Posts Tagged With: Dungeons & Dragons

5e – Prestige Class – Luminous Order

There was about fifteen years where I wasn’t running D&D for my fantasy campaign world, instead I was running my own home-brew rules. Now, much of what came out in that time-frame was dreck and did nothing to convince me that I was missing anything, but there were a number of modules that were interesting and had a lot of potential. When I came back to 1E AD&D before I started running 5E D&D, I ran a handful of modules and one that I was setting up was The Shattered Gates of Slaughtergarde. It had something that I had no way to model exactly in AD&D (so I did it as more of an “extra” – that is pretty easy in AD&D), but with 5E they actually released rules for a Prestige Class, so I’ve decided to write-up my version of the “Solar Channeler” because I always thought it was kind of a neat idea and it fits my game world pretty nicely.

The Luminous Order

An ancient and mystical fraternity with roots that are said to predate even the Society of Light, and may be the original form of the current Lightbearers of the Church of the Lords of Light. The Luminous Order consists of individuals who have been chosen by the Angelic Host, to acts as channels for the Light and even to act as a kind of vessel for a member of the Host when needed.

The Luminous Order

  • 1st Level – Channel Divinity (+1/Rest), Healing Touch, Divine Spellcasting
  • 2nd Level – Summon Sword of Light, Greatsword Mastery
  • 3rd Level – Channel the Host
  • 4th Level – Channel Divinity (+2/Rest), Wisdom Score Improvement
  • 5th Level – Greater Channel the Host

Requirements:

  • Be a member of the Society of Light
  • Of Good Alignment
  • Be at least 5th Level in a Divine Spellcasting Class
  • Have both a Wisdom and a Constitution of 16+

Class Features:

  • Hit Dice are 1d8 per level
  • Proficiency in Greatsword

Channel Divinity

The character gains an additional use of their Channel Divinity ability between rests, at the 4th Level of the Luminous Order this become two additional uses.

Healing Touch

The character may use their Channel Divinity ability to touch any living creature and cure them of 4d8+2 Hit Points of damage, as well as freeing them from any curse, disease, poison, blindness, or deafness.

Divine Spellcasting

The character continues to gain spellcasting levels, as a full spellcaster, for the purposes of multi-classing, as long as they are a Divine Spellcaster. Clerics essentially continue their spellcasting levels as normal while Paladins potentially gain a small boost in available spell levels. Mages, Warlocks, Bards and Sorcerers (with the exception of those with the Celestial Patron) cannot gain this benefit, nor could Eldritch Knights or Arcane Tricksters. Only the rare Druids and somewhat more common Rangers that belong to the Society of Light would gain this benefit.

Summon Sword of Light

The character may, with the use of a Channel Divinity ability, summon a magical greatsword that they may wield with Advantage. It does 2d8 Slashing Damage plus 3d8 Radiant damage with each successful strike and counts as a magical weapon, and has the Finesse quality. The greatsword radiates Bright Light in a 30′ radius, and Dim Light for another 30′ beyond that. The greatsword lasts for one round per level of the character or until it is voluntarily released from the characters grasp.

Greatsword Mastery

When using a Greatsword, the character may re-roll any 1’s or 2’s rolled on damage dice, may immediately make another Attack as a Bonus Action upon making either a Critical Strike or reducing a target to zero Hit Points, and may choose to take a -5 to the roll in exchange for a +10 to the damage roll if it hits.

Channel the Host

Perhaps the signature feature of the Luminous Order, the character may use their Channel Divinity ability to act as a temporary vessel for a member of the Angelic Host. This is a choice fraught with some peril because the character loses access to their equipment and normal class features while doing so, buts access to a potent set of abilities otherwise. They gain the following abilities:

