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[Creative] Spheres of Power & Might by Setting
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<blockquote data-quote="Libertad" data-source="post: 8344042" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/y9GA9XB.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Spheres of Siberys: the Spheres System for Eberron</strong></p><p></p><p>A world shaped by the prophecies and marks of dragons, where magic is omnipresent and uplifted the world into a new Industrial Revolution...and a terrible continental war.</p><p></p><p><strong>Major Traditions:</strong> Designed to incorporate a wide variety of material, just about every martial and casting tradition has its place in Eberron. Traditions that derive their power from “higher-technology” influences are usually some kind of magitech: devices powered by dragonshards, dragonmarked magic, the minor crafts of magewrights, or any combination of the three.</p><p></p><p><strong>Advanced/Legendary Talents:</strong> Eberron is a lower-powered world than typical D&D settings, where by the middle levels PCs number among some of the most talented people in major nations. But the setting’s high magic nature also means that a wide variety of spells are more commonplace here than in other settings. Generally speaking, talents without a level-based prerequisite or can be taken at 5th level are commonplace. Ones with a prerequisite of 11th level or higher represent precious lore wrought from the Dragonmarked House’s greatest visionaries, lost arts of Xen’drik and fallen civilizations, and secret techniques in the hands of the setting’s great powers such as the dragons of Argonnessen.</p><p></p><p><strong>Technology Level:</strong> Thanks to the proliferation of magic and dragonshards, many inventions of the mid 1800s to early 1900s have supernatural counterparts in Eberron, from the lightning rails linking far-flung nations to the telephone-style speaking stones. Firearms are even present thanks to the Artillerist Artificer subclass, <a href="http://keith-baker.com/firearms-in-eberron/" target="_blank">although they are reflavored into specialized magic wands.</a> Renaissance and Modern era talents can be taken and reflavored as magical devices without too much trouble.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/dEzspZZ.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>New Rules & Subsystems</strong></p><p></p><p><strong>Note:</strong> In addition to the official Rising from the Last War sourcebook, I’m also drawing influence from Keith Baker’s <a href="https://www.dmsguild.com/product/270012/Morgrave-Miscellany" target="_blank">Morgrave Miscellany</a> and <a href="https://www.dmsguild.com/product/315887/Exploring-Eberron" target="_blank">Exploring Eberron</a> sourcebooks. Both of the latter books can be found on the Dungeon Master’s Guild.</p><p></p><p><em>Dragonmarks:</em> Found only among the “major races” and among Khorvaire’s captains of industry, dragonmarks manifest as tattoo-like patterns on the flesh which grant limited magical powers keyed to a certain theme.</p><p></p><p>Rules-wise dragonmarks can be used much like they are in Rising from the Last War, as variant sub-races. But in lieu of gaining bonus spells from their Spells of the Mark ability, they gain bonus talents from a single sphere at 1st, 5th, 9th, 13th, and 17th levels a la the Cleric or Warlock’s Domain/Patron Talents replacement class features. The relevant spheres and marks are as follows: Creation (Mark of Making), Death (Mark of Death), Divination (Mark of Detection/Finding/Scribing), Illusion (Mark of Shadow), Life (Mark of Healing), Mind (Mark of Handling, Animal Shaman variant), Protection (Mark of the Sentinel/Warding), Warp (Mark of Passage), and Weather (Mark of the Storm). The Mark of Hospitality draws from a wide variety of spell types, and so the single sphere chosen should be in line with a common theme: Enhancement, Fate and Protection are appropriate. Aberrant Dragonmarks can take all types of forms and thus aren’t limited by the prior options.</p><p></p><p>Siberys dragonmarks take form upon a person upon learning an Advanced Talent with a prerequisite of 11th level or higher.