April 24, 2017

The Shadow

Otherworldly Patron
Comments from the Knuckle: It struck me as odd that the ultimate edgelord class didn't have a patron that hailed from the place of All Things Dark and Edgy. Borrowing some inspiration from both the Dishonored and Persona video game series, I set out to fix this. I had lots of fun making and playtesting this Otherworldly Patron, and I hope that you have just as much fun using it in your own games! :)
     Also, a quick shout out to Steampunkette of Giant in the Playground for helping me balance this Otherworldly Patron! It was a lot of fun collaborating with her, she's a really great and talented homebrewer, and she's got a lot of fun ideas for the warlock class! ^_^

The Shadow

Your patron lurks in the darkness of the multiverse, snuffing out the light in mortals' hearts. It is a Shadow that consumes all, a force hailing of the Shadowfell. Some Shadows will forge a pact with an individual because they see their own mysterious nature reflected within a mortal's soul. Beings of this sort include Alseroth, the Vexing; Crenzj, the Absent; Faryendun, the Murderous Mist; Rydensi, the Twilit Flame; Sevaera, the Convict; and Yzerin, the Incomprehinsible; there are many other cryptic and shadowy beings that hail from the Shadowfell and beyond which can forge a pact with mortals.

Expanded Spell List
The Shadow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Shadow Bonus Spells
Spell Level     Spells
1st                  inflict wounds, sleep
2nd                 pass without trace, spiritual weapon
3rd                 blink, nondetection
4th                 black tentacles, greater invisibility
5th                 dominate person, seeming

Heart of Darkness
Starting at 1st level, you can unlock the darkness within your heart. Your body transmutes into living shadow for 1 minute. You can perform this transformation as a bonus action on your turn, and you gain the following benefits:
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage from weapons that aren't silvered.
  • Your melee attacks deal additional necrotic damage equal to your proficiency bonus.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object, and you are shunted to the nearest unoccupied space. 
     You revert to your normal form early if your drop to 0 hit points or become incapacitated. You can end this transformation early (no action required by you).
     Once you use this ability, you can't use it again until you complete a short or long rest. 

Shadow Cat
Starting at 6th level, when you drop to 0 hit points, you can use your reaction to shift into a spectral cat made of shadow. Your gear merges into your body and your statistics are replaced by the statistics of the cat, but you retain your alignment, personality, and mental ability scores. Your shadow cat form gains a bonus to hit points equal to your Charisma modifier. You can remain in shadow cat form until this form drops to 0 hit points, or until you regain hit points from healing magic. When either of these happen, you revert to your natural form.
     Once you have used this feature, you can't use it again until you complete a long rest.

Agent of Twilight
Starting at 10th level, your ability to channel the Shadowfell has imbued you with innate defenses against the powers of its darkness. Your hit point maximum can't be reduced by necrotic energies. You also have resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that creature takes the same amount of damage that you do.

Dark Persona
Starting at 14th level, the darkness inside you has grown considerably, allowing you to harness the power of your patron with greater mastery than before. You can now use your Heart of Darkness feature an unlimited number of times.

New Invocations
These invocations are available to warlocks of The Shadow.

Shadow Walk
Prerequisite: 9th level
You can step from one shadow into another. When you are in dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Shard of Darkness
Prerequisite: Pact of the Blade feature
When you create your pact weapon as a shortsword, it manifests as a blade crafted from the shadows of the Darkforge at the heart of the Shadowfell. When you hit a creature with it, you can expend a warlock spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and that creature cannot make opportunity attacks against you until the end of your next turn.

Servant of Darkness
Prerequisite: 12th level, Pact of the Chain feature
You gain the ability to expend a warlock spell slot as an action to summon undead from the Shadowfell to your aid. You choose one of the following options for what appears:
  • One undead of challenge rating 2 or lower
  • Two undead of challenge rating 1 or lower
  • Four undead of challenge rating 1/2 or lower
  • Eight undead of challenge rating 1/4 or lower
An undead summoned by this spell disappears when it drops to 0 hit points, or when you lose concentration (as if you were concentrating on a spell).
     The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no action.
     The DM has the creatures' statistics.

