2d10

Rogue Week: New Traps

A list of new traps to throw at your party’s rogue (or anyone, really!)

The Nightwhisper Trap (CR 10)

Players encounter a ladder with a trapdoor at the top of it. The trapdoor emerges from the floor in the center of the trap room. This 100 ft. diameter circular room is encircled by a giant ouroboros statue. The height of the snake-statue’s body is about 5 ft. and the ceiling is about 15 feet high. A hissing sound echoes throughout the chamber continuously. The ouroboros statue is encrusted with a line of gemstones all along its sides and in the snake’s eyes.

If the gems are forcibly removed from their locations, the trap door above the ladder shuts and locks from the other side. Then the stone slabs that make up the floor begin to slowly open thanks to hydraulics, revealing a 40 ft. pit waist-deep with hissing acid at the bottom. The pit becomes fully exposed over the course of 5 rounds. Those who fall into the trap take 12d10 acid damage each round. Those wearing heavy armor halve this damage for the first round of exposure.

Players will most likely climb to the top of the ouroboros statue, when they will realize that another hissing noise comes from a nearly invisible gas being pumped in through vents near the ceiling (which began as soon as the trap door to the room was opened). Creatures that breathe in the gas must make a DC 16 WIS saving throw or become affected by its hallucinogenic properties. Creatures that fail the saving throw become affected as if by a Confusion spell, potentially running randomly into the pit of acid below. Creatures may make this save at the start of each of their turns, ending the effect on a successful saving throw. Creatures that resist the confusing gas are immune to its effects for 1d4 rounds.

A hole on top of the tail (near the mouth) of the ouroboros statue reveals that the statue is hollow. A third hissing sound is heard from inside, revealing the hollow statue to be filled with poisonous snakes. Treat the entire length of the statue’s interior like a Swarm of Poisonous Snakes. Each 5-ft. section has its own set of hit points. A wall behind the trap door forces someone entering the statue to travel around the room along its entire length through the snakes to reach the “head,” where a lever can be found that ends and resets the trap. If the lever is pulled, a secret door opens above the player to let them out of the statue, vents open to disperse the confusion gas, the floor slabs begin to close (over 5 rounds), and the trap door over the ladder opens.

Perception:

  • The hissing noise is coming from multiple origins, the floor, the ceiling, and the statue.
  • The device trigger can be spotted if the gems are investigated very carefully.
  • A strange but faint smell in the air might alert players to the gas before they become fully exposed, but only if they are in the chamber for more than 5 rounds.

Countermeasures:

  • Finding a way to open the trapdoor to the ladder is difficult but not impossible (DEX check with Thieves Tools DC 24). However, if it isn’t done quickly others won’t be able to reach it from across the pit of acid.
  • A large quantity of water, perhaps from several Create Water spells or a Decanter of Endless Water, will nullify the acid.
  • There are too many vents to cover to stop the gas but covering one’s mouth with a cloth grants advantage on saves against the gas.
  • Reaching the reset lever isn’t easy, but somehow breaking the statue at its head or finding and opening the secret door there (DEX check with Thieves Tools DC 18) would allow easier access to the lever that stops the trap.
  • A Fireball spell cast inside the statue forms itself to fit inside from the force of the blast. This damages half of the statue’s length of snake swarms.

The Dread-Mill (CR 7)

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Bard College: College of the Macabre

as a celebration of 600+ followers and also for fun, i’ve been working on homebrew necromancy-based subclasses for as many of the magic-using classes as possible. i’m so in love with bards that i happened to finish this one first :) i hope you guys like this quick homebrew of mine, and let me know if i should edit some things! i’m not perfect, and concrit is always welcome. let me know which class i should homebrew for next!

special thanks to @probablybardrpgideas​ and @probablyeyerpgideas​ for helping me iron out some of the details on this. this college was based on the artistic genre of the danse macabre; read more about it here


The College of the Macabre calls to those bards who wish for their song to reach past death and revel at the grey areas of mortality. Some say that the first bard of this college was taught by Vecna himself, when the lich rose to godhood and began whispering to his followers. In recent years, some bards of this college have striven to erase what they consider as their shameful history, seeking to show that their arts aren’t as dark as their origins claim. Despite their efforts, the bards of this college are seen with some level of terrified respect and fear. Though the more heroic bards have been able to fight back against some prejudice, using their magic to force beasts as large as dragons into an exhausting, never-ending dance, more villainous bards have used their skills to attempt to raise vast armies of undead, setting them upon villages and claiming more lives in the name of their one-eyed deity.

