Tuesday, November 8, 2016

Witch Traits

  1. You can speak fluently to one animal, one specific animal, not mice but Geoff the Mouse.
  2. You can duplicate the effect of any piece of normal adventuring gear costing less than 50g a number of times per day equal to your Constitution bonus, minimum 1.
  3. Your Passive Perception gets a +1 bonus for every shadow you cast.
  4. You may cast a spell without any components by bleeding from your eyes 2HP per spell level.
  5. Your hair burns but is not consumed.
  6. Your eyes are mirrored, any line-of-sight based effect you save against is reflected against the caster.
  7. A ghost begins to follow you around. All witches can see him without casting a spell, otherwise no one else can.
  8. You can see the Unseen Flesh.
  9. You smell children.
  10. You can target a living creature with a language. That creature is incapable of saying one word of your choice ever again. You've killed it. They will still think they are saying that word, won't believe anyone saying otherwise, but they will be incapable of saying it unless a Remove Curse is cast by a character higher level than you. The word must be non-magical in nature. There is no save and you can use this once per living creature with a language.
  11. You will always "detect" as the most evil thing around, and anyone around you will always "detect" as super good by comparison, no matter your actual alignments...this is about as much as I'll use alignment.
  12. You can use an Action on your turn to cause either 18 flies or 66 maggots to appear. You do not control them, they're just there. You can use this once a day unless doing it again would fucking terrify someone.
  13. You do 1d6 damage with your bite.
  14. You cannot walk over running water. However, you can walk on still water.
  15. You may turn into a fox. If you do, you must wait until a new dawn before being allowed to turn back into yourself. As a fox you may only do fox things. If you sleep as a fox you stay a fox forever. If you die as a fox you just die as a fox.
  16. If you erect a spirit fetish somewhere you will always know the direction it lies, and how far. You may have up to 3 such creations at a time.
  17. You cannot die from being hanged, strangled, choking on food, or being purposefully suffocated. However, you also suffer drowning effects immediately when underwater.
  18. Anything molesting you in your sleep must make a saving throw or take your place in your dream.
  19. You can conjure and conduct a symphony of up to 6 different phantom smells at once.
  20. Your eyes are blind, you see through your fingernails.
  21. Any animals you own will behave like little people.
  22. You can turn any creature without a language possessing fewer HD than you into a small wooden doll that fits on a charm bracelet. You may use this ability once per day. If you attempt to have more charms than your current level (e.g. you are level 7 and you make an 8th charm) one of your other charms will randomly return to full size and scatter all your other charms.
  23. You can use blood to draw a picture of someone you know, allowing you to communicate with them as through telepathy. This lasts for 1 minute for every HD possessed by the creature whose blood you're using. You may sustain a number of drawings equal to your Charisma.
  24. You may "hatch" any vegetable or fruit into a double-yolk egg of appropriate size.
  25. You gain Turn Undead when you sing; all affected undead do not run away or explode, they just begin sexy-Wicker-Man-dancing for as long as you sing.
  26. You can brew a potion once per day to perfectly sate the food and drink needs for your whole party. It will spoil by the following dawn.
  27. You can brew a potion once per night to completely ward a 30' radius to devils, demons, asuras, spirits, and gods. It will spoil by the following sunset.
  28. You can brew a potion once per day to sustain life far beyond the point of death. Any being sustained in this way will die the following midnight, and any unused potion will also spoil. Your potion only affects things with fewer HP than you.
  29. You can brew a potion once per night to make the imbiber completely immaterial, unable to be affected by even phantoms, untouchable by anything save the Unseen Flesh. Unused potion will spoil by the following midday, when any effects on an imbiber will also fade.
  30. You can brew a potion once per day to either turn a creature drinking it to a frog or to turn a frog into a human. The potion requires the slime created as a a side effect during this transformation to brew, so you may never have more than one such potion created.
  31. Wolves will never hurt you, or allow you to be hurt.
  32. Reach for any fruit, branch, or vine and a tree must make a saving throw or else bend over to accommodate you.
  33. As an Action you can cover a nonliving surface with moss.
  34. Choose a number of your possessions equal to your Intelligence bonus. These things will always orbit you and never encumber you.
  35. Your familiar gets an additional random trait.
  36. Your familiar completely transforms, gaining a new physical form and series of traits.
  37. Your old familiar leaves you and a new familiar, master to the previous, deigns to serve you.
  38. A thick fog settles on you/your tent/your camp/your home each night when you sleep, chilly and thick as soil.
  39. You may use a lit torch as an arcane focus and gain proficiency with a torch as a light off-hand weapon, 2 damage +1d4 fire damage.
  40. Sunlight burns your flesh (1HP damage/second) but you heal sun damage quickly in shadow or darkness (1HP/minute). When you burn any living creature you touch burns as well.
  41. Your touch desecrates holy symbols or holy water. Unholy water heals witches and undead 1d4 and unholy symbols brandished against these same permit witches to make a free attempt to Frighten the wielder as a reaction.
  42. You always hear the undead approaching, and each kind of undead makes its own unique sound.
  43. You have a 1/20 chance of finding a fiendish beguiler at any crossroads with whom to parley.
  44. When encountering any forked path you can state your destination or, more vaguely, a desired goal, then throw a stick high in the air. When it lands it will point to the path that's best for you.
  45. Every minute you spend hiding in the shadows, you are considered to be +1 Stealth and +1 Passive Perception.
  46. You know 6 extra languages, but 1d6 of these are languages no one has ever heard of.
  47. You are considered to always have ink.
  48. You are considered to always have sand.
  49. You are considered to always have rope.
  50. If you save the life of a creature without a language you can call it to you over any distance ONCE. It will serve you if it can and then leave forever.
  51. Your blood does acid damage to elementals, demons, angels, and other planar entities.