  • Aura of Life and Vitality: All non-hostile creatures within 30 feet of the character (including the character) have Resistance to Necrotic energy, and their Hit Point maximum cannot be reduced. Any non-hostile, living creature regains 1 Hit Point when it starts it’s round within the aura, and the character may use their Bonus Action to heal one creature within the aura for 2d6 Hit Points of damage.
  • Luminous Resistance: The character has Advantage on all Saving Throws, as well as Resistance to Radiant damage and damage from all non-magical weapons (Slashing, Piercing, and Bludgeoning). The character is Immune to Charm, Exhaustion, Fright, Disease, and Poison.
  • Greatsword Mastery as the Luminous Order class feature
  • Summon Sword of Light – While similar to the regular class feature for the Luminous Order, when Channeling the Host it has greater potency, and the character may Multiattack for 2 Attacks each round with it. It becomes Versatile, doing the same damage no matter if used one or two-handed.
    • At 3rd Level the Sword is +6 to Strike and Damage, does 2d10 Slashing damage and 4d8 Radiant damage, and does a Critical Strike on a 19-20.
    • At 4th Level the Sword is +8 to Strike and Damage, does 3d10 Slashing damage, 5d8 Radiant damage, and does a Critical Strike on a 18-20
    • At 5th Level the Sword is +10 to Strike and Damage, does 4d10 Slashing damage, and 6d8 Radiant damage, and does a Critical Strike on a 17-20
  • Angelic Form – While channeling, the character takes on a angelic aspect, growing in stature, with the wings, robes, and halo of one of the Host – though still discernable (with effort) as themselves through the Light that suffuses them. They are considered Large for the purposes of Grappling.
    • This lasts for 1 Round per point of Wisdom Modifier
    • At 3rd Level the character has an Armor Class of 17, +4 Temporary Hit Points per Hit Die, a Speed of 30, and may Fly 90′ per round.
    • At 4th Level the character has an Armor Class of 19, +6 Temporary Hit Points per Hit Die, a Speed of 40,  and may Fly 120′ per round.
    • At 5th Level the character has an Armor Class of 21, +8 Temporary Hit Points per Hit Die, a Speed of 50,  and may Fly 150′ per round.
  • This feature may not be used again until after a Long Rest.

Wisdom Score Improvement

This increases the characters Wisdom Score by +2, up to a maximum of 22.

Greater Channel the Host

The duration of the Channeling increases to 1 minute per point of Wisdom modifier.

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A Letter to Frater Nikolai

Nikolai,

I trust this letter finds you well and that you have found what you needed during your time spent in contemplation. I wish that I could say that that I am sorry to be writing you, and in one way I am for I would not bother you unless there was the direst need for both your dedication and your skills. At the same time, I must admit that I happy that you will be actively bringing the Light to the world once again.

A situation in the Kingdom of Llyr has come up that requires your special insights as I am sure the following letter will explain.

You may have heard, even in your isolation of the young Lord Devin Tresendar? Well, the rumors are true, he is Touched by the Lord Sc. Michael and has been blessed with a series of miracles as he brings Light in Darkness. He and his companions have even travelled to the Shadowlands in the pursuit of a series of threads regarding a prophecy of an upcoming Age of Worms – I have arranged to have more details gathered and awaiting for you upon your arrival and this is perhaps the greatest reason for choosing you to attend to this matter.

Fighting against the Vanguard of Sertrous which seeks to bring about this coming Age, Tresendar confronted them and thwarted their plan to summon forth their long-dead commander. If this was not miracle enough he recovered the great sword Merthuvial, the Kingmaker, and confirmed as its rightful wielder.

Returning home, it became become apparent that there is old rot within the lands of his family and Tresendar discovered a cult deeply entrenched in fabric of Diamond Lake, a prominent mining town of the kingdom, and one that was part of his family lands for generations – though mismanagement and misfortune had passed control to the Consortium in his grandfather’s time. Investigating and striking quickly, Tresendar and his companions discovered a long buried fane – one older than anything that you can imagine or even guess.

Our aid was requested by Tresendar to deal with the guardianship of the fane, so I have arranged for a company of troops to be at your disposal, under your good Watch and Judgement. I also think that Lord Tresendar would benefit from some advice and counsel, as well as he has done so far he is surrounded by a curious set of companions – please see the attached letter for details.

But, the Community of the town has not only lost its leader, it has seemingly lost its way as well. The former Lightbringer of the town, one Jierian Wierus, was a fanatic and by all reports unhinged. Perhaps it was the dire influence of the cult or the close proximity of the fane, or perhaps he was simply weak, but in any case he has left the community there in dire straits with his death in the fane. While many in the town are of the Faith, the recent events have shaken them and it is important that they know that the Church has not forgotten them.