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Not sure that's how physics works

Context: first session of Gamma 5 on Roll20. Party introduces ourselves to each other and we are brought into a slave pen. We are told that we must fight in an arena until only one remains. It was me, Mak the hawk man, coal the coal mining robot, a sewer monster, a rock man and a plant person. We had to fight a massive mutant boar and three scavengers. The boar was killed within one round, and I took a shot at one of the scavs

Me: I shoot my gauss rifle at the scav who is attacking the sewer monster
Gm: ok, roll for hit
Me: ok, 1d20+5; I rolled 12
Gm: ok, you lightly graze his leg, roll for damage
Me: ok, 2d10+6, 19
Gm: ok, so with the ball bearing you fired from your gauss rifle, you turned the scavenger into a paste against the arena wall

The Sword of Kas

For anyone who may be curious, here’s what the DM’s guide has to say about the Sword of Kas. Keep in mind that (a) many aspects of this were likely changed to suit this particular campaign, and (b) the Sword of Kas features one major and minor detrimental property and one major and minor beneficial property, all of which are typically rolled randomly on a table and can seriously mess with any and all of the following.

Sword of Kas

Wondrous item, artifact (requires attunement)

When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedirgree as the man who would wield it.

For a long time, Kas faithfully served the lich, but as Kas’s power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich’s empire in Vecna’s stead. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby.

The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.

If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends whent he sword’s demand is met.

Spirit of Kas. While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.

Sentience. The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common.

Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword’s obsession with those artifacts eventually becomes a fixation for its wielder.

Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.

a partial list of real cleric spells merle highchurch could cast with his Ring of the Grammarian:

  • speak with dad (a spell that lets you speak with your dad)
  • mess heal (the only 9th level cleaning spell in existence)
  • scare the dying (insult to injury!)
  • raise dad (look at me. i’m the dad now)
  • meld into store (you have become one with costco)
  • farm (create a farm in an empty space in front of you. the farm can be up to 2d10 acres in size, and may produce any common farm products of the caster’s choice, taking the size of the farm and the suitability of the environment into account.)
  • find craps (when would you possibly need to use this, dear god)
  • bone of truth (……don’t ask)
Monk Week: New Monastic Traditions

image source: Complete Psionic D&D 3.5e supplement

Way of the Zerth Cenobite

The Zerth Cenobite is a student of time and the body’s movement through it. For the Cenobite, time has become simply another dimension to move through. The teachings of the Zerthin style have been passed down through Githzerai monks from deep within the plane of Limbo. A useful subclass for a creative player that rewards forward thinking. It is a great for Banishing the biggest threat in an encounter to make it easier on the rest of the team. It is also a near-impossible class to kill with its ability to become temporarily invulnerable or step forward in time to evade danger on top of a monk’s regular tendency to skirt death.

Temporal Strike: At third level, you gain the ability to hit enemies forward in time a number of rounds equal to your monk level when you hit an enemy with an unarmed strike. The creature must make a WIS saving throw to resist the effect. If the effect is resisted, the creature is only moved forward in time by one round. Once you use this ability, it cannot be used again until you finish a short rest to meditate on the passage of time.

Future Sight: At third level, you may spend 1 Ki Point to cast Augury as the spell.

Timeless Step: At sixth level, you are able to step forward in time any number of rounds up to your Monk level using an action. To the rest of the world, you have effectively disappeared in a soft flash of light, ceasing to exist until you return. You return at the start of the round, without any changes to your status from the moment you used the ability. You can use this ability once per short rest.

Temporal Acceleration: At eleventh level, you may spend 1 Ki point to accelerate your timeframe for one round, gaining an extra action and doubling your movement speed for that round. Once you use this ability, you may not use it again until you complete a long rest.

