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AtG Howling Crag (5e PBP) RG
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<blockquote data-quote="Steve Gorak" data-source="post: 9512823" data-attributes="member: 15132"><p>Assumptions:</p><ul> <li data-xf-list-type="ul">ok to create custom background: dwarven noble (prince) - makes easier fitting things</li> <li data-xf-list-type="ul">Magic item: same as before, except ability to don even if not proficient - is bloodwell vial still ok?</li> <li data-xf-list-type="ul">Old gimlak knew 4 languages. I removed Goblin (never used, but can't eliminate Giant, since he used it many times in RP - I'm assuming he gets this as a noble perk).</li> <li data-xf-list-type="ul">Assuming we can still do 27 point buy for abilities</li> <li data-xf-list-type="ul">Gilmak had metamagic adept as a feat, I gave him magic initiate as origin feat lmk id this is a problem</li> <li data-xf-list-type="ul">Ok to add the following for casting clairvoyance: Jeweled horn (100gp) and glass eye for seeing (100gp)</li> </ul><p></p><p>Sources:</p><p>feats: <a href="https://dungeonsanddragonsfan.com/new-2024-dnd-feats/" target="_blank">The New 2024 DnD Feats: A Complete Guide | D&D Rules</a></p><p>class: <a href="https://www.aidedd.org/en/sorcerer-2024/" target="_blank">Sorcerer 2024 » Dungeons & Dragons - D&D 5e</a></p><p>subclass: email from Fitz</p><p>spells: <a href="https://www.aidedd.org/public/spell/" target="_blank">Spells - DnD 2024</a></p><p></p><p>Prince Gimlak Silverbeard, Son of Torbin, King of the Mountains</p><p></p><p>Str 8</p><p>Dex 14</p><p>Con 16 (14 +2 background)</p><p>Int 10</p><p>Wis 10</p><p>Cha 18 (15 +1 background +1 telekinetic +1 inspiring leader)</p><p></p><p>Resistance to Psychic damage. You have Advantage on Saves to avoid or end the Charmed or Frightened condition. (Aberant sorcerer 6)</p><p>You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition (dwarf)</p><p></p><p></p><p>Feats:</p><p>Origin: magic initiate wizard: get 2 cantrips (message, minor illusion), can get 1 level 1 spell (Tasha's hideous laughter), can cast once/long rest without using a spell slot</p><p>level 4 telekinetic +1 cha, You learn Mage Hand and you can cast it without components, make it invisible and extend its range by 30 feet (the spellcasting ability is the ability increased when selecting this Feat). As a Bonus Action you can shove one creature within 30 feet, requiring a STR save (DC 8 + Proficiency bonus + modifier of the ability score you increase when selecting the Feat). If the target fails you can push them 5 feet away.</p><p>Level 8 inspiring leader +1 cha, When finishing a Short or Long Rest you can give up to 6 allies (including yourself) within 30 feet temporary Hit Points equal to your level + the modifier of the ability score you increased when selecting the Feat.</p><p></p><p>Proficient Con and Cha saves</p><p>AC: 17</p><p>HP: 33 con+6 lvl1+35 average 10 levels = 74 +5 from aid + 15 thp from inspiring leader</p><p></p><p>Spells and magic</p><p></p><p>12 SP</p><p></p><p>Spells</p><p>Spell Slots level 1: 4 / level 2: 3 / level 3: 3 / level 4: 3 / level 5: 2 / level 6: 1</p><p></p><p>Spell known 16 base (*bonus from subclass/psionic spells, +bonus from feat, c: concentration, r: ritual, ~: damage upgradable, #: # targets upradable, t: time upgreadable )</p><p></p><p>Note: Tasha's ideous laughter can be cast once without a spell slot</p><p></p><p>Cantrips: Mage hand (60 ft range, invisible)+, Mind sliver*, message+, minor illusion+, mending, ray of frost, prestidigitation, sorcerous burst, acid splash, friends</p><p>Level 1: Arms of Hadar * ~, Dissonant Whispers * c ~, tasha's hideous laughter + c #, feather fall, shield</p><p>Level 2: Calm Emotions * c, Detect Thoughts * c, scorching ray ~, mirror image, invisibility c #</p><p>Level 3: Hunger of Hadar * c, Sending*, fireball, fly c #, counterspell, dispel magic, clairvoyance c</p><p>level 4: Evard’s