Also, given the chaos involved in the discovery of the cult, the entire leadership of the town itself is uncertain. I have dispatched this letter before word has come from the King as to how he is handling the disposal of the town.

I will commit no more to paper on this subject my friend. You must witness it for yourself. Grace in Light, Strength in Darkness.

 

Sancta Loren

The Most Reverend Gregorius Sc. Thiede, by the Lords of Light and Proclamation of the Sarim under the Lord Sc. Metatron, Lord High Archon and Primate of the Rite of the Congregation of Loren.

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What’s happening!?!

So, we are on a bit of a break from the D&D 5e Siyahchal Campaign, the characters have liberated the town of Diamond Lake from it’s corrupt mayor and the worst of the mine owners as part of the process of dealing with the Cult of the Ebon Triad. Devin has been installed as a Baronet with responsibility for the town and much of the surrounding area. We’ll pick things up again in a couple of months “real-time” and a year or two “game time” when the stars shift again, threatening an Age of Worms…

In the meantime we are playing Call of Cthulhu 7e, and Pulp Cthulhu at that. One player is taking a break (Cthulhu really not being her thing) but everyone else jumped at the idea of this system. I’m setting the game in Chicago, starting it in 1920, and continuing on somewhat from where I left the small campaign set in wartime Paris that I was playing with MR and KT. I’ve combined the classic Haunting scenario and the more recent Edge of Darkness scenario into one larger, interlinked narrative.

We’ve played one session and everyone seemed to have fun, I’ll do what I can to keep people abreast with what is happening. You can follow thin links above and see what characters people have, and while I have modified the traits for Pulp Cthulhu somewhat (and I’ll post my changes here in the next week or so), the “double hit points” and extra rules for luck makes a good start to a more survivable game.

TTFN!

D.

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Call of Cthulhu 7e has arrived!

So, this past Monday I was happy to find on my doorstep the box containing my long awaited Call of Cthulhu 7e rules – and I have to say that I find browsing and reading the rules much easier in physical form than on the PDF’s I’ve had for awhile. It also means that I’ll have to update a couple of my previous posts to be more in-line with 7e rules. (EDIT: Done and Done)

I’ve also been looking at the fact that I’ve been running my current 5e campaign for about a year-and-a-half now – and as the Age of Worms continues to threaten it would easily continue to run for many more years. That isn’t exactly a problem, but historically I’ve tend to run games/campaigns for between 1-2 years and then flipped to another game/genre to help rejuvenate myself creatively – and I’m certainly hitting that point now.

So I think that I have one solid chapter in me for the 5e campaign. The party has successfully plundered the Whispering Cairn, discovering treasures and lore of the Wind Dukes that have been long-hidden and is now preparing to investigate one of the local mines – suspecting the owner of being part of the Cult of the Ebion Triad and working towards bringing about the Age of Worms. The party can complete that and I’ll have an excellent place to leave things and even give the party some significant downtime before we pick up the campaign again.

That begs the question of what I could run next. I have a strong vote from at least one player for Call of Cthulhu though to be truthful I’d rather wait until I had Pulp Cthulhu on hand to use. I’m interested enough in what they’ve done with 7e that I think that Pulp Cthulhu might be a good substitute for my own pulp rules – or at least mesh with them well enough that they added significantly to the game (or add a better framework to manipulate).

My other two “stand-bys” are also possible – Cyberpunk 2020 and Traveller. Now I’ve run many games with a mash-up of the two, but I have been somewhat fond of the Mongoose 1e version of Traveller and have the entire SRD saved to hand out to players if need be. It is a simple game that hearkens back to Classic Traveller in many ways, and I’ve been tinkering with a non-OTU setting for a couple of years now (much of it, thankfully, not lost when my hard drive crashed). I’ve been really pondering the concept of Proto-Traveller a great deal, and somewhat consciously rejecting the OTU – while at the same time amused and amazed at how different the OTU seems to be from what everyone assumed after reading Agent of the Imperium by Mark Miller.

