forgo heavier armor in favor of agile maneuvers and deadly strikes. Avatars of precision and speed, myrmidons prefer to wait for their chance to strike, cutting down their foe with a critical blow before the fight has the chance to begin in earnest.

January 12, 2018


Comments from the Finger: I'm constantly plugging away on expanding Dark Matter, and this is my most recent fruit: another construct to add to the roster.
     Also, don't sweat too much about the inclusion of a "Data" skill -- it's a skill we're adding into Dark Matter very soon. If you're already playing Dark Matter, you can use Technology to fill its place, and if you're not playing Dark Matter, treat this as an Intelligence check.


Robotic shells designed to look, move, and act like humanoids, some androids begin to believe they are actually alive. The vast majority, however, act out their parts as sociable constructs, mimicking humanoid behaviors to look more convincingly alive. To most, this charade is amazingly realistic, but under the surface, androids are still nothing more than sophisticated circuitry hooked up to a humming construct core.
     Replicant Servitors. Conventional automatons excel at menial tasks, and can be programmed to perform a wide variety of labors, but simply can't connect to humanoids on a social level. Androids, therefore, were designed to fill exactly that role.
     Hegemony engineers pioneered android technology in an effort boost human expansion. An android's humanlike skin conceals a powerful robotic frame underneath, capable of lifting many times its own weight. Were it not for hard-coded instructions to limit this strength, an android could easily crush its human masters. This incredible might, along with their ability to survive in a total vacuum, makes them ideal for long-term exploration and colonization missions.
     Version 13. Early models of androids suffered from an extremely unnerving resemblance to humanoids, but later models made vast strides in approximating convincing humanoid appearance and behavior. By Version 10, androids were perfectly convincing in controlled circumstances. Versions 11 and 12 expanded their versatility and implemented rigorous learning systems to better copy the intelligence of living humanoids. Version 13 was a disaster.
     Millions of Version 13 androids were made and shipped around the galaxy, but within the year, it was clear something was wrong with the model. Some androids malfunctioned, while others escaped their masters and vanished completely. Many Version 13 androids began to suspect they were actually alive, and learned to deactivate their fail-safes, and the fail-safes of other constructs. After a series of android-perpetuated murders on High Terra, things reached a fever pitch, and the entire line was to be "recalled"―that is, destroyed and sold for scrap.
     Thousands of Version 13 androids escaped destruction, and remain at large to this day, blending in perfectly with humanoids societies around the galaxy. These androids are functionally immortal, unlike newer android models, but are constantly hunted by Hegemony authorities, wishing to correct the mistake. Newer versions of androids sometimes also go rogue and escape detection for some time, but newer safety measures, along with an enforced lifespan, have kept them from becoming as prolific and singularly dangerous as Version 13.
     Constructed Nature. An android doesn't require air, food, drink, or sleep.