  52. You have bargained with a dark being for three lives, to save or end. You can invoke these to instantly save or kill a creature without any character levels. Once the third life has been claimed you must defeat this fell shadow in a battle of wits or yourself be dragged to a fearsome hell.
  53. You can remotely influence goats.
  54. You can pull from any natural creature or substance a dagger of glass. You may use this feature a number of times equal to the number of blood offerings you have paid the old gods.
  55. You are invisible to invisible creatures.
  56. You can cast your spells on the notes of music or on the songs of insects or birds. You cannot create the sounds you use to cast your spells, but you can augment such musics without other components; these effects are noticed by creatures with a higher Passive Arcana than your spellcasting DC.
  57. You have the power to summon a Bode 1d4 times. The Bode is not under your control or direction, though you can appeal to him if you want. After this Bode has appeared 1d4 times, it will ignore you from then on....unless you get him a girlfriend.
  58. Your touch is telepathic, and allows you to even communicate empathically with creatures without a language.
  59. Your touch is like 90s Superboy and you can substitute your Charisma bonus for everything you use your Strength bonus for, except for saving throws.
  60. If you stay awake all night you may not cast any spells the following day but your Familiar may cast a number of spells equal to your Charisma bonus.
  61. Your raiment has a wisdom of its own and grants +1 to your spellcasting DC until you take damage. Then you are instead -1 to your spellcasting DC until you repair or replace it.
  62. You can put the memory of a sin into a person who breathes your breath.
  63. Every time you roll this you can bring one skeleton to life. They act like they were in life and know the same stuff but they are a skeleton. They may or may not be kindly disposed to you and they suffer damage like a normal skeleton. Once destroyed they can never come back.
  64. You always know what the weather is going to be, and have a spidey-sense for incoming meteorological phenomena.
  65.  Anyone who touches you remembers their own worst nightmare.
  66. Giant creatures see you as a giant creature yourself.
  67. Your sweat has the power to make a plant or animal infertile. You then become super-fertile until you pass this super-fertility to another creature.
  68. You can talk to Death once per day, though it may not give you any form of aid or guidance.
  69. Sunlight makes you gorgeous, shade makes you terrifying; the bonnier the day the more comely, the darker the dim the more dire.
  70. You are considered to always have sweeties to give to little boys and girls.
  71. You can use a feather as a one-handed axe.
  72. You can always detect the oldest living thing in a 100 mile radius.
  73. You can walk through cobwebs like Dracula.
  74. You have the carrying capacity of a Huge creature for nonmagical items.
  75. Instead of preparing any spells you may instead find or conjure that many doses of hardcore drugs.
  76. You control what your footsteps sound like.
  77. Your reflection and your shadow switch places.
  78. You have advantage when leaping and are always considered to have a running start.
  79. Any stew you make will be edible and sustain a person for a day. Any stew you make will taste straight nast and give the diner horrible stomach pain for a day.
  80. 10g of material lets you sew a horse, but they unravel after you ride them once.
  81. All damage types from your spells change to cold damage.
  82. You gain the cantrip Friends, but instead it makes people utterly bottomlessly sad.
  83. Any cart you ride in need not be drawn by ox or horse.
  84. You can create tattoos with your fingernails and 1 hr of time.
  85. Whenever you are lost you gain all the first level benefits of a ranger's favored terrain.
  86. Your familiar gains 1d6 sneak attack damage.
  87. You become grossly corpulent. Your AC is considered 20 unarmored. Every time you are hit this number reduces and you lose 10 lbs. Your skin rips open and straw spills out. You can gain this weight back by spending 100g, spinning gold into straw and then swallowing it.
  88. Choose one household item, like a bellows or a candlestick. This object is utterly deadly to you at a touch, no save. Choose one mundane flower. If killed by this mundane object, this flower will bring you back to life.
  89. Same as 88 except you also choose one other humanoid in the world these rules apply to. They immediately know these rules and they know you did it. Remove Curse can fix this but only if the caster is higher level than you.
  90. Any bridge you cross has a troll under it. If it didn't, it does now.
  91. Once per day in a community you can ply your skills as a midwife. Make a Performance check against a blind DC, on a success you are paid handsomely in either goods, secrets, or favors. On a failure the baby is lost and your familiar avoids you for a day, in addition to other potential repercussions.
  92. A number of times a day equal to your Constitution bonus (minimum 1) you can place a protection spell on a room, glade, small hut, or some other 30'-or-so radius. Nothing can enter the circle for 24 hrs apart from virgins. Anyone leaving the circle breaks the spell.
  93. You have a crudely carved mask which is indestructible and can be summoned or dismissed at will.
  94. You own the corpse of a dead animal. The corpse will remain forever intact but any other damage which befalls it, like smashing or squashing or burning or whatever, will be reflected in the beast's corpse. Think of it like an indestructible beanie baby but grosser. This thing will persist until you gain 3 more levels; then, and every 4th character level after that, you can elect to have your old corpse dissolve and gain a new type of corpse. This animal corpse must be light enough for you to lift it but never encumbers you.
  95. Your eyeballs can stretch for 15'.
  96. When crossing your legs with your hands on your knees you can float 3' off of solid ground as a mode of transportation. You can only travel at the slowest pace of any other party member. You may not wield a weapon, cast spells, or interact with objects other than those you own while in this state.
  97. There are two other witches in the world who always hear everything you say to them. They always know when you're talking to them. You also hear everything they say to you.
  98. You can keep an unlimited amount of bees on your person undetected. You have to find them and coax them into your clothes and stuff but if you can do it they will stay there and be happy and no one will know.
  99. You  instantly know other spellcasters on sight, and they know you.
  100. You can age or de-age yourself 60 years at will.

