A place to share thoughts and ideas about Dungeons and Dragons
April 22, 2016Posted by on
Download your free pdf copy here.
I found this great character creation help sheet on line. It is poster sized, so I modified it into a 5 page PDF file that will be more useful at the gaming table.
Does anyone know who the original author of this is? I would like to thank him or her and give them credit. This is NOT my original work.
April 16, 2016Posted by on
Pitchlight spent all morning going from cartwright to weaponsmith to armorer and to several others in an attempt to re-provision the dragon hunt. In every case they required gold coin on the barrelhead. He was unable to get any of them to accept a share in the dragon treasure for more than face value. The gold pieces struck specifically to be exchanged for a share in Abraxas’ treasure could not be exchanged for more than the value of the gold that they contained. Some even refused to accept them at all. A rumor was spreading that Abraxas would single out anyone that possessed such a coin and that they would be the first to die on his next attack.
He couldn’t blame the citizens of Rockport. They were frightened. He had already spent all that the church of Heironeous had provided for the hunt, and quite a bit of his own personal funds as well. As it now stood, the poorly provisioned campaign could be ready in about a week. It would take that long to build or repair the wagons and assemble the meager provisions.
He left the merchant district and walked through the crowded streets of Rockport to the temple district and to the temple dedicated to his deity. As he walked he passed children playing in the streets and he found himself thinking back on the days of his childhood. Both of his parents died when he was young, leaving him and his three older sisters to be raised in an orphanage ran by the Heironeous church. Their days there were divided into 4 equal parts; rest, study of holy texts, meditation and weapon training. This left little time for play. His teachers were impressed with his understanding of the Heironean Code and tried to persuade him to take an active role in the church, but at that time he was more interested in swords than in holy script. When he came of age, he joined the king’s guard and quickly advanced in rank. One day, when leading his squad against a marauding group of goblins, something happened that changed the course of his life. After bringing down the last goblin with his own sword, he was struck by lightning.
The holy symbol of Heironeous is a fist holding a lightning bolt. Lightning has special meaning to his worshipers. Anyone killed by lightning must deserve his fate. Anyone that is struck by lightning and survives is deemed blessed by Heironeous. Pitchlight remained unconscious for 14 days. When he awoke he found himself in the temple of Heironeous on the isle of wonder being measured for a custom suit of plate mail. From that day forward he has traveled the world as a cleric of Heironeous seeking out and destroying evil.
As he approached the temple of Heironeous he was wondering if the key to defeating Abraxas was in understanding him better. He would ask Heironeous himself for help. He passed quickly through the main entrance of the worship area and arraigned with the head of the church here to have the clerics prepare the inner sanctum for a major ritual. The High Priest that ruled this temple out ranked Pitchlight in the church hierarchy but adventuring clerics were considered “the tip of the spear” in the battle against evil. While the room was being prepared, Pitchlight bathed and dressed himself in his finest suit of plate mail.
All Heironean temples are built on the same basic ideas of presenting a façade of strength and power and providing a strong and easily defensible fortress. Each individual temple varies in design to reflect the specific taste of its priest and the perceived threats that it must defend against. Each temple size is also limited by the funds available for construction. The temple at Rockport was typical for a town of this size. One thing that all these temples have in common is a room near the center that is reserved for meditation, prayer and casting of spells. The room is sanctified and blessed. Anyone not dedicated to Heironeous is forbidden entrance. At this temple, the inner sanctum was a round room 20 feet in diameter with a flat ceiling 10 feet overhead. The room was windowless and contained no furniture other than tall iron candelabrum spaced 5 feet apart around the perimeter of the room, each with four burning candles, and a brazier in the center of the room. When Pitchlight entered he was met with the sweet smell of shagbark smoke, the embers of which were glowing in the brazier. He placed a handful of the most expensive incense onto the coals and began slowly walking around the room sprinkling holy water as he strode and began the incantation to invoke a commune spell, but at the point where the spell requires the asking of questions he fell to his knees and offered up a diamond valued at 1,000 gold pieces if Heironeous would but appear to hear his questions directly.
After an hour of praying and burning of over 500 gold pieces worth of incense, his meditation and prayers were interrupted by the sound of the creaking hinge on the room’s only door as it opened. He turned and saw a priest entering the room. Angrily, he shouted, “I left express instructions that I was not to be interrupted!”