</p><p></p><p><u><strong>Dragonmarked</strong></u></p><p></p><p>In most cases a dragonmarked spellcaster uses their primary casting tradition. Much like in the original sourcebooks, dragonmarks were more an enhancement to one’s core features rather than a defining trait. But for those spherecasting PCs who are meant to derive their powers primarily through their dragonmarks, this new casting tradition is a good means of reflecting this.</p><p></p><p><strong>Bonus Spell Points:</strong> +1 per odd level in a casting class; Aberrant Dragonmarked may add more depending on additional drawbacks</p><p><strong>Key Ability:</strong> Charisma</p><p><strong>Bonus Magic Talents:</strong> Any two from relevant sphere</p><p><strong>Drawbacks:</strong> Somatic Casting, Magical Signs, Verbal Casting; Aberrant Dragonmarked typically add Coy Casting, Draining Casting, Emotional Casting, or Painful Magic as additional drawbacks in reflection of the negative aspects</p><p><strong>Variants:</strong> None, or Animal Shaman with Mark of Handling</p><p><strong>Boons:</strong> None; Aberrant Mark is taken for Aberrant Dragonmarked</p><p></p><p><u><em>New Boon: Aberrant Mark</em></u></p><p></p><p>Whenever you spend 1 or more spell points on a magic sphere effect, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.</p><p></p><p><em>Hero Points:</em> In the 3rd Edition version of the campaign setting and as a default rule in 4th Edition, Action Points were limited level-based commodities which could be spent to enhance a roll. This was to reflect the thrill-seeking lifestyles of pulp archetypes which comprise some of Eberron’s inspirational material.</p><p></p><p>Although not a spheres-specific rule, I highly encourage people to make use of the Hero Points optional rule found in page 264 of the Dungeon Master’s Guide.</p><p></p><p><u><em>New Feat: Touched by Prophecy</em></u></p><p></p><p>Whether featuring prominently in the Draconic Prophecy, blessed by protection from a powerful patron, or fortuitous luck, your life is interesting even by adventurer standards.</p><p></p><p>You gain the following benefits:</p><p>You start play with 8 Hero Points at 1st level, and gain a new total equal to 8 + half your level instead of the normal amount.</p><p>You can apply the bonus of a Hero Point to the attack roll, ability check, or saving throw of an ally within 30 feet as a reaction. Once used in such a way you must finish a long rest before being able to do so again.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/QaA7E8N.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Popular Archetypes</strong></p><p></p><p><em>Argent Fist:</em> A gish-type class or subclass along with the Ascetic Martial Tradition covers the monk-like features. For the healing and light-generation abilities the Life and Light spheres are ideal, although the self-healing is represented via the Regenerate variant, while blast types that deal radiant damage represent holy-infused unarmed strikes. The ability to turn supernatural types is best represented by the Destruction sphere’s Confining and Frightful blast types along with the Blade blast shape talent applied to their unarmed strikes.</p><p></p><p><em>Artificer:</em> Eberron’s most iconic class already has <a href="http://spheres5e.wikidot.com/artificer-spherecaster" target="_blank">a spherecasting version of the artificer.</a> Combined with prior entries in Forgotten Realms and Dragonlance talking about their own setting equivalents, it shouldn’t be very hard to use those to mine for ideas. Given Eberron’s high-magic nature, they should have the ability to take talents from the Alchemy and Tinkerer martial spheres as though they were magic talents regardless of their casting tradition. Psionic Artificers would do well to look at the Dark Sun post’s Psionicist archetype for inspiration.</p><p></p><p><em>Cannith Wand Adept:</em> This class is best replicated via gish options and a new martial tradition detailed below. Leaning into the “firearms are reflavored wands” trope, the Destruction sphere’s various blast types and shapes are perhaps the most obvious options. The blade blast shape can be applied to ammunition, while the Barrage sphere’s Ceaseless Ammo legendary talent does a good job at emulating the “eternal wands” of Eberron. The prestige class’ Dual Wand Use is obviously emulated via the Dual-Wielding sphere, Siphon Charge can be replicated by the Divination sphere’s Foresight talent, and Improved Dragonmark via the Creation sphere. In terms of classes, the Armiger with the Antiquarian subclass is an ideal thematic choice. The following martial tradition can be taken by those with either the Guild Artisan or Soldier backgrounds.