April 20, 2018

The Shadow Cabal

Otherworldly Patron
Comments from the Knuckle: "I've said a couple of times to the other Digits that I think we should port more Overwatch characters into 5e. We've already done Tracer, after all, and the characters' power sets are easy enough to turn into subclasses. 
     From a story perspective, I love Reaper, aka Gabriel Reyes. On the surface, he's a character designed to appeal to edgelords, spouting things like "Death walks among you," "Back from the grave," and "You look like you've seen a ghost;" but digging into both the canon and crackpot fan-theory aspects of his backstory (some of which are pseudo-confirmed via comics and tweets from the Story Lead, Michael Chu) reveals a tragic and conflicted anti-hero-turned-villain whose downfall was entirely of his own making.
     Here we present mechanics for representing Reaper as a character in 5e, or for playing someone with a similar power set. If you're looking for his hellfire shotguns, I apologize, but you won't find them here. For now, I would use eldritch blast, but I'll make sure to stat them up as a magic item after we finish reworking our firearm rules."

The Shadow Cabal

Your patron is a council of beings who magically bolstered and corrupted your body to make you into their chosen operative, a vicarious embodiment of their will. Your new powers grant you supernatural speed and stealth, as well as a ghastly form that strikes fear into the heart of your enemies. Patrons of this sort can be any number of shadowy organizations, such as the Dark Powers of Ravenloft, the Gloaming Court, the Mage Hand Press, the Red Wizards of Thay, the Shadow Enclave Proclamation, the Treaty of Ascended Lords from the Otherworldly Nexus, and the Umbral Council.

Shadow Cabal Expanded Spell List
Spell Level Spell
1stbane, inflict wounds
2ndpass without trace, silence
3rdbestow curse, feign death
4thdeath ward, locate creature
5thdominate person, seeming

Death Walks Among You
At 1st level, you gain proficiency with the Intimidation skill. If you already proficient in it, you gain proficiency with one of the following skills of your choice: Athletics, Deception, Insight, or Stealth.
     When you make a Charisma (Intimidation) check, your proficiency bonus is doubled.

Shadow Walk
Also at 1st level, while you are in dim light or darkness, you become one with the shadows. Your speed increases by 10 feet, and you can climb without expending additional movement. You do not need handholds to climb along a surface while using this feature.

Wraith Form
At 6th level, as a reaction when you are hit by an attack you can become a haunting, incorporeal phantasm. You gain resistance to that attack and all damage until the end of your next turn, and you can then move 60 feet to an unoccupied space that you can see.
     Once you use this feature, you can’t use it again until you finish a short or long rest.

The Reaping
At 10th level, when you go on the offensive, the dark forces that empower you grant you a defensive boon. Once per turn, when you deal damage to a hostile creature, you can regain hit points equal to your Charisma modifier.

Death Blossom
At 14th level, as an action on your turn you can unleash a deadly barrage of eldritch energy in a 30-foot radius around you. Creatures you choose in this area must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes force damage equal to 5d10 + your Charisma modifier, or half as much damage on a successful save.
     Once you use this feature, you can’t use it again until you finish a short or long rest.

Pact Boon
Your otherworldly patron bestows a gift upon you for your loyal service.

Pact of the Cloak
As a bonus action, you can summon a cloak, coat, or robe which aids in your movement and mobility. This Pact Cloak appears on your body, fitting over any other clothes or armor, and it does not impede your movement, vision, or your ability to wear other equipment. While wearing your pact cloak, you constantly float a few inches off the ground. You ignore the effects of difficult terrain, your speed increases by 10 feet and you can walk across fluid surfaces, such as water and quicksand.
     You can dismiss your Pact Cloak as a bonus action.

Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Fell Flight
Prerequisite: 15th level, Pact of the Cloak or Pact of the Skin feature
Your patron grants you the power to fly: this manifests as a pair of wings (of varying designs), a dark aura, or some other sign appropriate to your patron. You gain a fly speed equal to your walking speed.

Shadowy Visage
Prerequisite: Pact of the Cloak feature
While wearing your Pact Cloak, you can summon a hood at will, which conceals your appearance in shadow. Creatures which cannot see through magical darkness cannot see your face or parts of your body that are covered by your pact cloak. Additionally, while this ability is active, you gain a bonus equal to your Charisma modifier to all Dexterity (Stealth) checks.