As the man entered, Pitchlight tried to place him. He was sure that he had not seen this particular priest before. He was much taller than any he had seen here in Rockport. As the priest came closer it became clear that the short robe that he was wearing under his cloak was not of cloth as he had first thought, but was indeed made of the finest chainmail. He wore no holy symbol and carried no shield. His only weapon a great battleaxe. He wore no helm. His reddish-brown hair was short and rather unkempt. His face was clean shaven and his skin was the color of burnished copper.
The stranger stopped a few paces in front of Pitchlight. The door closed of its own accord. He spoke in a very calm voice saying, “Have you forgotten how to cast a commune spell, or have you gone completely mad?”
Pitchlight felt the blood drain from his face and his anger was replaced by awe as he realized he was in the presence of his god. He fell to his knees. “Pease forgive me, but my need is great and the commune spell is so limited. This one time, I need more than riddles or cryptic answers to my three questions.”
“Have I not always answered your questions truthfully?”
“Of course, and I am more than grateful, but if you could, just this one time, answer me more fully, so that I might understand. I seek answers regarding the dragon hunt we are about to commence.”
The tall man was indeed an avatar of Heironeous. He was silent for a few moments, studying the pleading face of his cleric. “You have been good and faithful. Rise to your feet and ask your three questions. My answers will be as full and complete as possible. However, you must understand that I do not take this lightly. You must not presume that I will come to your call at your every whim. I am not your servant. You are mine.”
Pitchlight nodded his head in acceptance and paused to think for a moment before he asked his first question, “Will we succeed in defeating Abraxas?”
“You will have the resources, but to succeed you must have the wisdom to use them.”
Pitchlight wasn’t completely satisfied with that answer, but he continued on to his second, “What is this gem he seeks and why is it so important to him?”
Heironeous smiled and replied, “I will be tolerant with you, but you must not break the rules. You must ask that as two separate questions, or rephrase the question.”
Pitchlight thought for a moment. Perhaps he could get the answer he was seeking if he asked it another way, “How was the gem stolen?”
The room became dark and Pitchlight thought for a moment that he had angered Heironeous in some way. Then the darkness lifted and he found himself standing outside in what was obviously the main square of a small village. The square was empty of people and horses, which was unusual for any village in the middle of the day. The only thing in the square was a large open chest that appeared to be about half full of bags, boxes, gilded armor, mirrors, and other items that may have represented the entire wealth of the village.
Then what he thought was a small child darted past him to the chest. Pitchlight quickly recognized that this was not a child, but rather a gnome who climbed into the chest and concealed himself under the treasure as fast as he could. Then a shadow passed over him as a gigantic red dragon landed in the square and dropped a small pouch into the chest. He started to draw his sword when he realized that the dragon could not see him there. It took only a moment to realize that this was only an image being shown to him by Heironeous. The dragon turned his massive head slowly in all directions, looking at all there was to see. He must have decided that this was all the treasure this village had to offer so he closed the lid on the chest, uttered some magical words, and it vanished, leaving only a print in the dust where it had been resting.
Darkness descended upon Pitchlight once again. This time when it lifted, he found himself in a huge underground cavern. The air was hot and damp. There was a lake of molten lava that provided the only light, bathing the rocky walls and stalactite covered ceiling in a pulsating reddish light. He was on the broad shore of the magma lake and standing near a large pile of coins. There was also many treasures of every description. As he was looking at what must have been a dragon’s horde accumulated over the centuries, the chest that he had seen earlier appeared on a patch of clear ground near the treasure. A few moments later the lid began to open, slowly at first, only an inch. The gnome then lifted it the rest of the way open and crawled cautiously out. Once the gnome was confident that he was alone, he closed the chest and began to examine the great volume of treasure. He was very cautious not to move or disturb any of the treasure in any way. After nearly an hour of examining the pile of coins, the many gilded and enameled armors, the fancy dress weapons, the piles of jewels, royal coaches and other valuable items too numerous to quickly tally, a single gem mounted in a simple silver medallion began to shine with a reddish glow. The gnome made his way over to the medallion which was hanging by a simple silver chain on a rocky outcropping on the cavern wall. Pitchlight moved closer for a better view and as they were looking at the gem it began to glow more brightly. As its brightness approached that of a burning torch he heard the unmistakable sound of leather dragon wings echoing off the cavern walls. The gnome quickly dashed into a deep crevice, wedging himself as far back out of site as he could.