</p><p></p><p><u><strong>New Martial Tradition: Wandslinger</strong></u></p><p>During the Last War many magewrights were sent to the frontlines with eternal wands, slinging spell after spell. Some weren’t even spellcasters proper, with the height of their magical knowledge being how to activate magic items rather than summoning such powers themselves.</p><p></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p></p><p><strong>Bonus Talents:</strong></p><p><strong></strong></p><p><strong>Equipment:</strong> Modern Voyager</p><p><strong>Barrage Sphere,</strong> Ceaseless Ammo</p><p><strong>Tinkerer Sphere:</strong> Modern Firearms</p><p></p><p></p><p><strong>Starting Equipment:</strong></p><p></p><p>A an automatic pistol (wand) and 10 bullets (charges)</p><p>Tinker’s Tools</p><p>Leather Armor</p><p>An explorer’s pack</p><p></p><p><em>Elemental Scion of Zilargo:</em> The Alteration sphere with the Elemental genotype talent represents this prestige class’s various grafts, while the Conjuration sphere with the Elemental base talent represents their ability to “grow” an elemental from their own body. The Destruction and Nature spheres’ appropriate blast types and geomancy packages can be customized based on their favored element, and the Weather sphere is quite appropriate for those attuned to air and water elementals.</p><p></p><p><em>Exorcist of the Silver Flame:</em> These holy people specialize in warding off supernatural evil. Primarily spellcasters, they typically casting traditions in line with divine origins. In regards to the original prestige class, the Enhancement sphere’s Deadly Weapon and Enhanced Equipment talents do a good job at representing their chosen weapon. Detect Thoughts is replicated via the Mind sphere’s Read Mind talent, while their more traditional exorcism abilities can be replicated via Fate’s Exorcise talent. The Fate sphere’s Hallow talent and the Protection sphere’s various talents can represent diverse means of warding away otherworldly influence. The Turn Undead feature of the Incanter’s Priest subclass is also a good choice.</p><p></p><p><em>Gatekeeper Druids:</em> Defenders of the mortal world against the maddening incursions of Xoriat, the Gatekeepers are a druidic order specializing in anti-aberration measures. They can be built like typical druids (Druidic casting tradition, Alteration, Nature, and Weather spheres, etc) although they tend to invest a few talents into the Fate and Protection spheres. The Fate sphere’s Hallow consecration and Protection’s Spell Ward are nigh-essential, while Protection’s Inner Peace, Mind’s Mind Shield, and Warp’s Plane Manipulator are other popular talents.</p><p></p><p><em>Pantheon Worshiper:</em> In Eberron, clerics can pledge allegiance to the gods of an entire pantheon rather than just a singular entity. To replicate such religious diversity, class features which allow a character to swap magical talents are ideal. The Incanter’s Arcanist and the Prodigy’s Savant’s Calling subclasses allow for this, as does the Soul Weaver’s Channel Spirit class feature.</p><p></p><p><em>Planar Shephard:</em> Renowned as one of the most overpowered druid prestige classes in 3rd Edition, the spherecasting version isn’t as gamebreaking. The Protection sphere’s Adaption advanced talent is good at replicating their versatile planar immunities, and the Universal sphere’s Mass metasphere talent can grant this to allies. The Divination sphere’s Detect Portal talent allows them to sense manifest zones and extraplanar phenomena, while the Warp sphere’s Planeshift advanced talent is self-evident.</p><p></p><p><em>Spellcarved Soldier:</em> Naturally, such warforged are invariably gishes of some sort. The Rune of Extension can be emulated via the Universal Sphere’s Extend metasphere talent, while Rune of Resistance can be replicated by the Mind sphere’s Mind Shield and Protection sphere’s Resistance talents. Rune of Warding is closest to the Protection sphere’s Obstruction talent. Rune of Fortification isn’t an easy conversion, as there aren’t any talents (or features in base 5e) which really negate or lessen the effects of critical hits. The Nature sphere’s Resist Elements talent can be augmented as a reaction, and taking Master of Elements twice allows them to apply this to 8 damage types. Rune of the Archmage is another difficult one, although certain casting tradition boons which can increase one’s proficiency bonus for magic sphere effects are appropriate, such as Empowered Abilities and Overcharge.