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[Dragonlance Homebrew] Alternate Timeline: Hourglass in the Sky
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<blockquote data-quote="Libertad" data-source="post: 9762122" data-attributes="member: 6750502"><p style="text-align: center"><span style="color: rgb(85, 57, 130)"><span style="font-size: 22px"><strong>Chapter 5: New Player Options</strong></span></span></p><p></p><p>Following are three new subclasses designed for play for this timeline, designed in mind for the 2024 rules of 5th Edition Dungeons & Dragons and using <a href="https://www.drivethrurpg.com/en/product/498081/subclasses-revivified" target="_blank"><strong>Subclasses Revivified</strong></a> for balance comparison and inspiration. They can work for other settings and timelines with minimal effort.</p><p></p><p>This chapter is rather brief in comparison to the prior ones. As Hourglass in the Sky timeline is more or less the same as the default setting’s barring the final two years, most existing rules from Dragonlance: Shadow of the Dragon Queen should work for it. For those looking for more comprehensive outlines for races, spells, equipment, and the like, I recommend checking out <a href="https://www.dmsguild.com/product/418974/Tasslehoffs-Pouches-of-Everything-Revised-Champions-of-Krynn-Chapter-1" target="_blank"><strong>Tasslehoff’s Pouches of Everything Revised</strong></a> and the <a href="https://www.dmsguild.com/product/416867/Dragonlance-Companion" target="_blank"><strong>Dragonlance Companion.</strong></a></p><p></p><p><img src="https://i.imgur.com/8wwvDTr.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 444px" /></p><p></p><p><em>Image taken from the Godbound RPG, by Sine Nomine Publishing.</em></p><p></p><p><strong>Paladin Oath of the Fallen</strong></p><p></p><p><em>Fight for the ideals of your dead god</em></p><p></p><p>You are a holy warrior in service to a destroyed divinity. You wield your patron deity's divine power as "echoes," cosmic lingering effects of their mark upon the world. While their alignment and values are as diverse as the gods they served, these paladins share the following tenets:</p><p></p><p>Adhere to the dogma of your fallen patron.</p><p>Preserve the world's existence from oblivion.</p><p>Ensure that the fallen are remembered.</p><p></p><p><strong>Level 3: Oath of the Fallen Spells</strong></p><p></p><p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Fallen Spells table, you thereafter always have the listed spells prepared.</p><p></p><table style='width: 100%'><tr><td style='width: 50.0000%'>Paladin Level</td><td style='width: 50.0000%'>Spells</td></tr><tr><td style='width: 50.0000%'>3</td><td style='width: 50.0000%'>Armor of Agathys, Dissonant Whispers</td></tr><tr><td style='width: 50.0000%'>5</td><td style='width: 50.0000%'>Phantasmal Force, See Invisibility</td></tr><tr><td style='width: 50.0000%'>9</td><td style='width: 50.0000%'>Counterspell, Speak with Dead</td></tr><tr><td style='width: 50.0000%'>13</td><td style='width: 50.0000%'>Divination, Mordenkainen's Faithful Hound</td></tr><tr><td style='width: 50.0000%'>17</td><td style='width: 50.0000%'>Creation, Jallarzi's Storm of Radiance</td></tr></table><p></p><p><strong>Level 3: Renewing Smite</strong></p><p></p><p>Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to allow one creature of your choice within 30 feet to make an additional saving throw to end an ongoing Condition.</p><p></p><p><strong>Level 7: Heedful Aura</strong></p><p></p><p>You and your allies gain +5 to Passive Perception, and you can see any invisible or ethereal creature within 10 feet of you.</p><p></p><p><strong>Level 15: Rescue the Faltering</strong></p><p></p><p>When an allied creature you can see and is within 60 feet is reduced to 0 Hit Points or gains the Incapacitated, Paralyzed, Petrified, Stunned, or Unconscious conditions, you can take a Reaction to teleport them adjacent to you. Once you use this feature, you can't do so again until you finish a Long Rest.