Cyberpunk 2020 is a very rich setting with a very easy engine. It’s theoretically hampered by the conceptual twitching provoked by the idea that it is actually set in the year 2020 – and that could be hard to sell a great many people. I think that it might work better as a “Cyberpunk 2200” set a couple of hundred years in the future, that changes the canon timeline but much of the flavor text of the game can remain the same. Perhaps a future where the solar system has been explored and settled but where there is no FTL travel so we remain stuck in orbit around Sol for all intents and purposes – though I suppose a bit of Bladerunner-inspired flavor means that the Tannhauser Gate could be a thing…

TTFN!

D.

 

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Lol, missing Game Logs…

So, well, yes, clearly I haven’t written up a Game Log in forever…

I keep meaning to, but I keep failing miserably and then keep falling behind. We just finished the 29th session of the current campaign I think I need to grant a very broad overview of what has happened.

The party managed to survive the Shadowlands mostly unscarred – though the gnomes were hit hard. Fonkin was brought to the brink of death by the strange magics and creatures of the Shadowlands and transformed into a Shade while his henchman and cousin  Wren died. From the cold lands of Shadow the party followed another gate to the sweltering heat of the Jungles of Ith, where they found gates home but were also able to return quickly enough to thwart the Vanguard and prevent the Reborn King from fully manifesting. In the process Ilda was almost lost (but managed to invoke her Ancestors successfully) and Rhys went missing though divinations suggest that he is not dead.

After all of this the party took a much needed break, resting up after their travails and travels – and capitalizing on the tales of their adventures, strange dress, and potent magic. This included Dorje Jarvic travelling off to train as a Warrior Monk and Lord Devon and his wife finally starting to rebuild the Tresendar hunting lodge in Phandalin. In turn, Ilda was given a series of visions as to the location of Wave Echo Cave by her Ancestors and the party decided to investigate – especially given their early failures with the Rockseeker brothers as well as their concern over the “Forge of Spells” falling into the wrong hands. There they found another group of adventurers, with legal documents asserting their right to explore the cave, and they were shocked when Dhagri was seemingly convinced to join the other group by a powerful Khazan after they had retreated to Diamond Lake

Doing their best to readjust after the loss the party added a couple of new members (despite some misgivings on some folks parts). And under the prompting of the strange tome of Misset al’Namat, they party sought out the Whispering Cairn that they had heard about during their earlier visit to Diamond Lake. Currently deep inside, they think they may have found the entrance to the true tomb of one of long lost Wind Dukes.

So, all in all, the group completed the modules Barrow of the Forgotten King (2nd level characters), The Sinister Spire (5th level characters), and Fortress of the Yuan-Ti (7th level characters). They have mostly completed the starter module Lost Mine of Phandelver (1st-5th characters), and have made excellent inroads into the first installment of the Age of Worms adventure path, The Whispering Cairn (1st-3rd level characters).

This has the brought the core of the group into solidly 7th to 8th level, though there are also a smattering of lower level characters. We’re still liking 5e (clearly) though we switched to non-XP advancement awhile back and transitioned to achievement/story based leveling. It actually seems like a better fit for the system. I’m still underwhelmed with the 5e sensibilities when it comes to magic item placement – so I’m happily ignoring it. The party is also clearly coming into their own, power-wise – preventing the Reborn King showed just how powerful they were. They also, in this latest scrape with the other group of adventurers in Wave Echo Cave, learned what it was like to be on the receiving end of a couple of powerful spell-casters backed by a powerful warrior.

TTFN!

D.

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Rogue Archtype – The Bravo – 5e

The Bravo

Some Rogues have a decidedly more martial bent – working as enforcers, debt collectors, or just generally being categorized as bully boys and street thugs. Not quite as physically fully trained warrior, the Bravo is nonetheless a dangerous opponent – especially against those whose who would generally be disinclined to fight in the first place.

Menacing Demeanor

When this archtype is chosen at 3rd level, the Bravo gains Advantage when trying to Intimidate targets.

Fighting Style

Beginning at 3rd level the Bravo is allowed to choose a Fighting Style from the same list as a Fighter.

Eye for Weakness

At 9th level the Bravo scores a critical hit on a 19 or 20 with weapon attacks. They may also use their Bonus Action from Cunning Hands to make both Intimidation and Insight checks.