The dragon landed more gently than one would expect possible from a creature so massive. He smelled the air and closely examined his treasure. Once satisfied that all was as he had left it, he opened the chest and began the process of lovingly emptying it of its contents, placing each item in its proper place according to some sorting process that only the dragon could fathom. When he was finally satisfied with the distribution of his latest take, he curled himself a tight ball perched on top of the pile of coins. With a contented breath he closed his eyes, and with a final snort of sulfurous smoke he appeared to fall asleep. A couple of minutes passed before the gnome again appeared. Keeping one eye on the dragon he creeped cautiously from his hiding place and made his way over to the shining gem. He tucked it under his shirt and began to make his way quietly along the cavern wall.
Everything went dark and the cleric found himself back at the inner sanctum standing again before an avatar of his deity. Heironeous spoke, “And what is your third question?”
Still dizzy from his view into the past, Pitchlight took a few seconds to remember that everything he had just seen was an answer to his last question. He braced himself for whatever he might be shown next and asked “What is Abraxas’ greatest weakness?”
Heironeous smiled and said, “Arrogance”. Then he turned and disappeared as he walked away.
October 17, 2015Posted by on
Check out this excellent post on “Keep Rolling Sizes”
Alignments can be confuzzling. Let’s try to put a spin on them.
Alignments have always been a headache for me in D&D. However, this method seems to be effective for determining alignment in playing characters. And since the words associated with each alignment are easily understood, it sometimes helps the players define their characters easily. Alignments have their place in D&D … so let’s find a way to make them useful to advance role-playing.
Read more: THE NINE ALIGNMENTS
September 27, 2015Posted by on
You can add this “Ghost” template to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. When a creature becomes a ghost he becomes semitransparent and can use an action to move back and forth between the material plane and the ethereal plane but he remains visible to creatures in both planes.
Ghosts are flickering remnants of their past lives, appearing as they did before death, however, they are semi-transparent and have a blue tinge to them that drowns out all color of their body.
If the ghost is still coming to terms with its death, its appearance may reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle, may still have the wounds it sustained open and flowing with silver blood.
Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains.
This is because the image of a ghost is controlled by its own mental state and the way it is transfixed by death or regret will manifest in the image it takes.
It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the material plane is the ghost’s own willpower, which makes the its bond to the material plane weaker than the other two types of ghosts.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to undead. He does not require air, food, drink or sleep. Size is unchanged.
Hit Points and Hit Dice
The creatures hit points and Hit Die remain unchanged
Ghosts have a walking speed of 0 and a fly speed of 40 feet
The creature’s armor class doesn’t change but it applies only to ethereal encounters. When the ghost enters the material plane its armor class becomes 10 + its Dexterity modifier + any magical protections.
These remain the same as the creature had in life.
The ghost gains the following special traits:
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons [Note that a ghost on the ethereal plane cannot be hit by physical weapons if the attacker is on the material plane. If the ghost is also on the material plane it can be hit only by magical weapons.]
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft., his passive Perception remains as it had in life
Languages any languages it knew in life
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. [Note that the ghost uses this movement when on the Material Plane. When on the Ethereal Plane he is visible but utterly silent to someone on the Material Plane, and solid objects on the Material Plane don’t hamper the movement of the ghost in the Ethereal. ]
A ghost retains all the attacks of the base creature, although those relying on physical contact do not effect creatures that are not ethereal except as described below.
The ghost gains the following actions:
Withering Touch, Etherealness, Horrifying Visage and Possession (Recharge 6) as described in the ghost listing in the 5E Monster Manual. [Note that a ghost must use the etherealness action to move from the Material Plane to the Ethereal Plane, or from the Ethereal Plane to the Material Plane. ]
When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost is on the material plan, its spells can affect ethereal targets and can also affect targets on the material plane normally unless the spells rely on touch. A ghost’s touch spells don’t work on nonethereal targets.
When a ghost forms, all its equipment and carried items usually become ethereal along with it. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A magical weapon however can harm material creatures when the ghost is on the material plane.
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ghostly copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.
September 12, 2015Posted by on
As a DM, have you ever ran into this situation? I had a player that wanted to stay down below a low wall during combat and just stand up and fire his arrow on his turn and then duck back down. His reasoning went like this; He starts the round with total cover so he can’t be targeted. On his turn he uses some of his movement to stand up. At that time he would have half cover (he might argue that he had 3/4 cover) and with half cover he got +2 to his armor class and dexterity saving throws. However that would only come into play if an opponent had readied an action to fire at him if he stood up. Otherwise he fires his weapon and then uses the rest of his move to duck back down, perhaps even moving to another location along the wall first. Then he would have total cover again until his turn on the next round when he would repeat the same tactic. This would also work behind rocks or trees or barrels. If there was nothing to provide cover, he could simply lie down. If prone, missile attacks against him (if the attacker is more than 5 feet away) are made with disadvantage. Then on his turn, he uses half his move to get up from prone (if he remained prone his attacks would be made with disadvantage), fires his arrow and then falls back down prone until his turn on the next round.