Temporal Distillation: At seventeenth level, you can emerge from mortal peril unscathed by entering an alternate timeline where no harm has befallen you. At the start of any round (regardless of any and all status conditions affecting you), you may use this ability to return to your state at the beginning of the previous round. Any status conditions, changes to your hit point values, spells cast upon you, or movement taken or imposed upon you since the start of your last turn is removed. This does not change the results of any rolls or uses of abilities since the last round, just your bodily status and position since the last round. No other creatures are affected by this ability. Once this ability is used, it cannot be used again until you finish a long rest.

image source: Genji (Overwatch)

Way of the Bladestorm

The bladestorm disciple is a monk that has trained to optimize a stealthy and deadly weapon: the shuriken. They work in shadows, attacking from stealth to take down their foes with a cloud of metal shuriken before they have realized what’s happened. For the purposes of this class, a shuriken has the statistics of a Dart.

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Epic Destinies 5e: Exalted Angel

“Your wisdom, courage, and devotion have earned you an honor granted to only a handful of mortals across all the ages of the world—you are transformed into an angel.”

Prerequisite: 21st level, any divine class

By the favor of the gods, you transcend mortality and join the angelic hosts. 

Your mortal flesh and blood are transformed into immortal substance; even though you still have your mortal appearance, your spirit shines inside your perfected body like a blazing fire in a crystal vessel. 

As an angel, you no longer age, and all the infirmities of mortality fall away… 

In time you learn to assume more and more of the appearance and powers of angels.

You are closely bound to the god who raised you up. 

You can continue to pursue the quests and goals of your mortal life, but from time to time your deity summons you to specific missions or dispatches you on important errands, and you are expected to answer any such call. 

Because you were once mortal, you can resume your mortal appearance whenever you wish, hiding your immortal nature. 

This attribute makes you a valuable servant, since you can go where other angels cannot; exalted angels often serve as spies or advise mortals on important matters without ever revealing their true nature.

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Clockwork Crab

Rarity: Very Rare

This item is a small crab construct, made of brass and gold with a wind-up key protruding from it’s back.  The crab must be wound every day to keep it functioning, and works on it’s own.  The crab will eat any debris and refuse it finds, and at the end of the day produces 2d10 cp, 1d8 sp, and 1d4 gp as waste that can be collected.  The crab has nearly identical stats as a normal crab, but it’s type is construct and it has 80 hit points.  If this item isn’t wound daily, it will go inert and take 10 damage every day. To restore the item to a functional use, it must be wound once a day to restore 5 hit points per day, until it is restored to functional use.  If the crab loses all it’s hit points, it is destroyed and will no longer function.

Tulchud’s Trick Arrow (by Squaplius)

[The following text is edited for clarity - Image source: elvenforestworld]

“What have you done to my arrow?! I spend months scouring the land for the perfect materials; northern ironwood for the shaft, the strongest dwarven steel for the razor-sharp head, and cockatrice feather fletching! I come home after a long day at the market, gathering supplies to begin the incantation, to find that my STUPID STUPID apprentice has soiled my beautiful arrow with some half-assed bouncing charm! I will have you flogged boy! I will see you-” -The last words of Urda, Elven fletcher

Tulchud’s Trick Arrow was created by a budding gnomish enchanter, using an arrow of incredible quality. Visibly; the arrow is slightly longer than a normal arrow, with a thick fletching of multicolored feathers. The shaft was painstakingly painted a royal purple, and resting just above the fletching, are what appear to be 3 glass marbles warped into the wood about an inch apart. The arrowhead is larger than normal, and appears to reach and wrap around the upper shaft with a steel tendril.

The magical properties of the arrow are strange indeed: 

  • Each marble embedded in the shaft of the arrow is charged with a spell that causes the arrow to ricochet off of any surface. There are three marbles, one for each bounce. 
  • When the arrow is fired, it will fire, laser-like, in a straight line until it comes into contact with a solid surface. It will then bounce off of it at any angle the user desires, up to 3 times, finally striking its intended target.
  • Roll once to hit the first wall, then once to pierce the target’s AC.
  • For the final roll against the target, roll with a -1 to hit for each bounce performed. 
  • The arrow cannot accurately bounce off of creatures, constructs, or soft materials including dirt. The material bounced off must be at least as hard as wood.
  • The user must be aware of the surfaces they intend to bounce the arrow off of, but they do not need to have those surfaces in their line of sight.
  • The arrow deals the normal damage for a longbow or shortbow, and cannot be fired from a crossbow. It requires longbow or shortbow proficiency to fire.
  • One marble (one bounce) recharges each dawn.