</p><p></p><p><strong>Level 20: Divine Imbuement</strong></p><p></p><p>As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).</p><p></p><p><strong>Bane of the Magegod.</strong> Enemies in your aura have Disadvantage on Constitution saving throws.</p><p></p><p><strong>Steps Between Existence.</strong> You can teleport as part of your movement, moving a total number of feet equal to twice your Speed.</p><p></p><p><img src="https://i.imgur.com/d7E6nCa.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 549px" /></p><p></p><p><a href="https://www.artstation.com/artwork/zor1w" target="_blank"><em>Bloodborne Fanart by Kalmahul</em></a></p><p></p><p><strong>Ranger Doomseeker Conclave</strong></p><p></p><p><em>Travel the lands of Ansalon to avert its prophesied disasters</em></p><p></p><p>Having extensively read the Final Volume, you made a vow to prevent the worst from happening. You rely upon hard-learned lessons and supernatural insight to overcome Krynn's insurmountable dangers.</p><p></p><p><strong>Level 3: Dire Visions</strong></p><p></p><p>You analyzed and interpreted the Final Volume keenly enough to avert more personal disasters, granting you the following benefits.</p><p></p><p><strong>Cosmic Understanding.</strong> You are proficient in the Arcana and Religion skills. Whenever you make a D20 Test with such skills, you treat a roll of 9 or lower on the d20 as a 10.</p><p></p><p><strong>Fortuitous Placement.</strong> You reduce damage taken from environmental hazards and Area of Effect attacks by twice your Proficiency Bonus.</p><p></p><p><strong>Redirect Disaster.</strong> When a creature attacks and hits you with a weapon attack or spell attack and you are adjacent to a creature, you can take a Reaction to deal 2d6 damage to that creature, using the same damage type as the original attack. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a Long Rest.</p><p></p><p><strong>Level 3: Crisis Management</strong></p><p></p><p>You know how to act under pressure. You can use the Utilize action to throw an object to a creature within 30 feet, and they can take their Reaction to Utilize the object as normal.</p><p></p><p><strong>Level 3: Doomseeker Spells</strong></p><p></p><p>When you reach a Ranger level specified in the Doomseeker Spells table, you thereafter always have the listed spells prepared.</p><p></p><table style='width: 100%'><tr><td style='width: 50.0000%'>Ranger Level</td><td style='width: 50.0000%'>Spells</td></tr><tr><td style='width: 50.0000%'>3</td><td style='width: 50.0000%'>Feather Fall</td></tr><tr><td style='width: 50.0000%'>5</td><td style='width: 50.0000%'>Find Steed</td></tr><tr><td style='width: 50.0000%'>9</td><td style='width: 50.0000%'>Leomund's Tiny Hut</td></tr><tr><td style='width: 50.0000%'>13</td><td style='width: 50.0000%'>Banishment</td></tr><tr><td style='width: 50.0000%'>17</td><td style='width: 50.0000%'>Passwall</td></tr></table><p></p><p><strong>Level 7: Offensive Predictions</strong></p><p></p><p>Once per turn, whenever you succeed on an attack against the creature marked by your Hunter's Mark, you can make a free Grapple or Shove against that creature, even if the attack isn't made with an Unarmed Strike and you do not have a free hand. You cannot Grapple a creature with a ranged attack.</p><p></p><p><strong>Level 11: Drawn to Death</strong></p><p></p><p>You have Advantage on all Death Saving Throws.</p><p></p><p>In addition, whenever a creature you can see within 30 feet of you drops to 0 hit points, you can take a Reaction to move up to half your Speed towards or away from that creature. This movement doesn't provoke opportunity attacks.</p><p></p><p><strong>Level 15: Harbinger of the End</strong></p><p></p><p>Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on a d20 against creatures under the effects of your Hunter's Mark. Your weapon attacks also ignore any Immunities or Resistances they have.</p><p></p><p><img src="https://i.imgur.com/Ye2dUto.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 390px" /></p><p></p><p><a href="https://www.artstation.com/artwork/V9B3N" target="_blank"><em>The Alchemist by Daeyoon Huh</em></a></p><p></p><p><strong>Preserver Alchemist Roguish Archetype</strong></p><p></p><p><em>Master the hidden elemental arts of reality.