Change Log: 4/24/17 Shadow Walk: bumped to 9th level
Shard of Darkness: No 1/turn limitation

April 21, 2017

Veiled Conclave

Ranger Conclave
Notes from the Nails: Our gunslinger got me thinking. What if you want to be a sniper in a pre-gunpowder campaign? That's what the ranger is for, right?

Veiled Conclave

The Veiled Conclave began as a band of elite elven archers, well-versed in stealth, tracking and of course, marksmanship. The tactics and techniques they developed were revolutionary at the time, but efforts to keep them secret failed and the band eventually became a looser conclave that permitted anyone who could show the requisite abilities to join.
     The conclave takes its name from the distinctive silken veils that its members wear over their faces - a visual reminder that these rangers value silence above all.

April 19, 2017

Feats for the Genre Savvy


As a DM, I tend to lean towards fun, light-hearted games where comedic elements are always welcome. Perhaps some of you are the same - or maybe you'd like to move your game in that direction? If so, these feats are for you!
     Inspired by the website TVTropes.org (if you're not familiar, you may want to avoid reading it: it's a rabbit-hole far more addictive than Wikipedia), these feats play on a number of classic tropes that you see in fantasy stories and give your players an opportunity to recreate some of their favorite characters from TV, film and video games. They aren't intended to be particularly serious, just a bit of fun to brighten up your day!

April 16, 2017

Oath of the Seeker

Sacred Oath
Comments from the Finger: One of our favorite contributors, Idanbhk sent us this piece, and we like it a lot! Say hi to him in the comments!

Oath of the Seeker

Paladins who swear the Oath of the Seeker believe that powerful magic items are a key component of any struggle, and in the right hands can change history. Seekers vow to find and use such items, or destroy those used by their enemies. They actively hunt down both holy and unholy magic items – both to use them for their cause, and to secure them from of evil hands.

April 13, 2017

Craftsman Redux

Base Class
Comments from the Finger: This Craftsman revision is really something special. We took a class that we already loved and restructured top-to-bottom it to be simpler to digest, easier to play, and more interesting at the table. Some of the first changes you'll notice are that we've changed the old Well-Built equipment to Masterwork equipment. Besides just being instantly more iconic, we take a slightly different approach with Masterwork gear that allows you to more easily upgrade gear for your allies. We also removed the divisions between Crafting Techniques for weapons and armor; now, Crafting Techniques should be easier to browse, understand, and use. Also, the Professions have been reworked from the ground-up; you're welcome.

This class makes use of our Exotic Arms and Armor rules.


A burly dwarf brings his hammer down on a glowing hunk of steel, launching a shower of sparks into the air. Sweat pours down his back, and his arms strain with each strike, revealing thick cords of muscle, yet he does not tire. The air resonates with the sound of metal impacting metal, while the bright, hot piece of steel in his tongs begins to take shape. Gradually, it flattens, widens, hardens, and cools. He quenches the newly formed blade in an oil bath, then sets his mind to preparations for polishing, sharpening, and fitting the weapon with a handle and guard.
     An elf threads a needle with an almost impossibly thin metallic wire, preparing to set the stitches into a set of what looks to be leather armor, but made of dragon's hide. She checks the placement and attachment of the owlbear down lining, and ensures that her apprentice set the deep crystal studs into the surface properly. Once satisfied, she sets about her work in a flurry of dexterous stitches.
     A gnome with an intricate set of goggles examines the stock for his latest work, a portable ballista. He examines the gearing and loading crank, ensures the tautness and tension of the bowstring, and examines the bolt rail for imperfections. He smiles, for he knows his work is without flaw.

Exotic Arms and Armor

Comments from the Finger: We've expanded our exotic weapons and reworked some of the weapon properties for use with the Complete Craftsman (available on Patreon May 1st.)

The PDF for these weapons is in the Craftsman Redux.

Exotic Arms and Armor

Exotic weapons, armor, and shields are pieces of equipment that require an incredible level of skill to wield or wear properly, as they are often either unusually heavy, oddly balanced, or bizarre in construction. As such, no class other than the craftsman gains proficiency with any of the items presented below. To gain proficiency with a piece of exotic equipment, you must take the Exotic Mastery feat.