March 16, 2018

Dirty Player

Roguish Archetype
Comments from the Finger: More Siegeball stuff? You got it. For easy reference, this one uses the Other Actions in Siegeball section, found here.

Dirty Player

Not everyone in siegeball plays fair. In fact, some players are known for their propensity for rules breaking. When a slide-tackle or direct attack goes unpunished, a player sneaks a shiv into a game, or some other disreputable act gets past a referee's watch, you can be certain that the offending player is a Dirty Player. Such players are valued for their ability to bruise the opposing team, taking the punishment for illegal plays while the rest of their team profits off their misdeeds. Though dirty players are loathed by fans, they are nonetheless a vital part of the highest and lowest levels of strategy in the game.

Unsporting Action
Starting when you choose this archetype at 3rd level, you can use your bonus action to take the Block or Follow action, or to attempt to Tackle a creature of Medium size or smaller. These actions are detailed in the Other Siegeball Actions section.

Subtle Strike
Also at 3rd level, you've mastered the skill of harming someone in plain sight. When you make a melee Sneak Attack against a creature, you can forfeit your additional damage to completely conceal the attack. Creatures more than 5 feet away from the target merely see you draw close to the target -- they do not see your weapon, an attack, or immediate evidence of the attack.
     In a siegeball game, you can use a Subtle Strike to automatically succeed on the Dexterity (Stealth) check made to attack a player illegally.
     Additionally, you can make Sneak Attacks with unarmed strikes.

Theatrical Dive
By 9th level, you've mastered the art of exaggerating the blows you take. You can use your reaction when you take damage to feign taking a mortal blow. You fall prone and make a Charisma (Deception) check, with advantage, contested by the Wisdom (Insight) check of each creature that sees you fall. If you succeed against a creature, that creature believes that you have dropped to 0 hit points, and will act accordingly.
     In a siegeball game, this may result in a penalty to an opposing player.

Feinting Move
Starting at 13th level, your slippery positioning and sudden shifts in direction can trip up even experienced opponents. When you move, you can use your bonus action and use 10 feet of your movement to feint a creature within 10 feet of you. Choose one of the following effects:
  • That creature can't take reactions until the start of your next turn.
  • The next attack roll made against that creature by a creature other than yourself has advantage. 
  • The creature has disadvantage on all Wisdom checks and saving throws until the beginning of your next turn.

Low Blow
At 17th level, whenever you hit a Large or smaller creature with a Sneak Attack, you can knock the target prone.

March 14, 2018

It Never Sleeps and Why You Should Play D&D!

Guys, guys, guys. Guise.

The new season of Hero Club is coming out on the 20th! Less than a week! It's called It Never Sleeps: A Hank Blackstone Mystery and it's going to be using pieces from our Lovecraft Update. I've never been this excited to listen to a podcast. So, if you're looking for a slick podcast, with some of our content thrown in to boot, you need to check it out.

Don't wait: subscribe here or find it here!

5 Reasons You Should Play D&D

Our new YouTube video is for you if A) you like having your opinions validated by YouTube videos or B) you like sending videos to people to convince them of things. In this video, we discuss the unique aspects which makes 5th edition a hell of a system to get started on (and we're not at all biased). Give it a watch!

March 12, 2018

Grove Knight

Martial Archetype
Comments from the Palm: This is the first of a batch of variant eldritch knights we've written to adapt the basic gish with the flavors of other base spellcasters. 

Grove Knight

While seemingly similar to rangers, the grove knights are far less concerned with foraging and trailblazing and much more interested in protecting the woods at all costs. Often found taking down clearcutters, poachers, and  those who destroy natural wilderness with casual disregard, grove knights are never to be taken lightly.

March 9, 2018

College of the Forbidden Play

Bardic College
Comments from the Finger:

I listen to a lot of podcasts -- it’s part of my daily routine and honestly my writing process. I've always believed that you have to consume good writing to output good writing, whether you're reading or listening. That's why I'm so damn excited to get to listen to Hero Club again!
     HERO CLUB is a D&D podcast that has loads of production value poured into it, giving it the same appeal of a high-quality radio drama. If you're not normally into D&D podcasts (or you're just a snob who wants the very best of them) this one is for you.
     Hero Club's new season comes out on March 20th, so mark your calendars! I don't know much yet, but I know it involves Lovecraftian horror, which is very much something we enjoy around here. 

Subscribe now on iTunes and check out their previous season, the Fight Before Christmas. (Also, you can find them HERE, if you're not an iTunes person.)
     This bard should get you in the mood to listen to some Lovecraftian horror:

College of the Forbidden Play

How can you describe that masterful stage play? Its compelling characters, its engrossing setting, and its enigmatic motifs wormed their way into your brain as soon as you read them. You only read an excerpt―little more than a fragmentary passage on decaying parchment―but its effect on you was none the lesser. For weeks afterward, you dreamed of the enigma at the center of the play, the dreaded King in Yellow, and strained your mind to imagine the play's conclusion and the secrets left untold in its earlier acts.
     Soon you had resolved yourself: the play should be made complete. Donning a yellow mask and clutching tightly to your carcosan page, you took the first of many steps to join the College of the Forbidden Play. This college, very much a disparate troupe of actors, seeks to compile the play in its entirety and act out its scenes, no matter what horrors they might entail.

March 7, 2018

Siegeball - Arena Traits

Comments from the Finger: I have a very large todo list for the Siegeball Sourcebook, but week by week, I'm chiseling away at it, and one day (maybe soon), we'll reach the finished book. This time we're talking about arenas:

Arena Traits

Every siegeball arena has some trait or combination of traits that makes it wholly unique. Sometimes, siegeball arenas are built to competition standard, and include only minor variations in dimensions, turf, and slope, but other times, entire arenas are crafted either out of necessity, where no other arenas could be constructed, or to promote a unique spin on the game and draw in larger crowds. The following traits describe some unique arenas that might exist in your campaign:

March 5, 2018


Comments from the Finger: War of the Worlds was the first science fiction book I ever read, and coincidentally, it's also among the first ever written -- it's certainly one of the most influential. Now, these tripods aren't exactly those tripods, but they should retain the same alien-invader appeal, even if these tripods are piloted by moss.


The towering, enigmatic tripods arrive from the stars accompanied by a curious red moss, which spreads wherever they venture. Once a force of tripods land, they set about indiscriminately exterminating all life they encounter in a bid to conquer the entire planet and claim its most precious resource: water.