</em></p><p></p><p>Through dreamlike communion with Sirrion, druidic bushcraft, or the trade secrets of alchemist's guilds, you learned to draw power from the physical properties of the world around you.</p><p></p><p><strong>Level 3: Natural Philosopher</strong></p><p></p><p>At 3rd level, you are proficient in the Druidic language, as well as the Medicine skill and alchemist's supplies. If you are already proficient in one or both of the latter, you gain proficiency in a bonus skill and/or tool of your choice, respectively. You add double your proficiency bonus whenever you would make an ability check using Wisdom (Medicine) or alchemist's supplies.</p><p></p><p><strong>Level 3: Spellcasting</strong></p><p></p><p>You have learned to cast spells. See chapter 7 of the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.</p><p></p><p><strong>Cantrips.</strong> You know three cantrips: Druidcraft and two other cantrips of your choice from the Preserver Alchemist spell list (see that class's section for its list).</p><p></p><p>Whenever you gain a Rogue level, you can replace one of your cantrips, except Druidcraft, with another cantrip of your choice.</p><p></p><p>When you reach Rogue level 10, you learn another cantrip of your choice.</p><p></p><p><strong>Spell Slots.</strong> The Preserver Alchemist Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.</p><p></p><p><strong>Prepared Spells of Level 1+.</strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Preserver Alchemist spells.</p><p>The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Preserver Alchemist Spellcasting table. Whenever that number increases, choose additional Preserver Alchemist spells until the number of spells on your list matches the number in the Preserver Alchemist Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 13 Rogue, your list of prepared spells can include nine Preserver Alchemist spells of level 1, 2, or 3 in any combination.</p><p><strong>Changing Your Prepared Spells.</strong> Whenever you gain a Rogue level, you can replace one spell on your list with another Preserver Alchemist spell for which you have spell slots.</p><p></p><p><strong>Spellcasting Ability.</strong> Intelligence is your spellcasting ability for your Preserver Alchemist spells.</p><p></p><p><strong>Spellcasting Focus.</strong> You can use alchemist's supplies or Druidic Focus as a Spellcasting Focus for your Preserver Alchemist spells.</p><p></p><table style='width: 100%'><tr><td style='width: 16.6667%'>Rogue Level</td><td style='width: 16.6667%'>Prepared Spells</td><td style='width: 16.6667%'>1</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>4</td></tr><tr><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>5</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>6</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>7</td><td style='width: 16.6667%'>5</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>8</td><td style='width: 16.6667%'>6</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>9</td><td style='width: 16.6667%'>6</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>10</td><td style='width: 16.6667%'>7</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>11</td><td style='width: 16.6667%'>8</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>12</td><td style='width: 16.6667%'>8</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>13</td><td style='width: 16.6667%'>9</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>14</td><td style='width: 16.6667%'>10</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>15</td><td style='width: 16.6667%'>10</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>2</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>16</td><td style='width: 16.6667%'>11</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>17</td><td style='width: 16.6667%'>11</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>18</td><td style='width: 16.6667%'>11</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>-</td></tr><tr><td