Dirty Fighter

Upon reaching 13th level, the Bravo may use their Cunning Hands ability to either Push or Trip an opponent after a successful melee attack.

Limb-breaker

At 17th level while using a melee weapon that does not have the Light or Flexible qualities the Bravo can choose to break or otherwise render a single limb useless during a Sneak Attack. Magical healing or four weeks of rest will heal the limb.

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Combat Notes in Brief

So in the process of trying to figure out item saving throws and looking at mundane healing I also spent a fair amount time reviewing the combat rules. I have to say that they hold together pretty well, but having run the game for a while now, with a significant number of combats under my belt as a DM, the review also revealed some interesting bits and bobs that hadn’t really gelled for me yet.

Dexterity Modifiers for Armor

Ok, so while I think that these limitations make little or no sense based on real-world armor, nor do I think they significantly impact combat, I do think that these limitations are an excellent way to model the bonuses that magical or high-quality, bespoke armor can grant those who are lucky enough to own some.

The one tweak is that I see it as a -3 for Medium Armor and a -5 for Heavy Armor, but that it cannot create a negative penalty unless the creature wearing  already has a negative Dexterity modifier. l this means is that higher Dexterity creatures are rewarded rather than penalized for having that higher Dexterity.

Being Encumbered means that no Dexterity modifier is available.

Stacking Advantage and Disadvantage

I think everyone is aware of this, but in case they are not, I allow Advantage and Disadvantage to stack. Only if Advantage and Disadvantage are equal do they cancel out, otherwise if a creature has more of one or the other then they benefit or suffer as normal.

Surprise and Complete Surprise

In 5e being Surprised means that you can’t Move and can’t take an Action in the first round of combat, you may take a single Reaction at the end of the round. But you still get your Dexterity bonus to AC and you still have the essentially normal chances for Perception as you would when unsurprised. This seems somewhat unrealistic in that nobody is ever caught “flat-footed” or is otherwise completely gobsmacked when “things go down.”

So I’m adding in a “Complete Surprise” – which happens if you Fumble your Perception check or fail it by 5+ points. This simply means that you get no Dexterity bonus to your AC for that round and have Disadvantage on any further Perception that are made in that initial round.

Just to be clear, after being either Surprised or Completely Surprised for one round, everyone goes to Normal Mode for the rest of the combat – though they might be Surprised or Completely Surprised by specific opponents later in combat due to circumstances.

Combat Actions

First off, in Combat, you get one of ten actions – that’s it. These are:

  1. Attack a creature, object, or location.
  2. Cast a Spell
  3. Dash (Double Movement)
  4. Disengage (Leave combat and use movement without provoking an Opportunity Attack).
  5. Dodge (All attacks against you until your next turn have Disadvantage, plus you have Advantage on Dexterity Saves.
  6. Help (An Ally gains Advantage on their next Action as long as it occurs before your next turn)
  7. Hide
  8. Ready (Prepare a specific Action in the event of a specific triggering event)
  9. Search (Trying to discern something rather than simply noticing the relatively obvious)
  10. Use an Object

There are a selection of optional ones from the DMG (pp 271-2), I’m including five of them because they makes sense:

  1. Climb On (a larger creature)
    1. Str or Dex Chack (Attacker) vs. Dex check (Defender)
  2. Disarm (Attack roll vs Str(Athletic)/Dex(Acrobatics) check to knock weapon from hand)
    1. Disadvantage for attacker if Defender is using a Two-Handed Weapon
    2. Advantage or Disadvantage for Defender if they are Larger or Smaller than attacker
  3. Overrun (Str vs. Str check to move through opponent’s space Movement)
    1. Attacker has Advantage if larger than the defender, Disadvantage if smaller.
  4. Shove (Str vs. Str check to push opponent one side during Movement, attacker has Disadvantage)
  5. Tumble (Dex vs. Dex check to move through opponent’s space during Movement)

These have a selection of Advantage/Disadvantage conditions depending upon circumstances.

There is some limited free interaction with objects that occurs, but that’s really prefatory to either Attack, Cast a Spell, or Use and Object. So you can draw a weapon for free, in order to attack (and that’s specifically only one weapon), or you can pull a potion out in order to drink it (for the Use an Object action), or even hand an object to another character (who would use same free action to take it).