Wisp of Shadow
Prerequisite: 7th level, Pact of the Cloak feature
While wearing your Pact Cloak, you do not take any damage from falling.

Changelog: 4/20/18: Death Blossom: Damage increased to 5d10; recharge on a short/long rest

April 18, 2018

Siegeball - Feats

Comments from the Finger: If you're interested in seeing a Siegeball Sourcebook, go to our Patreon and cast a vote in this month's poll! I think it has a good chance of winning this month!

Also, I just finished this week's Hero Club! Holy cow was this last episode a roller-coaster! I literally shouted at my computer while listening to it, confusing nearby onlookers. Alas, a blurb in a Wednesday post isn't the best place to talk spoilers about my favorite D&D podcast.
     For those not in the know, Hero Club is a slick as hell D&D podcast that's currently doing a noir story called It Never Sleeps using parts of our very own Lovecraft Handbook! This season, the characters are really magnetic, and we've done a couple of PDFs to accompany them already.
     Even if podcasts aren't normally your thing, you should still give this a try: Hero Club is very much a D&D podcast for people who don't usually enjoy those. They've got killer voice-actors playing all the NPCs, great audio editing, and a really snappy story every episode. (The GM is a killer story teller) It's a great experience, and it'll definitely be worth your time!

Siegeball Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
     At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
     You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
     Siegeball tournament competitors, retired siegeball players, and dungeoneers might find the following feats useful. After all, the same skills that make a world-class siegeball player could also serve a daring adventurer or a gritty tomb-robber in their line of work.

April 16, 2018

School of Charade

Arcane Tradition
Comments from the Finger: Did you ever want to play a secret spellcaster? You know, where the whole party thinks you're a rogue or something, but you're actually doing all your skillmonkey stuff with spells, and your sneak attack is actually cantrips? 
     (Also this is the best way to play a spellcaster in a professional game of siegeball and not be disqualified.)

School of Charade

Spellcasters are distrusted in almost as many places as they're welcome. After all, it's hard to blame people for being suspicious of those who can summon fire from their fingertips or animate the dead in their graves. Wizards who adopt the School of Charade, therefore, use illusions and enchantments to disguise their magic entirely, walking among others as if they were simple mundane folk. These spellcasters can find success almost anywhere, disguising their magical talent as any number of other useful skills, from craftsmanship, to trade, and even to sports like siegeball. Only in the direst circumstance to these wizards drop their fa├žade; the element of surprise is their greatest advantage.

April 13, 2018

Eldritch Insights

Eldritch Invocations and Feats
Comments from the Palm: Something, something, something, Warlock.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
     At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice.
     Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.

April 11, 2018

Rat King

Comments from the Finger: 

I just finished the latest episode of Hero Club! God, that was such a great episode, I don't even want to do a normal promo; I just want to talk how great this one episode was. Not to spoil anything, but things get off the chain in Episode 4. 

If you haven't heard about Hero Club yet, it's one of the single best D&D podcasts out there. The whole thing plays like a radio drama -- everything about its production is super, super smooth. The current story is called It Never Sleeps, which centers around a pair of paranormal private eyes in a 1940's-esque New York. It's full of Lovecraftian monsters and mysteries, which they use our Lovecraft Handbook to help out with. It's a hell of a ride.

In fact, here's a fun game you can play with your friends: have the podcast on in the background when you ride somewhere, or on in the background when they arrive. Don't start at the beginning of an episode -- anywhere in an episode will do -- and watch your friends get sucked in. 

Anyway, this dude shows up in Episode 3, and is an absolute treat the whole time he's on, so I've given you stats to use him in your own campaign. 

Rat King

Presiding over an empire of junkyards and sewers, the rat king commands an army of vermin, covetously defending his prized possessions from intruders.

April 9, 2018


Champion's Call
Comments from the Finger: This is an archetype for our Warden class! It's actually been sitting in my back pocket for a few months, waiting for a chance to escape. 


Blood-drinkers, undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible nightgaunt. Tales of the nightgaunt are whispered of in fairy tales, casting them as a things to be feared: hunters of clerics and goodly vampire slayers. Their appearance always presages long nights and great rises in hungry undead.
     You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outmatched, hunted, and turned by clerics; never given a fair chance to live peacefully. They require an ally among the living to continue their ceaseless existences, and you have risen by moonlight to the task.