style='width: 16.6667%'>19</td><td style='width: 16.6667%'>12</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>1</td></tr><tr><td style='width: 16.6667%'>20</td><td style='width: 16.6667%'>13</td><td style='width: 16.6667%'>4</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>3</td><td style='width: 16.6667%'>1</td></tr></table><p></p><p><strong>Preserver Alchemist Spell List</strong></p><p><strong></strong></p><p><strong>Cantrips: </strong>Acid Splash, Elementalism, Fire Bolt, Light, Mending, Poison Spray, Produce Flame, Ray of Frost, Shocking Grasp, Spare the Dying</p><p></p><p><strong>1st Level Spells:</strong> Burning Hands, Chromatic Orb, Color Spray, Create or Destroy Water, Cure Wounds, Detect Poison and Disease, False Life, Fog Cloud, Grease, Purify Food and Drink, Sleep</p><p></p><p><strong>2nd Level Spells:</strong> Alter Self, Barkskin, Continual Flame, Darkvision, Dragon's Breath, Enhance Ability, Enlarge/Reduce, Gentle Repose, Heat Metal, Lesser Restoration, Locate Animals or Plants, Melf's Acid Arrow, Protection from Poison, Scorching Ray, Spider Climb</p><p></p><p><strong>3rd Level Spells:</strong> Animate Dead, Create Food and Water, Daylight, Elemental Weapon, Feign Death, Fireball, Gaseous Form, Haste, Lightning Bolt, Meld Into Stone, Plant Growth, Protection from Energy, Stinking Cloud</p><p></p><p><strong>4th Level Spells:</strong> Blight, Conjure Minor Elementals, Control Water, Fabricate, Fire Shield, Locate Creature, Polymorph, Stone Shape, Stoneskin, Summon Elemental, Vitriolic Sphere</p><p></p><p><strong>Level 3: Volatile Chemistry</strong></p><p></p><p>At the end of a Long Rest, you can craft a number of vials of Acid, Alchemist's Fire, or Oil equal to your Proficiency Bonus in any combination. These items dissolve into useless dust if not used by your next Long Rest, and their temporary nature is apparent to a casual inspection. The damage dice of attacks you make with such items increases by 1 die at 6th level, 2 dice at 11th level, and 3 dice at 18th level.</p><p></p><p><strong>Level 9: Anatomical Assault</strong></p><p></p><p>You gain the following Cunning Strike options:</p><p></p><p><strong>Decaying Attack (Cost: 2d6)</strong> The target must make a Constitution saving throw. On a failed save, it has disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.</p><p></p><p><strong>Lengthening Attack (Cost: 1d6)</strong> You add 20 feet to the reach for a melee weapon attack or double the range of a thrown weapon attack you make with Sneak Attack. This is different than other Cunning Strikes in that you can apply the Sneak Attack cost reduction before determining the result of the success or failure of your attack roll.</p><p></p><p><strong>Level 13: Anatomical Evolutions</strong></p><p></p><p>You are capable of making extreme modifications to your body, granting you the following benefits.</p><p></p><p><strong>Extremophile.</strong> You no longer need to eat, sleep, or breathe. You must still rest for 8 hours in order to gain the benefits of a Long Rest.</p><p></p><p><strong>Malleable Flesh.</strong> You can cast Alter Self at will without the need for Concentration, but you can only use the Change Appearance option when casting the spell in such a way.</p><p></p><p><strong>Sonar.</strong> You have Blindsight with a range of 10 feet and have Immunity to the Blinded condition.</p><p></p><p><strong>Level 17: Elemental Combustion</strong></p><p></p><p>As a Magic action, you can manipulate the microscopic elements around a creature or object to explode in a surge of elemental energy. This is resolved as a ranged spell attack with a 120 foot range that ignores anything less than full cover or concealment, dealing 20d6 acid, cold, fire, poison, or lightning damage (chosen at the time of this attack). Once you use this feature, you can't do so again until you finish a Long Rest.