Black Tentacles * c, Summon Aberration * c, dimension door, banishment c #</p><p>Level 5: Rary’s Telepathic Bond * r, Telekinesis* c, wall of stone c, synaptic static</p><p>Level 6: Mass suggestion t, move earth c</p><p></p><p></p><p></p><p>[SPOILER=Proficiencies]</p><p>Tool Proficiency: carpenter tools (from dwarf)</p><p></p><p>Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p></p><p>Languages. You can speak, read, and write Common, Dwarvish, Giant</p><p></p><p>SKILLS Proficiencies in bold:</p><p>+2 (dex) Acrobatics</p><p>+0 (wis) Animal Handling</p><p>+0 (int) Arcana</p><p>+0 (str) Athletics</p><p>+8 (cha) Deception - From Sorcerer</p><p>+4 (int) History - from Background</p><p>+4 (wis) Insight - From Background</p><p>+4 (cha) Intimidation</p><p>+0 (int) Investigation</p><p>+0 (wis) Medicine</p><p>+0 (int) Nature</p><p>+0 (wis) Perception</p><p>+4 (cha) Performance</p><p>+8 (cha) Persuasion - From sorcerer</p><p>+0 (int) Religion</p><p>+2 (dex) Sleight of Hand</p><p>+2 (dex) Stealth</p><p>+0 (wis) Survival</p><p>[/SPOILER]</p><p></p><p></p><p></p><p>[SPOILER=Dwarf_traits]</p><p></p><p>Darkvision. You have Darkvision with a range of 120 feet.</p><p></p><p>Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.</p><p></p><p>Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.</p><p></p><p>Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.</p><p></p><p>You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.</p><p>[/SPOILER]</p><p></p><p></p><p>[SPOILER=Background-Custom-Noble]</p><p>+3 stats: +2 con +1 cha</p><p>Origin feat:</p><p>two skill proficiencies</p><p>one tool: carpenter tools</p><p>equipment as before</p><p>[/SPOILER]</p><p></p><p>[SPOILER=Class]</p><p>level 11 sorcerer</p><p></p><p>+4 prof bonus</p><p></p><p>4 metamagics</p><p>- Subtle Spell: When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.</p><p></p><p>- Heightened Spell: When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.</p><p></p><p>- Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.</p><p>If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.</p><p></p><p>- Twinned Spell: When you cast a spell that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.</p><p></p><p></p><p></p><p>Level 1: Innate Sorcery</p><p>As a Bonus Action, for 1 minute:</p><ul> <li data-xf-list-type="ul">The spell save DC of your Sorcerer spells increases by 1.</li> <li data-xf-list-type="ul">You have Advantage on the attack rolls of Sorcerer spells you cast.</li> <li data-xf-list-type="ul">You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.</li> </ul><p></p><p></p><p>Level 2: Font of Magic</p><p>You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).</p><p>Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot.</p><p></p><p>Spell Sorcery Minimum</p><p>slot Point Sorcerer</p><p>Level Cost Level</p><p>1 2 2</p><p>2 3 3</p><p>3 5 5</p><p>4 6 7</p><p>5 7 9</p><p></p><p></p><p>Level 3: Aberrant Subclass Feature</p><p></p><p>Telepathic Speech. Bonus Action. Pick a creature you can see within 30ft of you. You can communicate telepathically with each other while you are within CHA mod miles of each other. You must each use a language the other knows. It lasts (Sorcerer level) minutes & ends early if you form a Telepathic connection with another creature.</p><p></p><p>Psionic Spells. You always have these spells prepared:</p><p>level 3: Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver.</p><p>level 5: Hunger of Hadar, Sending.</p><p>level 7: Evard’s Black Tentacles, Summon Aberration.</p><p>level 9: Rary’s Telepathic Bond, Telekinesis.</p><p></p><p></p><p>Level 5: Sorcerous Restoration</p><p>When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.</p><p></p><p>Level 6 Subclass Feature (Aberrant) Psionic Sorcery. When you cast a Spell from your Psionic Spells, you can cast it by by spending a number of Sorcery Points equal to the Slot level. It requires no VSM components unless the M component is consumed by the spell or has a cost specified.