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11 months ago  ::  Aug 21, 2012 - 2:50AM #1
Goddess_Mystra
Date Joined: Jul 20, 2008
Posts: 38

I here serve some selfmade stuff for lunch. Feel free to add your own ideas.


What I have so far;


classes;


all classes Show


Aristocrat - +1 to con int or cha, starting HP 8 + con mod, all armor and shields, all simple and martial wpn. The repeating crossbow is a martial weapon for you.
 - - suggestions; noble background, leader speciality (diplomat)
- - - combat leader, intimidate enemy
          Hit  Weapon  Expertise
Level  Dice  Attack    Dice        Class Features
1       1d8    +2        1d4         Crossbow Superiority, Fighting Style, take any trait as bonus
2       2d8    +2        1d4 
3       3d8    +3        1d6        noble bonus (+1 to damage per bolt with a repeating crossbow)
4       4d8    +3        1d6 
5       5d8    +4        2d4        Fighting Style  


fighter - +1 to str dex or con, starting HP 10 + con mod, all armor and shields, all weapons
 - - suggestions; soldier background - survivor speciality
- - - choose a fighting style, combat superiority
THE FIGHTER
          Hit  Weapon  Expertise
Level  Dice  Attack    Dice        Class Features
1       1d10  +3        1d6       Combat Superiority, Fighting Style
2       2d10  +3        1d6       knock down (knock an enemy down for a round)
3       3d10  +3        1d8       Fighting Style
4       4d10  +4        1d8       Never Give Up (once per battle the fighter can reroll a miss)
5       5d10  +4        2d6       Fighting Style


cleric - +1 to wis str or con, starting HP 8 + con mod, armor & shield none (see domain), basic wpn and simple missile,
 - - suggestion; priest background - healer speciality
- - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Planar Lore, or Religious Lore. You must choose a skill in which you lack training
- - - channel divinity, divine magic, domain, orisons, religion
THE CLERIC
        Weapon  Magic                         Hit   Channel
Level  Attack  Attack  Spell DC           Dice  Divinity  Class Features
1        +2      +2       10 + Wis. mod.  1d8    1         Channel Divinity (1d8), Orisons
2        +2      +2       10 + Wis. mod.  2d8    1         Domain benefit
3        +2      +2       10 + Wis. mod.  3d8    1  
4        +2      +3       11 + Wis. mod.  4d8    2  
5        +2      +3       11 + Wis. mod.  5d8    2          Channel Divinity (2d8), Orison
CLERIC SPELLS PER DAY
Level  1 2  3  4
1       2 — — —
2       3 — — —
3       3 1  — —
4       4 2  — —
5       4 2  1  —


wizard - +1 to int or con, starting HP 4 + con mod, no armor or shield, dagger sling quarterstaff lightcrossbow
 - - suggestion; sage background, magic-user speciality
- - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Natural Lore, or Planar Lore. You must choose a skill in which you lack training.
- - - arcane magic, arcane knowledge, cantrips, spellbook
THE WIZARD  
         Hit     Magic  Weapon
Level  Dice  Attack  Attack  Spell DC          Class Features
1        1d4    +3      +2      11 + Int. mod.  Arcane Magic, Arcane Knowledge, Cantrips, Spellbook
2        2d4    +3      +2      11 + Int. mod.
3        3d4    +3      +2      11 + Int. mod.
4        4d4    +4      +2      12 + Int. mod.  Manipulate Magic (change an existing spelleffect and turn it into something else of the same level as the orginal spell or lower. Once per encounter)
5        5d4    +4      +2      12 + Int. mod.
6        6d4    +4      +2      12 + Int. mod. Magic Hat (your wizard's hat can hold 1 level 1 spell. This is a bonus spell.)
WIZARD SPELLS PER DAY
Level  1  2  3  4
1        3  — — 
2        4  — — 
3        4  2  — 
4        5  3  — —
5        5  3  2  —
6        5  4  3  -


rogue - +1 to str dex or int, starting HP 6 + con mod, light armor, basic wpn, finess wpn, pistol.
 - - suggestion; catburglar background, climber speciality
- - - rogue scheme, skill mastery, picklock bonus
THE ROGUE  
          Hit    Skill     Weapon
Level  Dice  Mastery Attack    Class Features
1        1d6   10        +2         Rogue Scheme, Skill Mastery, climb buildings
2        2d6   10        +2         Knack (2/day)
3        3d6   10        +2         scheme benefit
4        4d6   10        +2         acrobat trick
5        5d6   11        +3         scheme benefit
6        6d6   11        +3         escape fast (+10 feet movement for 1d20 rounds)