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9762122, member: 6750502"] [CENTER][COLOR=rgb(85, 57, 130)][SIZE=6][B]Chapter 5: New Player Options[/B][/SIZE][/COLOR][/CENTER] Following are three new subclasses designed for play for this timeline, designed in mind for the 2024 rules of 5th Edition Dungeons & Dragons and using [URL='https://www.drivethrurpg.com/en/product/498081/subclasses-revivified'][B]Subclasses Revivified[/B][/URL] for balance comparison and inspiration. They can work for other settings and timelines with minimal effort. This chapter is rather brief in comparison to the prior ones. As Hourglass in the Sky timeline is more or less the same as the default setting’s barring the final two years, most existing rules from Dragonlance: Shadow of the Dragon Queen should work for it. For those looking for more comprehensive outlines for races, spells, equipment, and the like, I recommend checking out [URL='https://www.dmsguild.com/product/418974/Tasslehoffs-Pouches-of-Everything-Revised-Champions-of-Krynn-Chapter-1'][B]Tasslehoff’s Pouches of Everything Revised[/B][/URL] and the [URL='https://www.dmsguild.com/product/416867/Dragonlance-Companion'][B]Dragonlance Companion.[/B][/URL] [IMG width="444px"]https://i.imgur.com/8wwvDTr.png[/IMG] [I]Image taken from the Godbound RPG, by Sine Nomine Publishing.[/I] [B]Paladin Oath of the Fallen[/B] [I]Fight for the ideals of your dead god[/I] You are a holy warrior in service to a destroyed divinity. You wield your patron deity's divine power as "echoes," cosmic lingering effects of their mark upon the world. While their alignment and values are as diverse as the gods they served, these paladins share the following tenets: Adhere to the dogma of your fallen patron. Preserve the world's existence from oblivion. Ensure that the fallen are remembered. [B]Level 3: Oath of the Fallen Spells[/B] The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Fallen Spells table, you thereafter always have the listed spells prepared. [TABLE width="100%"] [TR] [td width="50.0000%"]Paladin Level[/td][td width="50.0000%"]Spells[/td] [/TR] [TR] [td width="50.0000%"]3[/td][td width="50.0000%"]Armor of Agathys, Dissonant Whispers[/td] [/TR] [TR] [td width="50.0000%"]5[/td][td width="50.0000%"]Phantasmal Force, See Invisibility[/td] [/TR] [TR] [td width="50.0000%"]9[/td][td width="50.0000%"]Counterspell, Speak with Dead[/td] [/TR] [TR] [td width="50.0000%"]13[/td][td width="50.0000%"]Divination, Mordenkainen's Faithful Hound[/td] [/TR] [TR] [td width="50.0000%"]17[/td][td width="50.0000%"]Creation, Jallarzi's Storm of Radiance[/td] [/TR] [/TABLE] [B]Level 3: Renewing Smite[/B] Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to allow one creature of your choice within 30 feet to make an additional saving throw to end an ongoing Condition. [B]Level 7: Heedful Aura[/B] You and your allies gain +5 to Passive Perception, and you can see any invisible or ethereal creature within 10 feet of you. [B]Level 15: Rescue the Faltering[/B] When an allied creature you can see and is within 60 feet is reduced to 0 Hit Points or gains the Incapacitated, Paralyzed, Petrified, Stunned, or Unconscious conditions, you can take a Reaction to teleport them adjacent to you. Once you use this feature, you can't do so again until you finish a Long Rest. [B]Level 20: Divine Imbuement[/B] As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). [B]Bane of the Magegod.[/B] Enemies in your aura have Disadvantage on Constitution saving throws. [B]Steps Between Existence.[/B] You can teleport as part of your movement, moving a total number of feet equal to twice your Speed. [IMG width="549px"]https://i.imgur.com/d7E6nCa.jpeg[/IMG] [URL='https://www.artstation.com/artwork/zor1w'][I]Bloodborne Fanart by Kalmahul[/I][/URL] [B]Ranger Doomseeker Conclave[/B] [I]Travel the lands of Ansalon to avert its prophesied disasters[/I] Having extensively read the Final Volume, you made a vow to prevent the worst from happening. You rely upon hard-learned lessons and supernatural insight to overcome Krynn's insurmountable dangers. [B]Level 3: Dire Visions[/B] You analyzed and interpreted the Final Volume keenly enough to avert more personal disasters, granting you the following benefits. [B]Cosmic Understanding.