</p><p></p><p><em>Warforged Juggernaut:</em> The Brute sphere’s a no brainer for this build, while Berserker has several talents which can enhance their staying power. Alternative Maneuvers allows one to perform brutal shoves as part of an overrun attempt, while Follow-Through and Hammer grant nice ways of dealing more damage. The Berserker sphere’s Juggernaut talent is obviously appropriate, and Berserk and Deathless represents the difficulty in outright killing the warforged. The Athletics sphere’s Rapid Motion and Swift Movement help enhance their mobility.</p><p></p><p>Warforged don’t typically come from inherited wealth. As the only Spheres of Might talent which grants two ranks in the Armor Training talent is affiliated with the Noble Background, this new martial tradition is appropriate for this archetype. This martial tradition can be taken by a character with the soldier background.</p><p></p><p><u><strong>New Martial Tradition: Warforged Juggernaut</strong></u></p><p>Designed by the best architects of House Cannith, every inch of the warforged juggernaut’s body is maximized in dealing out and taking punishment on the fields of battle.</p><p></p><p><strong>Key Ability Modifier:</strong> Wisdom</p><p></p><p><strong>Bonus Talents:</strong></p><p><strong></strong></p><p><strong>Equipment:</strong> Armor Training x2, Bruiser Training</p><p><strong>Brute Sphere</strong></p><p><strong></strong></p><p><strong>Starting Equipment:</strong></p><p></p><p>(a) a warhammer and a shield or (b) a maul</p><p>(a) leather armor, (b) scale mail, or (c) chain mail</p><p>A light crossbow and 20 bolts</p><p>An explorer’s pack</p><p></p><p><em>Weretouched Master:</em> The Alteration sphere combined with a gish-type class or subclass does a good job at being faithful to the original prestige class. For genotype talents, Animalistic and Anthropomorphic represent most of the common shifter options, while the physical enhancements that come with such shapechanging are best replicated by the Enhancement sphere’s various talents. Enhance Size, Physical Enhancement, Speed Control, and Enhance Equipment applied to natural weapons are highly appropriate.</p><p></p><p>Paradoxically, the dragon genotype’s granting of Frightful Presence is the best means of replicating Frightful Shifting. That, or the Destruction sphere’s Frightful blast type combined with an appropriate ranged blast shape.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8344042, member: 6750502"] [CENTER][IMG]https://i.imgur.com/y9GA9XB.jpeg[/IMG] [B]Spheres of Siberys: the Spheres System for Eberron[/B][/CENTER] A world shaped by the prophecies and marks of dragons, where magic is omnipresent and uplifted the world into a new Industrial Revolution...and a terrible continental war. [B]Major Traditions:[/B] Designed to incorporate a wide variety of material, just about every martial and casting tradition has its place in Eberron. Traditions that derive their power from “higher-technology” influences are usually some kind of magitech: devices powered by dragonshards, dragonmarked magic, the minor crafts of magewrights, or any combination of the three. [B]Advanced/Legendary Talents:[/B] Eberron is a lower-powered world than typical D&D settings, where by the middle levels PCs number among some of the most talented people in major nations. But the setting’s high magic nature also means that a wide variety of spells are more commonplace here than in other settings. Generally speaking, talents without a level-based prerequisite or can be taken at 5th level are commonplace. Ones with a prerequisite of 11th level or higher represent precious lore wrought from the Dragonmarked House’s greatest visionaries, lost arts of Xen’drik and fallen civilizations, and secret techniques in the hands of the setting’s great powers such as the dragons of Argonnessen. [B]Technology Level:[/B] Thanks to the proliferation of magic and dragonshards, many inventions of the mid 1800s to early 1900s have supernatural counterparts in Eberron, from the lightning rails linking far-flung nations to the telephone-style speaking stones. Firearms are even present thanks to the Artillerist Artificer subclass, [URL='http://keith-baker.com/firearms-in-eberron/']although they are reflavored into specialized magic wands.