Tulchud’s Trick Arrow is as durable as steel, but if it is broken, it will shatter like a frag grenade and its fragments will become ricocheting shrapnel (2d10 piercing, range of 15 feet. Dexterity DC 15, take half damage on a success).

Hobgoblin (AD&D)

Hobgoblins! Like goblins, only…hobbier?
Or rather, they’re bigger and stronger and…more orange than regular goblins. And I hear they’re highly militarized in structure.
But only the parts of the military that make them more evil.
Let’s take a gander, then!

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Encounter idea: Desperate goblins and a hungry bulette

Got a deadly encounter in mind for an upcoming session. Here’s the bare bones of the encounter. 

How would you expand on this encounter? 

THE SITUATION

This encounter takes place at a mountain range, where a small party of goblins hide atop a 40 ft. cliff to escape the hungry jaws of a bulette, which travels just beneath the floor’s surface. A few goblins have already been devoured by the bulette, which leaves a gaping sinkhole in its wake as it rises from the cliff floor to eat. The goblins want to leave, but are afraid to move or disrupt anything that may give away their location; any distraction which gives them a chance to escape is welcome to them. 

BEFORE COMBAT

To introduce the threat of the bulette, start the encounter by having the group discover one of the sinkholes it left behind. This sinkhole is 5 ft. wide, and is discovered near the cliff which hides the goblin party, so the goblins can observe the PCs actions. 

  • Investigation check to search for a specific thing near the sinkhole.
    • There is rubble around the sinkhole, so make the DC more of a challenge, if the thing the PC is looking for is present at all.
    • A PC may discover a trail in the earth where the ground bulges slightly. This is the route the bulette took after it burrowed.
  • Nature check to understand what beasts may leave sinkholes. 
    • Unless a PC is a ranger, survivalist, or has met a bulette before, compare the sinkhole to a badger’s tunnel but obviously more massive.
  • Perception check to get a closer look at the sinkhole. 
    • There is opportunity for a PC to spot specks of blood on the rocks, or a severed arm or finger of a devoured goblin. 
    • A PC may detect a slight tremor underneath them if a bulette is approaching. 

DURING COMBAT

The combat begins when a PC rolls poorly on a skill check that interacts with the sinkhole, or if rocks drop to the ground. Anything that would alert the bulette’s tremor sense of 60 ft. will trigger a surprise attack round. Once the bulette is active, the goblins will throw rocks down the cliff while hidden in order to drive the monster towards the party, and away from themselves. 

Bulette

  • SP: 40, burrow 40
  • STR (+4) / DEX (+0) / CON (+5) / INT (-4) / WIS (+0) / CHA (-3)
  • HP: 94
  • AC: 17
  • Standing Leap.
    • It can jump forward up to 30 ft. and it can jump vertically up to 15 ft.
    • If it jumps at least 15 ft. as part of its movement, it can land on a target. That target must pass a DC 16 STR or DEX save or be knocked prone and take 3d6+4 bludgeoning damage and 1d6+4 slashing damage. On a successful save, the target only takes half damage and isn’t knocked prone, but is moved 5 ft. away instead. 
  • Bite. (+7) to hit. 2d10+4 piercing damage.

The bulette will attack whatever target it deems the easiest to eat, goblin or PC. It will stay on the floor of the cliff to attack stragglers who fall off the cliff or fail to flee fast enough. Once it has eaten three targets, it will burrow away from the scene. 

When it burrows, the bulette leaves a 5 ft. sinkhole in its wake. The area 5 ft. around the sinkhole is considered difficult terrain, and the sinkhole is 15 ft. deep beneath the surface. 

Goblin

  • SP: 30
  • STR (-1) / DEX (+2) / CON (+0) / INT (+0) / WIS (-1) / CHA (-1)
  • HP: 7
  • AC: 15
  • Nimble Escape. 
    • Can take a Hide or Disengage action as a bonus action. 
  • Scimitar. (+4) to hit. 1d6+2 slashing damage.
  • Shortbow. (+4) to hit. 1d6+2 piercing damage. 