So, noticing that there is Black Goblin with a bunch of Goblins? Probably not even a Perception check, but trying to figure out which Goblin is the leader? That’s a Search Action. Trying to discern which of the fully armored opponents is a khazan rather than a human? Search Action.

Equipment and Damage

Don’t want the bad guy top drink the potion he’s holding? You could Attack the potion bottle instead of him and hope to destroy it. This is an interesting point because Objects have pretty crummy Hit Points and usually a relatively low Armor Class – if you are trying to destroy stuff in 5e it is relatively easy. Magical items are harder to destroy because they are Resistant to all damage at the very least.

Also, Objects are automatically Immune to Psychic and Poison damage and may have any combination of Resistance, Immunity, or Vulnerability depending upon the Damage Type and the Object in question.

And, before anyone asks, weapon or armor counts as an Object and can be targeted. The nominal rule is that Armor has HP equal to its AC (plus any Dexterity bonus the character might have), while weapons have HP equal to their maximum damage. Armor and weapons are also Resistant to weapon damage (natural or otherwise). This means that they effectively have double HP against weapons and are very hard to damage or destroy in the middle of combat. It might make more sense to try and Disarm them (q.v.).

Also, there is a small list of spells that, if a character fails their save against, also force all equipment carried to save or be destroyed. Magical items always have Advantage, and if they have a bonus this is also added to their save. They may also simply be Immune to some forms of damage depending upon their specific enchantments.

Acid Splash, Blade Barrier, Call Lightning, Chain Lightning, Cone of Cold, Delayed Blast Fireball, Destructive Wave, Earthquake, Erupting Earth, Fireball, Fire Storm, Flaming Sphere, Flame Strike, Glyph of Warding, Ice Storm, Immolation, Incendiary Cloud, Lightning Arrow, Lightning Bolt, Meteor Swarm, Otiluke’s Freezing Sphere, Prismatic Spray, Prismatic Sphere, Shatter, Storm of Vengeance, Vitriolic Sphere, Wall of Fire, Wall of Ice, Whirlwind

This is the list of spells from the Player’s Handbook, plus the Elemental Evil Player’s Companion. Spells from other supplements may also have this effect.

Initiative

I’ve tried to use the 5e standard to roll one Initiative at the beginning of combat and I have to conclude that I’m not a fan. So henceforth we’ll be doing Initiative every round. Also, while I said all along that I was going to use Speed Factors for Initiative I certainly have not been enforcing them (because it doesn’t work with the single Initiative system). The system is very simple – Initiative is modified depending on what weapon you are using in combat and essentially how encumbered you are with armor or gear.

Weapons and Armor list their penalty or bonus (primary weapon only), and if the character is Lightly Encumbered, they have a -5 to their Initiative Roll, and if they are greatly Encumbered their Initiative roll has Disadvantage (plus a -5 to the final roll). A character wearing no armor at all has a bonus of +2 on Initiative.

Otherwise, the only other normal modifier is that spell-casters subtract the level of the spell they are casting from their Initiative.

The lowest you can go is in “1”

It is worth mentioning that, rather like in 1e, there does seem to be a timing issue that we can call “Pre-Rounds” and “Post-Rounds” for lack of anything better. These are basically the result of magic when “the user/recipient acts first in the round” or “goes last” – this hasn’t been an issue so far and I don’t expect it to be much of one in the future. Weapons with the “Slow” quality attack in Post-Rounds

In effect this is what a Surprise attack that kicks off a Combat Round is – a PreRound Attack. To be clear, Pre-Round and Post-Round Actions are part of the same Action economy (Movement plus 1 Action, 1 potential Bonus Action, and 1 potential Reaction), they simply occupy a special place in the Combat Round turn sequence.

Facing and Flanking

It has also been pointed out to me that while the “Theatre of the Mind” may be speeding up combat in some ways, it is also making it difficult for some players to have the same sense of locations that I have, as well as gauge area-of-effect, range, etc.

So, first off, I’m going to go back to using a Battlemat for the larger combats. It lets everyone track where they are and while it will slow things down in some ways the message I’m getting is that it speed things up in others – as well as prevent some frustration.