Saturday, November 5, 2016

American Ranger- Magic Free Variant For VDND


We're going to make a Ranger I feel like playing. This is an American Ranger.

First of all, let's get a new fighting style just for rangers.

Natural Weaponry

You do not have claws and shit. Instead you are considered proficient with improvised weapons but you cannot do damage with them. Instead you may create makeshift traps and weapons using the surrounding environment. A successful attack with these allows you to impose the Blinded, Deafened, Prone, or Restrained condition on the target of your attack for 1 round.
My rangers don't get spells. They can get them at level 3 as a class option, the same way they can get a wolf friend or extra murder power, and the same way fighters and thieves can get spells. You have to pick. I know Bobby S. didn't have to pick when he made Purple Rain: Fanciest Spider Boy but hey that's a book and also I don't care. Take a wizard level.

So without spellcasting or primeval awareness I want to make some additions to keep the ranger versatile without getting bogged down in a whole bunch of stuff. You still get to choose a path at level 3 and apart from spellcasting and primeval awareness everything else in a ranger is the same. You also get these:


Guerrilla

At level 2 you get +1 to your Initiative, +1 to your AC, and +1 to your Stealth when stalking or fighting your Favored Enemy. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.

Second Nature

At level 2 you get +1 to your Initiative, +1 to your Perception, and +1 to your Saves against natural phenomenon and Druid spells when in your Favored Terrain. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.


The Back Of Your Hand

At level 3 you double your proficiency bonus when tracking your own allies, even without regard to bonuses from Favored Enemy or Natural Explorer. However, within your favored terrain you know the distance and direction of your allies for 500' x your ranger level

Follow My Lead

At level 9 you can use your reaction or a bonus action on your turn to allow an ally to make a save against the Charmed, Frightened, Stunned, Grappled, or Restrained condition. This can be explained as offering words of wisdom, throwing an ally a timely dagger to aid their escape, coaching them on the time to shift their weight, etc. They may do this multiple times in a round but may only do so a number of times equal to their Wisdom bonus. This ability refreshes after a short or long rest.


I've Been Around

At level 13 if you so choose whenever you make a Charisma roll to obtain information from an individual (or about an individual) you can force the subject of your check to make an Intelligence save. If they fail the save then they have heard of you, or heard something about you, and you get to decide what it is.

Greatly Exaggerated

At level 17 you gain an additional strike on your death saving throws before expiring. Also, you never suffer an automatic death saving throw failure from one of your favored enemies, unless you are unconscious. Also, you have advantage on death saving throws in your favored terrain.






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Finally, my rangers get an option whenever they would receive an ability score enhancement. They may take this instead of an ability score increase, and in lieu of other feat options. They may take this feature multiple times, giving them a maximum of 5 potential uses by level 19.

Begin the Hunt

You are so invigorated by the beginning of a hunt, the preparation for a mission, that pain cannot catch you, the stone cannot cut you. You gain half your max HP in temporary hit points. While you still have temporary hit points you can elect to roll 1d10 after a successful hit, reducing your THP by that amount and dealing that amount in bonus damage.