[/URL] Renaissance and Modern era talents can be taken and reflavored as magical devices without too much trouble. [CENTER][IMG]https://i.imgur.com/dEzspZZ.jpg[/IMG] [B]New Rules & Subsystems[/B][/CENTER] [B]Note:[/B] In addition to the official Rising from the Last War sourcebook, I’m also drawing influence from Keith Baker’s [url=https://www.dmsguild.com/product/270012/Morgrave-Miscellany]Morgrave Miscellany[/url] and [url=https://www.dmsguild.com/product/315887/Exploring-Eberron]Exploring Eberron[/url] sourcebooks. Both of the latter books can be found on the Dungeon Master’s Guild. [I]Dragonmarks:[/I] Found only among the “major races” and among Khorvaire’s captains of industry, dragonmarks manifest as tattoo-like patterns on the flesh which grant limited magical powers keyed to a certain theme. Rules-wise dragonmarks can be used much like they are in Rising from the Last War, as variant sub-races. But in lieu of gaining bonus spells from their Spells of the Mark ability, they gain bonus talents from a single sphere at 1st, 5th, 9th, 13th, and 17th levels a la the Cleric or Warlock’s Domain/Patron Talents replacement class features. The relevant spheres and marks are as follows: Creation (Mark of Making), Death (Mark of Death), Divination (Mark of Detection/Finding/Scribing), Illusion (Mark of Shadow), Life (Mark of Healing), Mind (Mark of Handling, Animal Shaman variant), Protection (Mark of the Sentinel/Warding), Warp (Mark of Passage), and Weather (Mark of the Storm). The Mark of Hospitality draws from a wide variety of spell types, and so the single sphere chosen should be in line with a common theme: Enhancement, Fate and Protection are appropriate. Aberrant Dragonmarks can take all types of forms and thus aren’t limited by the prior options. Siberys dragonmarks take form upon a person upon learning an Advanced Talent with a prerequisite of 11th level or higher. [U][B]Dragonmarked[/B][/U] In most cases a dragonmarked spellcaster uses their primary casting tradition. Much like in the original sourcebooks, dragonmarks were more an enhancement to one’s core features rather than a defining trait. But for those spherecasting PCs who are meant to derive their powers primarily through their dragonmarks, this new casting tradition is a good means of reflecting this. [B]Bonus Spell Points:[/B] +1 per odd level in a casting class; Aberrant Dragonmarked may add more depending on additional drawbacks [B]Key Ability:[/B] Charisma [B]Bonus Magic Talents:[/B] Any two from relevant sphere [B]Drawbacks:[/B] Somatic Casting, Magical Signs, Verbal Casting; Aberrant Dragonmarked typically add Coy Casting, Draining Casting, Emotional Casting, or Painful Magic as additional drawbacks in reflection of the negative aspects [B]Variants:[/B] None, or Animal Shaman with Mark of Handling [B]Boons:[/B] None; Aberrant Mark is taken for Aberrant Dragonmarked [U][I]New Boon: Aberrant Mark[/I][/U] Whenever you spend 1 or more spell points on a magic sphere effect, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. [I]Hero Points:[/I] In the 3rd Edition version of the campaign setting and as a default rule in 4th Edition, Action Points were limited level-based commodities which could be spent to enhance a roll. This was to reflect the thrill-seeking lifestyles of pulp archetypes which comprise some of Eberron’s inspirational material. Although not a spheres-specific rule, I highly encourage people to make use of the Hero Points optional rule found in page 264 of the Dungeon Master’s Guide. [U][I]New Feat: Touched by Prophecy[/I][/U] Whether featuring prominently in the Draconic Prophecy, blessed by protection from a powerful patron, or fortuitous luck, your life is interesting even by adventurer standards. You gain the following benefits: You start play with 8 Hero Points at 1st level, and gain a new total equal to 8 + half your level instead of the normal amount. You can apply the bonus of a Hero Point to the attack roll, ability