This tactic appears to be allowed with the rules as written. But I don’t like it. It doesn’t make for cinematic, or heroic combat. At its extreme, it is just plain silly. Can you imagine everybody doing this on both sides? When combat starts everybody lays down. On their turn they pop-up, fire and fall back down. But, in extreme circumstances, this may be the only reasonable tactic. Think of a cowboy on the prairie surrounded by Indians. He has no cover except for sage brush. He must do what he can to keep from being killed. And bad guys hiding behind a low wall should get some benefit from staying down except to fire.
Here is my thinking on this dilemma.
1) Even though each character takes his action during his turn which is based on his position in the initiative order. The entire round only represents 6 seconds of game time. Everyone is acting at the same time and breaking it up into individual turns is a concession we make in order to make it a playable game. So even if you start and end your turn totally concealed, when you pop-up to fire you are visible to your opponents.
2) If you start your turn behind cover (or prone) you can’t easily see your target. So when you pop-up to fire you must first site your target before aiming and firing. You have a better chance of hitting it if you have the target in your sights at the start of your turn.
My house rules:
If you have total cover (other than from darkness or invisibility) at the beginning of your turn, any attacks you make by moving out from behind that cover will be made with disadvantage.
If you have total cover (other than from darkness or invisibility) at the end of your turn, any attacks against you will be made based on the most vulnerable position you occupied during your turn. These attacks will be made with disadvantage.
With these rules in place, you can still use the pop-up archer tactic, but you have disadvantage on your to-hit rolls and your opponents have a chance to shoot you, but they also have disadvantage.
If you are prone at the beginning of your turn, any attacks you make after standing will be made with a -2 penalty on the attack roll.
If you are prone at the end of your turn, any attacks against you will be made based on the most vulnerable position you occupied during your turn and will be made with a -2 penalty on the attack roll.
So you can stand up from prone, fire and then drop to prone on your turn, but you have a penalty on your attack rolls and you are more likely to be hit than if you had remained prone.
August 30, 2015Posted by on
When to use Advantage/Disadvantage
Essentially, an advantage allows you to roll 2d20, taking the higher roll result, whilst a disadvantage requires you to roll 2d20, taking the lower result. You never roll more than two dice because multiple advantage/disadvantage conditions don’t stack. If you have conditions that give you both advantage and disadvantage, they cancel each other out and you get neither.
It is up to the DM do decide if you get advantage or disadvantage on a roll. When trying to determine if a situation warrants an advantage or disadvantage, it may be helpful to review the specific situation listed in the PHB. This list does not include special abilities or magic spells or magic items.
- If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
- Using a crowbar grants advantage to Strength checks where the crow bar’s leverage can be applied.
- A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
- A military saddle gives you advantage on any check you make to remain mounted.
- When mounted – You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- Helping another with a task (where your assistance could actually be of help) adds advantage to their check.
- If you are hiding – “the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.”
- When a creature can’t see you, you have advantage on attack rolls against it.
- Attack rolls against a blinded creature have advantage.
- Invisible creature’s attack rolls have advantage.
- Attack rolls against paralyzed and petrified creatures have advantage.
- An attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature.
- Attack rolls against restrained or stunned or unconscious creatures have advantage.
- If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.
- If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
- Small creatures have disadvantage on attack rolls with heavy weapons.
- In lightly obscured areas – creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
- When attacking a target beyond normal range, you have disadvantage on the attack roll.
- You have disadvantage when you use a lance to attack a target within 5 feet of you.
- When you attack a target that you can’t see, you have disadvantage on the attack roll.
- You have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated
- Blinded creature’s attack rolls have disadvantage.
- Attack rolls against Invisible creatures have disadvantage.
- Any level of exhaustion gives you a disadvantage on ability checks
- A poisoned creature has disadvantage on attack rolls and ability checks.
- A prone creature has disadvantage on attack rolls.
- An attack roll against a prone creature has disadvantage if the attacker is more than 5 feet from the creature.
- Restrained creatures have disadvantage on Dexterity saving throws and attack rolls.