This will also make it easier to implement the Flanking and Facing rules.

Flanking is simply that when two allied creatures engage an opponent on both side arcs, they both gain Advantage on Attacks.

Facing addresses the fact that attackers in the rear arc gain Advantage on Attacks against that opponent because they are nominally unseen. This would also make the Hide action easier, if that were a desired Action rather than an Attack.

Also, Shields (or similar Objects or Effects) are only effective against opponents in the Defenders front arc, and the side arc that matches the shields location.

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A Brief Summary of Mundane Healing

I’ve commented on my simultaneous pleasure and displeasure with healing in 5E – on the one hand it is too easy, and other the other hand the RAW on Healing Kits & Herbalism Kits are confusing at best. Now, when the DMG came out the optional rules for healing (notably the “Healer Kit Dependency” and the “Slow Natural Healing” on pp266-7) this was somewhat correct, but not entirely. My complaints were compounded by my use of a very robust set of rules for non-clerical healing in my old 1E game that are now (sadly) probably lost with the hard drive. So these rules are an effort to codify what we’ve come up with, as well as adapt some of my “old rules” into the 5E system.

First, a Short Rest is an hour, a Long Rest is 8 hours – you can only take one Long Rest in a any 24 hour period.

Next, a Healer Kit, Herbalism Kit, Chirurgeon’s Tools, and a Meridian Set are all defined as Tools. Herbs (for use with the Herbalism Kit) come in four different varieties (Common, Rare, Exotic, and Mystical) and Surgical Supplies (for use with the Chirurgeon’s Tools) are purchased separately.

The Medicine skill can be used to diagnose illness (variable DC) and Stabilize an Unconscious (and Dying) character (DC10 Wisdom).

During a Short Rest, a character may use a Healing Kit on themselves or another character to allow the use of any number of Hit Dice for healing. These dice are rolled at the end of the Short Rest. A character may similarly use an Herbalism Kit with Herbs to alleviate the treatable symptoms of any malady (Disease, Madness, various Conditions, etc) the DC for this varies.

During a Long Rest, a Healer’s Kit may be used in the same manner as a Short Rest. If no Hit Dice are expended for healing and no other mundane healing (for other maladies) is attempted, then the character recovers half their spent Hit Dice. A character may similarly use an Herbalism Kit with Herbs to attempt to cure a treatable malady (Disease, Madness, various Conditions, etc), the DC for this varies.

A character may use their Chirurgeon’s Tools with Surgical Supplies on themselves or another character to heal 1HD (DC10 Dexterity) outside of a Rest. The Chirurgeon’s Tools may also be used to treat some maladies – dependent on the ruling of the DM.

A character may use their Meridian Set to alleviate a variety of maladies (Conditions, Madness, Exhaustion, and some Diseases most notably) during a Short Rest.

When a character with the Healer Feat (PH p167) uses a Healer’s Kit, the recipient regains 1HP (meaning that they immediately regain consciousness). They are also so skilled that they can use a Healer’s Kit or a Surgical Kit & Surgical Supplies to tend to a creature and heal 1d6+4HP, plus the number equal to the recipients total Hit Dice. No character can receive this benefit more than once between both Long Rests and injuries.

Descriptions

Healer’s Kit – A  large leather pouch containing a selection of bandages, minor salves, and splints. As an standard action, any character may use a Healer’s Kit to Stabilize a creature at 0HP without making a Medicine check, and allows those with the skill to use their Proficiency bonus when doing so. 10 uses. Cost: 5 Silver — Weight: 3lbs — Availability: Village

Herbalism Kit – A leather satchel containing a variety of tools such a clippers, mortar & pestle, as well small pouches an vials to store solutions and poultices. This Kit allows the character to use their proficiency bonus when attempting to identity, apply, and preserve herbs, and various maladies may require different or multiple herbs to treat successfully. Properly preserved herbs work perfectly well, but require a double dose for full effectiveness as they have lost some of their potency.  Cost: 25 Silver — Weight: 3lbs — Availability: Village