artificer - +1 to int or wis, starting HP 4 + con mod, no armor or shield, dagger rapier handcrossbow lightcrossbow
 - - suggestion; mechanical background, repair speciality
- - - construct maker, technological knowledge, make traps
          Hit   Mech    Weapon
Level  Dice  Attack  Attack       Class Features
1       1d4   +2       +2        tinkering (making and repair), mechanic Knowledge, lesser construct companion
2       2d4   +3       +2  
3       3d4   +3       +2  
4       4d4   +4       +2        the lesser construct companion developes into a construct companion
5       5d4   +4       +2  
6       6d4   +5       +2        your construct companion gain tinkering 1/day and each 2 level after this level another +1/day  
          tinkering per day
Level  1  2  3  4
1       2  — — 
2       3  — — 
3       3  1  — 
4       3  2  — —
5       4  2  1  —
6       4  2  2  -


psion - +1 to dex or int, starting  HP 4 + con mod, no armor or shield, dagger, shortsword, smallbow
 - - suggestion; seer background, telepathy speciality
- - - psionic powers, psionic knowledge, psicrystal ('cantrip' for the psion)
          Hit   Psion    Weapon
Level  Dice  Attack  Attack     Mental DC       Class Features
1        1d4   +2       +2        11 + Int. mod.  psicrystal, powers
2        2d4   +3       +2        11 + Int. mod.
3        3d4   +3       +2        11 + Int. mod.  crystal vibration (the psicrystal vibrates, doing a ranged attack (max 20 feet) that stuns 1d4 targets for 1 round
4        4d4   +4       +2        12 + Int. mod.
5        5d4   +4       +2        12 + Int. mod.  Crystal Power (the psicrystal can hold one extra level 1 power as a bonus for you to cast)
POWERS PER DAY
Level  1  2  3  4
1       3  — — 
2       4  — — 
3       4  2  —  
4       4  3  — —
5       4  3  2  —


spellthief - +1 to dex int or wis, Starting HP 6 + con mod, light armor, basic weapon and simple missile weapons
 - - suggestion; sage background, magic-user speciality
- - - I'm thinking of this as a rogue without backstab or thieves chant, instead he is a rogue who bluff/pose as a wizard/sorcerer. He cast spells from scrolls and wands + cantrips he have learned (as for wizards).
         Hit    Magic   Weapon
Level  Dice  Attack  Attack    Spell DC                   Class Features
1       1d6    +2       +2        10 + Int or Wis mod.  Copy Magic (cast arcane or divine spell already cast by allied casters), Cantrips or orison depending on your version of this class.
2       2d6    +3       +2        10 + Int or Wis mod.
3       3d6    +3       +2        10 + Int or Wis mod.   +1 lore skill
4       4d6    +4       +3        11 + Int or Wis mod.   Steal Magic (steal a spell from enemy arcane or divine caster they have not used yet)
5       5d6    +4       +3        11 + Int or Wis mod.
SPELLTHIEF SPELLS PER DAY
       copied spells - stolen spells
Level  1  2  3  4     1  2  3  4
1       1  —  —  -     -  -  -   -
2       2  —  —  -     -  -  -   -
3       2  1   —  -     -  -  -   -
4       2  2  —  —    1  -  -  -
5       3  2  1   —    2  -  -  -
6       3  2  2   -     2  1  -  -


Sorcerer - +1 to cha or con, starting HP ,no armor or shield, basic weapon, simple missile, daggers, quarterstaff
 - - suggestion; artisan background, jack of all trades speciality 
THE SORCERER                                                       Max
        Magic  Weapon                          Will-    Spells   Spell
Level Attack  Attack   Spell DC            power  Known  Level  Class Features
1       +2       +2       10 + Cha. mod.   3          2         1      Cantrips, Sorcery, Sorcerous Origin
2       +2       +2       10 + Cha. mod.   4          3         1
3       +2       +2       11 + Cha. mod.   8          4         1
4       +3       +2       11 + Cha. mod. 10          5         2       Sorcerous power
5       +3       +2       12 + Cha. mod. 16          6         2