</p><p></p><p>Level 6 Subclass Feature (Aberrant) Psychic Defenses. You Resist Psychic damage. You have Advantage on Saves to avoid or end the Charmed or Frightened condition.</p><p></p><p>Level 7: Sorcery Incarnate</p><p>If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.</p><p>In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.</p><p></p><p>[/SPOILER]</p><p></p><p>[spoiler=Equipment]</p><p>Magic items: +1 breast plate 20lb</p><p>+1 Bloodwell Vial</p><p></p><p>525 gp to spend</p><p></p><p>12 gp Dungeoneer's Pack Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p></p><p></p><p>Traveler's Clothes 2 gp 4 lb.</p><p></p><p>1 dagger</p><p>1 hand axe</p><p></p><p>2 spell focus Crystals 10 gp 1 lb.</p><p></p><p>10 gp ink - 1 ounce bottle</p><p>1 gp 10 sheets of parchment</p><p>2cp ink pen</p><p></p><p>8 potions of greater healing</p><p></p><p>Jeweled horn 100gp and glass eye for seeing (100gp)</p><p></p><p>Money 52.98</p><p></p><p></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 9512823, member: 15132"] Assumptions: [LIST] [*]ok to create custom background: dwarven noble (prince) - makes easier fitting things [*]Magic item: same as before, except ability to don even if not proficient - is bloodwell vial still ok? [*]Old gimlak knew 4 languages. I removed Goblin (never used, but can't eliminate Giant, since he used it many times in RP - I'm assuming he gets this as a noble perk). [*]Assuming we can still do 27 point buy for abilities [*]Gilmak had metamagic adept as a feat, I gave him magic initiate as origin feat lmk id this is a problem [*]Ok to add the following for casting clairvoyance: Jeweled horn (100gp) and glass eye for seeing (100gp) [/LIST] Sources: feats: [URL='https://dungeonsanddragonsfan.com/new-2024-dnd-feats/']The New 2024 DnD Feats: A Complete Guide | D&D Rules[/URL] class: [URL='https://www.aidedd.org/en/sorcerer-2024/']Sorcerer 2024 » Dungeons & Dragons - D&D 5e[/URL] subclass: email from Fitz spells: [URL='https://www.aidedd.org/public/spell/']Spells - DnD 2024[/URL] Prince Gimlak Silverbeard, Son of Torbin, King of the Mountains Str 8 Dex 14 Con 16 (14 +2 background) Int 10 Wis 10 Cha 18 (15 +1 background +1 telekinetic +1 inspiring leader) Resistance to Psychic damage. You have Advantage on Saves to avoid or end the Charmed or Frightened condition. (Aberant sorcerer 6) You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition (dwarf) Feats: Origin: magic initiate wizard: get 2 cantrips (message, minor illusion), can get 1 level 1 spell (Tasha's hideous laughter), can cast once/long rest without using a spell slot level 4 telekinetic +1 cha, You learn Mage Hand and you can cast it without components, make it invisible and extend its range by 30 feet (the spellcasting ability is the ability increased when selecting this Feat). As a Bonus Action you can shove one creature within 30 feet, requiring a STR save (DC 8 + Proficiency bonus + modifier of the ability score you increase when selecting the Feat). If the target fails you can push them 5 feet away. Level 8 inspiring leader +1 cha, When finishing a Short or Long Rest you can give up to 6 allies (including yourself) within 30 feet temporary Hit Points equal to your level + the modifier of the ability score you increased when selecting the Feat. Proficient Con and Cha saves AC: 17 HP: 33 con+6 lvl1+35 average 10 levels = 74 +5 from aid + 15 thp from inspiring leader Spells and magic 12 SP Spells Spell Slots level 1: 4 / level 2: 3 / level 3: 3 / level 4: 3 / level 5: 2 / level 6: 1 Spell known 16 base (*bonus from subclass/psionic spells, +bonus from feat, c: concentration, r: ritual, ~: damage upgradable, #: # targets upradable, t: time upgreadable ) Note: Tasha's ideous laughter can be cast once without a spell slot Cantrips: Mage hand (60 ft range, invisible)+, Mind sliver*, message+, minor illusion+, mending, ray of frost, prestidigitation, sorcerous burst, acid splash, friends