Chirurgeon’s Tools – A large satchel containing scalpels, drills, needles, & clamps for use during surgical procedures. These tools allow for “quick and dirty” wound care on the battlefield as well as more complex care for internal ailments.  Cost: 75 Silver — Weight: 2lbs — Availability: City

Meridian Set – A small pouch containing a combination of needles and other tools used to manipulate to energy flows of the body. The training involved means that attempts can be made without the kit or with improvised tools, but at Disadvantage. Cost: 5 Silver — Weight: 1lb — Availability: Exotic

Common Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Bronze — Weight: Negligible — Availability: Village

Rare Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Silver — Weight: Negligible — Availability: City

Exotic Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Gold — Weight: Negligible — Availability: Great City

Mystical Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Platinum — Weight: Negligible — Availability: Great City

Herb Pouch or Case – Carefully constructed with an eye to keeping Herbs protected and in the best of shape, it holds 20 Herbs. A poorly kept herbs imposes Disadvantage on Herbalism checks. Cost: 1 Silver — Weight: 1lb — Availability: Village

Surgical Supplies – Comprised of additional needles, sutures, compresses and sponges. These supplies are needed for any surgical operation a lack or these materials forces the use of ad hoc materials and imposes Disadvantage at best. 10 Uses. Cost: 1 Silver — Weight: 1lb — Availability: Town

 

 

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5E- Barbarian Path – Path of the Demon Hunter

Path of the Demon Hunter

While most barbarians are from uncivilized tribes, some subjects can inspire even the most civilized of people to the same levels of rage. Demons and the Dearth are one of these. So beyond those Barbarians who hail from waste and wilderness and fight against the Dearth there are also such groups as the ancient, disciplined and almost extinct Order of Dion from Atlan to the fiercely passionate Sla’tersha E’lin of the High Elves.

 

Corruption’s Scent

Starting at 3rd level, Demon Hunter’s are able to Detect Demons as a Reaction.

Hunter’s Heart

Upon choosing this Path at 3rd Level, the Demon Hunter has Advantage on all saves vs Fear and Mind-Control vs. effects from Demons while Raging.

Indomitable Spirit

At 6th Level the Demon Hunter has Resistance to Necrotic and Psychic Damage.

Radiant Hatred

When Demon Hunter reaches 10th level they burn with such hatred of Demons and their ilk that when those creatures strike them with a melee attack they take 2d8 Radiant Damage from the blazing aura that has suffused them.

Eye for Vengeance

At 14th level, a Demon Hunter does a Critical on 19 or 20 against Demons.

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5E – Ranger Archtype – The Ranger Knight

Ranger Knight

The epitome of the wandering “knight errant” of the wilderness, the Ranger Knight is actually quite comfortable with civilization and will move from rural, to urban, and then to wilderness with nary a concern save for the most effective way they can protect their charges and combat their enemies. Their presence, both open and hidden, has proven the deciding factor in the survival of many a settlement in the face of invading goblin hordes and rampaging troll warbands.

Stalwart Foe

At 3rd level, the Ranger Knight is able to add their Proficiency Modifier to the damage from successful weapon attacks against Favored Enemies.

Staunch Defender

When reaching 7th level, the Ranger Knight gains Advantage all Attacks and Saving Throws when defending the weak and the helpless from immediate danger or threat. This includes the defense of fortifications where innocents are not in the direct line of fire but does not include situations where the Ranger Knight has sought out their opponent. This would also include a rearguard defense while wounded of a group flee the site of battle.

Inspiring Presence

For Ranger Knights of 11th level and greater, their mere presence grants companions and allies Advantage on Saving Throws against Fear and similar effects. They also have Advantage on attempts to rally troops or other related activities.

Implacable Enemy

Finally, at 15th level, when fighting a Favored Enemy, a Ranger Knight will make a Critical Attack on a 19 or 20.

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This is an attempt to create a “Ranger that feels like a Ranger” because I’m not a huge fan of either Beastmaster Rangers as the default or that thing they call a “Hunter” in the Player’s Handbook. So with this I think we get a bit closer to my idea of a Ranger, a bit more Aragorn, a hint more of 1e rather than 2e or later. I expect that I should come up with an “”official list” of potential Favored Enemies for my game world as well, given the changes in commonality of some creatures.

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