witch - +1 to dex or cha, starting HP 4 + con mod, same armor and weapon as wizard
 - - suggestion; fortune-teller background, jack-of-all-magic speciality (choose any arcane and divine spells that you think fit with your witch)
- - - gain training in a skill; survival, intimidate, natural lore, insight, animal handling
- - - natural magic, dark knowledge, make potions
          Hit   Magic   Weapon
Level  Dice  Attack  Attack   Spell DC            Class Features
1       1d4    +3       +2       10 + Cha. mod.  Witch Magic, animal companion
2       2d4     +3      +2       10 + Cha. mod.
3       3d4     +3      +2       11 + Cha. mod.  witches dance (a ritual lasting 10 minutes that heal and buff the party, the buff last for 10 minutes after the ritual ends)
4       4d4     +4      +2       11 + Cha. mod.  
5       5d4     +4      +2       12 + Cha. mod.  evil eye (curse 1d6 number of enemies, the animal companion can deliver the curse for the witch)
WITCH SPELLS PER DAY     spells known
Level  1  2  3  4                 1  2  3  4
1       2  —  —  -                4  -   -   -
2       3  —  —  -                5  -   -   -
3       3  2   —  -                5  3   -   -
4       3  3   —  —               5  4  -   -
5       4  3   2   —               6  4  3   -
6       4  3   3   -                 6  4  4  -



 


races Show


human - common, 30 feet, one +2 to a starting ability, all other abilities +1


elf - - elven, 30 feet, low light vision, immune to charm, longsword shortbow longbow increase weapon die, bonus to listen search notice something, 4 hours sleep


dwarf - dwarven, 25 feet, low light vision, immune to poison, axe hammer increases weapon die, stonecunning


halfling - halfling, 25 feet, dagger shortsword sling increase weapon die, lucky reroll, move through enemy space


gnome - - gnomish, 25 feet, low light vision, immune to illusion spells, increase weapon die against goblinoids


changeling - common, 30 feet, minor change shape at will, bonus to bluff


warforged - common, 30 feet, immune to poison and backstab, +2 natural armor, heal; cleric heal spells heal half HP rounded down, artificers and wizards can heal warforged by the mend and repair type spells.


loxo - - - loxo, 35 feet, large size, slam attack 1d6, any weapon die increases one step


aasimar - common, 30 feet, darkvision, weapon die increase against evil, diplomacy bonus


tiefling - common, 30 feet, darkvision, weapon die increase against lawful, forbidden lore bonus


nixie - - common, 20 feet, swim speed 30 feet, breath water and air, low light vision, bonus to insight


half- elf, - as elf but no weapon die increase, sleep like human, +1 to one starter ability


half- giant, - 35 feet, large size, kick attack 1d6, frost giant ray (as the spell ray of frost)


half- dragon, - draconic, 20 feet, fly 30 feet,


half- orc, - orcish, 30 feet, darkvision, +1 to str and con, bonuses to setting traps (expect lots of traps around orcs )



backgrounds Show


mechanical background
You always had a talent for clockwork and mechanical items in all forms. You found nothing that facinated you more than taking clockworks apart or constructing mechanical toys. Your parents saw your talent and they sent you to a famous inventor who could teach you more about your hobby/interest.
Skills; clockwork lore, construct handling, spot (clockwork, mechanical traps, constructs and so on)
Trait- know time; can always, even underground, tell what the time is and what direction North is.


seer background
You have the power of the will and the word. You want something to happen and your word releases the energy to make it happen. In your case you are a seer, wich means you can see what is supposed to happen and has the ability to make sure it happens or prevent it from happening.
skills; insight, diplomacy, magical lore (this also work on psionic items, lore, symbols, traditions)
Trait- know alignment; can usually determine wheter someone is a possible friend or foe.


fortune-teller background
You grew up as a witch' daughter and her traditional position in town has become yours.
skills; bluff, insight, forbidden lore
Trait- Black cat attraction; any random black cat near you is as a familiar is to wizards. However if it drops below 1 hp it die like a normal cat (does not disapear) and can be healed if only wounded.



specialities Show


leader prerequisite; knight or noble background
benefit; The rest of the party within 20 feet of you get a +1 to attack roll


repair prerequisite; artificer or wizard
benefit; repairs or heals mechanical devices, constructs and warforged. Tools needed.


telepathy prerequisite; psion
benefit; Déjà Vu; Your target repeats his last action. Only works on enemies.


natural-magic prerequisite; druid or witch
benefit; spells having to do with nature in any form. Drawn from its own spell-list, see below.