Level 1: Arms of Hadar * ~, Dissonant Whispers * c ~, tasha's hideous laughter + c #, feather fall, shield Level 2: Calm Emotions * c, Detect Thoughts * c, scorching ray ~, mirror image, invisibility c # Level 3: Hunger of Hadar * c, Sending*, fireball, fly c #, counterspell, dispel magic, clairvoyance c level 4: Evard’s Black Tentacles * c, Summon Aberration * c, dimension door, banishment c # Level 5: Rary’s Telepathic Bond * r, Telekinesis* c, wall of stone c, synaptic static Level 6: Mass suggestion t, move earth c [SPOILER=Proficiencies] Tool Proficiency: carpenter tools (from dwarf) Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common, Dwarvish, Giant SKILLS Proficiencies in bold: +2 (dex) Acrobatics +0 (wis) Animal Handling +0 (int) Arcana +0 (str) Athletics +8 (cha) Deception - From Sorcerer +4 (int) History - from Background +4 (wis) Insight - From Background +4 (cha) Intimidation +0 (int) Investigation +0 (wis) Medicine +0 (int) Nature +0 (wis) Perception +4 (cha) Performance +8 (cha) Persuasion - From sorcerer +0 (int) Religion +2 (dex) Sleight of Hand +2 (dex) Stealth +0 (wis) Survival [/SPOILER] [SPOILER=Dwarf_traits] Darkvision. You have Darkvision with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. [/SPOILER] [SPOILER=Background-Custom-Noble] +3 stats: +2 con +1 cha Origin feat: two skill proficiencies one tool: carpenter tools equipment as before [/SPOILER] [SPOILER=Class] level 11 sorcerer +4 prof bonus 4 metamagics - Subtle Spell: When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. - Heightened Spell: When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. - Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration. - Twinned Spell: When you cast a spell that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1. Level 1: Innate Sorcery As a Bonus Action, for 1 minute: [LIST] [*]The spell save DC of your Sorcerer spells increases by 1. [*]You have Advantage on the attack rolls of Sorcerer spells you cast. [*]You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest. [/LIST] Level 2: Font of Magic You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. Spell Sorcery Minimum slot Point Sorcerer Level Cost Level 1 2 2 2 3 3 3 5 5 4 6 7 5 7 9 Level 3: Aberrant Subclass Feature Telepathic Speech. Bonus Action. Pick a creature you can see within 30ft of you. You can communicate telepathically with each other while you are within CHA mod miles of each other. You must each use a language the other knows. It lasts (Sorcerer level) minutes & ends early if you form a Telepathic connection with another creature. Psionic Spells. You always have these spells prepared: level 3: Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver. level 5: Hunger of Hadar, Sending. level 7: Evard’s Black Tentacles, Summon Aberration. level 9: Rary’s Telepathic Bond, Telekinesis. Level 5: Sorcerous Restoration When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest. Level 6 Subclass Feature (Aberrant) Psionic Sorcery. When you cast a Spell from your Psionic Spells, you can cast it by by spending a number of Sorcery Points equal to the Slot level. It requires no VSM components unless the M component is consumed by the spell or has a cost specified. Level 6 Subclass Feature (Aberrant) Psychic Defenses. You Resist Psychic damage. You have Advantage on Saves to avoid or end the Charmed or Frightened condition. Level 7: Sorcery Incarnate If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. [/SPOILER] [spoiler=Equipment] Magic items: +1 breast plate 20lb +1 Bloodwell Vial 525 gp to spend 12 gp Dungeoneer's Pack Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Traveler's Clothes 2 gp 4 lb. 1 dagger 1 hand axe 2 spell focus Crystals 10 gp 1 lb. 10 gp ink - 1 ounce bottle 1 gp 10 sheets of parchment 2cp ink pen 8 potions of greater healing Jeweled horn 100gp and glass eye for seeing (100gp) Money 52.98 [/SPOILER] [/QUOTE]
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