The goblins will never leave the cliff or reveal their spot if they can help it, and won’t share their hiding space with anybody climbing up to their spot. They will throw rocks to draw the bulette’s attention to the PCs, and will resort to shoving PCs off the cliff if needed. If the bulette hasn’t made an appearance yet and the PCs are getting close to the goblins, the goblins will attack from their hidden position with their short bows. 

Optional Rule: Scroll Mishaps

A  caster  who fails at using a spell scroll must make a DC 10 saving throw using his or her magic ability modifier.

Failure causes a mishap. 

When a mishap occurs, the spell on the scroll has an unintended effect, as determined by rolling on the Scroll Mishap table.

Scroll Mishaps

d6   Result

  1. A surge of uncontrolled magical energy deals 1d6 psychic damage per spell level to the caster.
  2. The spell affects the caster or an ally instead of the intended target, or affects a random target nearby if the caster was the intended target.
  3. The spell takes effect at a random location within the spell’s range.
  4. The spell’s effect is contrary to its normal effect, but is neither harmful nor beneficial. For example, a fireball might produce an area of harmless cold.
  5. The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 2d10 minutes for spells that take effect immediately. For example, a fireball might cause smoke to pour from the caster’s ears for 2d10 minutes.
  6. The spell activates in 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.
Defining the Beast

Outlook:  Within our Vampire: the Masquerade lore often we are forced to play fast and loose with the Beast.  While the concept is a nebulous and predatory concept, I would like to (for my games at the very least) define the nature of the Beast and exactly how it might be qualified systematically.  Once more, this is not an overall ruling for the entirety of the Liberty x Undeath continuity, but it is how I will be addressing it.


The Beast

What exactly the Beast is remains something of a mystery to Cainites and hunters alike.  Some allege that it is the vestiges of humanity, warped and corrupted as the creatures that once themselves were men, while others state that it is in itself the most pure and natural part of the human existence.  Whatever it may be, this supernatural entity is a semi-sentient force, concerned neither with morality nor integrity, and focuses only upon one motivator: survival.  It has been called the “dark passenger” by some or the “voice of the devil” by others, but just as likely as it is to see a man kill another, so too would it have one flee to safety if such proved opportune.

With this in mind, let us consider what the value of the Beast actually is.

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Ranger Week: New Spells

image source: The Last Witch Hunter

Arrow Mind

  • 3rd level divination Ranger spell
  • Casting Time: 1 Action
  • Range: self
  • Duration: 1 hour
  • Components: V, S

Whenever a creature leaves any creature’s threatened area, if it is in the range of a ranged weapon you are currently wielding, you may make an attack against that creature using your reaction.

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Homebrew Cryptid Dnd 5e Class

(Please note that this IS a first draft of the class and hasn’t been tested for balance! Feel free to use and edit as you please! I just ask that you don’t claim that you created it)

(Also, in case you have trouble reading it, here’s the Google Doc: (x)

And here’s the little Spell Slot Chart thing: (x) )

Grinning an unnaturally wide and sinister grin, a former human man jumps from the water, grabs a sailor off his own ship and drags him down to the depths of the ocean.

Seemingly forming from shadow, a once tiefling woman appears next to a lost child, smiling at them and offering to take them home safely.

A hardworking half elf in the midst of a raid on their hometown, suddenly grows wings and have eyes that glow, terrifying the enemy.

Whether it’s being a creature of the water, or a force on the winds, or at shadow on the wall without a source, Cryptids are the creatures of myth and legend.

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Here are, as promised, the graphs for the various results.

This only covers neutral or advantaged rolls, but disadvantaged rolls are symmetric to advantaged rolls, so the math there is trivial. Also, players will probably make a lot fewer rolls with disadvantage than advantage over a campaign.

As I suspected, cases D and E are comparable. Case D is in general slightly better, spreads out more evenly, and trends higher, peaking at 14 (10%, 9.6% 13, 9.9% 15) instead of 13 (10.88% 13, 10.71% 12, 10.57% 14)

Using a d20 makes extreme results far more likely than any multi-die system, as expected. Reducing the number of extreme die results to make small modifiers shine more is the design goal of this system.

There’s probably more to unpack in these graphs, of course. But I think this makes the case that on a 2d10 D&D5 system advantage could be handled by adding a third die, rather than rolling twice.