natural magic spells;
minor spells; create water, know direction, detect animal, animal sound, rat infestation = all rats in the dungeon or a huge area find the targeted spot unresistible and run there. May be used to distract guards and the like.


level 1; endure the elements, entangle, goodberry, animal speech, animal messenger, lesser barkskin, heal animal/plant,
dark cloud = summons a dark cloud that cannot be penetrated by normal and low light vision. Will be blown away by wind.
hide me = the caster is hidden in a small cloud that the caster can see out from but wich noone can see into. Practically hides the caster. Moves with the caster.
tree transport = teleports from one tree to another, nearby tree. Usable in combat.




Norwegian fan page at facebook; DndRogaland
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11 months ago  ::  Aug 23, 2012 - 10:54PM #2
Goddess_Mystra
Date Joined: Jul 20, 2008
Posts: 38
So does this silence mean noone is interested? Surprised Fan-made stuff is the best, right? Wink
Norwegian fan page at facebook; DndRogaland
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11 months ago  ::  Aug 24, 2012 - 8:10AM #3
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 23, 2012 -- 10:54PM, Goddess_Mystra wrote:

So does this silence mean noone is interested? Surprised Fan-made stuff is the best, right? Wink


It *is* good stuff and it *will* be valuable in the future.  I think the problem right now is that we can't really create anything too detailed because, well, every new packet is probably going to change so much that what we have before won't be as relevant.

Once we see a true, final draft, then we can all revel in homemade rules, options, and additions.

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11 months ago  ::  Aug 25, 2012 - 1:23AM #4
Goddess_Mystra
Date Joined: Jul 20, 2008
Posts: 38
Aha.But I can't wait until the finished version! Smile 
 
Well, I also wish as many classes and races in the Next PHB/DMG so I will probably update the first message when or if they release drastic changes in the hope that the developers will add some, or even just one, of the classes/races. Tongue Out
 
Norwegian fan page at facebook; DndRogaland
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11 months ago  ::  Aug 26, 2012 - 9:45AM #5
Valoran_FoeBane
Date Joined: Aug 26, 2012
Posts: 5
I might allow one of my PCs to play a Warforged in our next campaign... thanks for posting!
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11 months ago  ::  Aug 26, 2012 - 9:58AM #6
JKLawrence
Date Joined: Jun 8, 2012
Posts: 91
This seems like a good idea to me too.  It would be interesting to have guidance for DMs on what types of new background and specialty to allow.  For example, if my son were allowed to do this, then all the characteristics would be superhuman.  I think one important rule I'd require is that any specialities and backgrounds should therefore have a balacing element of some sort (I note the playtest materials don't follow this rule, so I'm not expecting it to be generally taken up).  For example, the Mechanical background sounds good, but I might require that this person needs to sleep more often, or gets -1 Charisma (on the grounds that they relate better to non-living animate objects than to living things), or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.
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11 months ago  ::  Aug 26, 2012 - 10:53AM #7
Valoran_FoeBane
Date Joined: Aug 26, 2012
Posts: 5
Ooo... imagine playing a Shardmind in the Reclaiming Blingdenstone adventure!
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11 months ago  ::  Aug 26, 2012 - 12:59PM #8
Aviose
Date Joined: Jul 31, 2007
Posts: 96
I have players insistant on playing dragonborn and drow.

I have write ups for that and an assassin background (that can be used as a rogue scheme).

I'll post later, as my game is starting in under an hour. 
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11 months ago  ::  Aug 27, 2012 - 2:58PM #9
Goddess_Mystra
Date Joined: Jul 20, 2008
Posts: 38

Aug 26, 2012 -- 9:58AM, JKLawrence wrote:

For example, the Mechanical background .... or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.




Good idea. And add those I always loved; the repeating crossbow, pistol and musket... in a middle-earth type worl like faerun and eberron. Tongue Out

Norwegian fan page at facebook; DndRogaland
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11 months ago  ::  Aug 29, 2012 - 8:59AM #10
AndreRodrigues
Date Joined: Oct 11, 2011
Posts: 68

Aug 26, 2012 -- 12:59PM, Aviose wrote:

I have players insistant on playing dragonborn and drow.
I have write ups for that and an assassin background (that can be used as a rogue scheme).
I'll post later, as my game is starting in under an hour. 



So... No assassin background/scheme for us? Tongue Out

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