check, or saving throw of an ally within 30 feet as a reaction. Once used in such a way you must finish a long rest before being able to do so again. [CENTER][IMG]https://i.imgur.com/QaA7E8N.jpeg[/IMG] [B]Popular Archetypes[/B][/CENTER] [I]Argent Fist:[/I] A gish-type class or subclass along with the Ascetic Martial Tradition covers the monk-like features. For the healing and light-generation abilities the Life and Light spheres are ideal, although the self-healing is represented via the Regenerate variant, while blast types that deal radiant damage represent holy-infused unarmed strikes. The ability to turn supernatural types is best represented by the Destruction sphere’s Confining and Frightful blast types along with the Blade blast shape talent applied to their unarmed strikes. [I]Artificer:[/I] Eberron’s most iconic class already has [URL='http://spheres5e.wikidot.com/artificer-spherecaster']a spherecasting version of the artificer.[/URL] Combined with prior entries in Forgotten Realms and Dragonlance talking about their own setting equivalents, it shouldn’t be very hard to use those to mine for ideas. Given Eberron’s high-magic nature, they should have the ability to take talents from the Alchemy and Tinkerer martial spheres as though they were magic talents regardless of their casting tradition. Psionic Artificers would do well to look at the Dark Sun post’s Psionicist archetype for inspiration. [I]Cannith Wand Adept:[/I] This class is best replicated via gish options and a new martial tradition detailed below. Leaning into the “firearms are reflavored wands” trope, the Destruction sphere’s various blast types and shapes are perhaps the most obvious options. The blade blast shape can be applied to ammunition, while the Barrage sphere’s Ceaseless Ammo legendary talent does a good job at emulating the “eternal wands” of Eberron. The prestige class’ Dual Wand Use is obviously emulated via the Dual-Wielding sphere, Siphon Charge can be replicated by the Divination sphere’s Foresight talent, and Improved Dragonmark via the Creation sphere. In terms of classes, the Armiger with the Antiquarian subclass is an ideal thematic choice. The following martial tradition can be taken by those with either the Guild Artisan or Soldier backgrounds. [U][B]New Martial Tradition: Wandslinger[/B][/U] During the Last War many magewrights were sent to the frontlines with eternal wands, slinging spell after spell. Some weren’t even spellcasters proper, with the height of their magical knowledge being how to activate magic items rather than summoning such powers themselves. [B]Key Ability Modifier:[/B] Intelligence [B]Bonus Talents: Equipment:[/B] Modern Voyager [B]Barrage Sphere,[/B] Ceaseless Ammo [B]Tinkerer Sphere:[/B] Modern Firearms [B]Starting Equipment:[/B] A an automatic pistol (wand) and 10 bullets (charges) Tinker’s Tools Leather Armor An explorer’s pack [I]Elemental Scion of Zilargo:[/I] The Alteration sphere with the Elemental genotype talent represents this prestige class’s various grafts, while the Conjuration sphere with the Elemental base talent represents their ability to “grow” an elemental from their own body. The Destruction and Nature spheres’ appropriate blast types and geomancy packages can be customized based on their favored element, and the Weather sphere is quite appropriate for those attuned to air and water elementals. [I]Exorcist of the Silver Flame:[/I] These holy people specialize in warding off supernatural evil. Primarily spellcasters, they typically casting traditions in line with divine origins. In regards to the original prestige class, the Enhancement sphere’s Deadly Weapon and Enhanced Equipment talents do a good job at representing their chosen weapon. Detect Thoughts is replicated via the Mind sphere’s Read Mind talent, while their more traditional exorcism abilities can be replicated via Fate’s Exorcise talent. The Fate sphere’s Hallow talent and the Protection sphere’s various talents can represent diverse means of warding away otherworldly influence. The Turn Undead feature of the Incanter’s Priest subclass is also a good choice. [I]Gatekeeper Druids:[/I] Defenders of the mortal world against the maddening incursions of Xoriat, the Gatekeepers are a druidic order specializing in anti-aberration measures. They can be built like typical druids (Druidic casting tradition, Alteration, Nature, and Weather spheres, etc) although they tend to invest a few talents into the Fate and Protection spheres. The Fate sphere’s Hallow consecration and Protection’s Spell Ward are nigh-essential, while Protection’s Inner Peace, Mind’s Mind Shield, and Warp’s Plane Manipulator are other popular talents. [I]Pantheon Worshiper:[/I] In Eberron, clerics can pledge allegiance to the gods of an entire pantheon rather than just a singular entity. To replicate such religious diversity, class features which allow a character to swap magical talents are ideal. The Incanter’s Arcanist and the Prodigy’s Savant’s Calling subclasses allow for this, as does the Soul Weaver’s Channel Spirit class feature. [I]Planar Shephard:[/I] Renowned as one of the most overpowered druid prestige classes in 3rd Edition, the spherecasting version isn’t as gamebreaking. The Protection sphere’s Adaption advanced talent is good at replicating their versatile planar immunities, and the Universal sphere’s Mass metasphere talent can grant this to allies. The Divination sphere’s Detect Portal talent allows them to sense manifest zones and extraplanar phenomena, while the Warp sphere’s Planeshift advanced talent is self-evident. [I]Spellcarved Soldier:[/I] Naturally, such warforged are invariably gishes of some sort. The Rune of Extension can be emulated via the Universal Sphere’s Extend metasphere talent, while Rune of Resistance can be replicated by the Mind sphere’s Mind Shield and Protection sphere’s Resistance talents. Rune of Warding is closest to the Protection sphere’s Obstruction talent. Rune of Fortification isn’t an easy conversion, as there aren’t any talents (or features in base 5e) which really negate or lessen the effects of critical hits. The Nature sphere’s Resist Elements talent can be augmented as a reaction, and taking Master of Elements twice allows them to apply this to 8 damage types. Rune of the Archmage is another difficult one, although certain casting tradition boons which can increase one’s proficiency bonus for magic sphere effects are appropriate, such as Empowered Abilities and Overcharge. [I]Warforged Juggernaut:[/I] The Brute sphere’s a no brainer for this build, while Berserker has several talents which can enhance their staying power. Alternative Maneuvers allows one to perform brutal shoves as part of an overrun attempt, while Follow-Through and Hammer grant nice ways of dealing more damage. The Berserker sphere’s Juggernaut talent is obviously appropriate, and Berserk and Deathless represents the difficulty in outright killing the warforged. The Athletics sphere’s Rapid Motion and Swift Movement help enhance their mobility. Warforged don’t typically come from inherited wealth. As the only Spheres of Might talent which grants two ranks in the Armor Training talent is affiliated with the Noble Background, this new martial tradition is appropriate for this archetype. This martial tradition can be taken by a character with the soldier background. [U][B]New Martial Tradition: Warforged Juggernaut[/B][/U] Designed by the best architects of House Cannith, every inch of the warforged juggernaut’s body is maximized in dealing out and taking punishment on the fields of battle. [B]Key Ability Modifier:[/B] Wisdom [B]Bonus Talents: Equipment:[/B] Armor Training x2, Bruiser Training [B]Brute Sphere Starting Equipment:[/B] (a) a warhammer and a shield or (b) a maul (a) leather armor, (b) scale mail, or (c) chain mail A light crossbow and 20 bolts An explorer’s pack [I]Weretouched Master:[/I] The Alteration sphere combined with a gish-type class or subclass does a good job at being faithful to the original prestige class. For genotype talents, Animalistic and Anthropomorphic represent most of the common shifter options, while the physical enhancements that come with such shapechanging are best replicated by the Enhancement sphere’s various talents. Enhance Size, Physical Enhancement, Speed Control, and Enhance Equipment applied to natural weapons are highly appropriate. Paradoxically, the dragon genotype’s granting of Frightful Presence is the best means of replicating Frightful Shifting. That, or the Destruction sphere’s Frightful blast type combined with an appropriate ranged blast shape. [/QUOTE]
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