[/B] You are proficient in the Arcana and Religion skills. Whenever you make a D20 Test with such skills, you treat a roll of 9 or lower on the d20 as a 10. [B]Fortuitous Placement.[/B] You reduce damage taken from environmental hazards and Area of Effect attacks by twice your Proficiency Bonus. [B]Redirect Disaster.[/B] When a creature attacks and hits you with a weapon attack or spell attack and you are adjacent to a creature, you can take a Reaction to deal 2d6 damage to that creature, using the same damage type as the original attack. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a Long Rest. [B]Level 3: Crisis Management[/B] You know how to act under pressure. You can use the Utilize action to throw an object to a creature within 30 feet, and they can take their Reaction to Utilize the object as normal. [B]Level 3: Doomseeker Spells[/B] When you reach a Ranger level specified in the Doomseeker Spells table, you thereafter always have the listed spells prepared. [TABLE width="100%"] [TR] [td width="50.0000%"]Ranger Level[/td][td width="50.0000%"]Spells[/td] [/TR] [TR] [td width="50.0000%"]3[/td][td width="50.0000%"]Feather Fall[/td] [/TR] [TR] [td width="50.0000%"]5[/td][td width="50.0000%"]Find Steed[/td] [/TR] [TR] [td width="50.0000%"]9[/td][td width="50.0000%"]Leomund's Tiny Hut[/td] [/TR] [TR] [td width="50.0000%"]13[/td][td width="50.0000%"]Banishment[/td] [/TR] [TR] [td width="50.0000%"]17[/td][td width="50.0000%"]Passwall[/td] [/TR] [/TABLE] [B]Level 7: Offensive Predictions[/B] Once per turn, whenever you succeed on an attack against the creature marked by your Hunter's Mark, you can make a free Grapple or Shove against that creature, even if the attack isn't made with an Unarmed Strike and you do not have a free hand. You cannot Grapple a creature with a ranged attack. [B]Level 11: Drawn to Death[/B] You have Advantage on all Death Saving Throws. In addition, whenever a creature you can see within 30 feet of you drops to 0 hit points, you can take a Reaction to move up to half your Speed towards or away from that creature. This movement doesn't provoke opportunity attacks. [B]Level 15: Harbinger of the End[/B] Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on a d20 against creatures under the effects of your Hunter's Mark. Your weapon attacks also ignore any Immunities or Resistances they have. [IMG width="390px"]https://i.imgur.com/Ye2dUto.jpeg[/IMG] [URL='https://www.artstation.com/artwork/V9B3N'][I]The Alchemist by Daeyoon Huh[/I][/URL] [B]Preserver Alchemist Roguish Archetype[/B] [I]Master the hidden elemental arts of reality.[/I] Through dreamlike communion with Sirrion, druidic bushcraft, or the trade secrets of alchemist's guilds, you learned to draw power from the physical properties of the world around you. [B]Level 3: Natural Philosopher[/B] At 3rd level, you are proficient in the Druidic language, as well as the Medicine skill and alchemist's supplies. If you are already proficient in one or both of the latter, you gain proficiency in a bonus skill and/or tool of your choice, respectively. You add double your proficiency bonus whenever you would make an ability check using Wisdom (Medicine) or alchemist's supplies. [B]Level 3: Spellcasting[/B] You have learned to cast spells. See chapter 7 of the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster. [B]Cantrips.[/B] You know three cantrips: Druidcraft and two other cantrips of your choice from the Preserver Alchemist spell list (see that class's section for its list). Whenever you gain a Rogue level, you can replace one of your cantrips, except Druidcraft, with another cantrip of your choice. When you reach Rogue level 10, you learn another cantrip of your choice. [B]Spell Slots.[/B] The Preserver Alchemist Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest. [B]Prepared Spells of Level 1+.[/B] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Preserver Alchemist spells. The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Preserver Alchemist Spellcasting table. Whenever that number increases, choose additional Preserver Alchemist spells until the number of spells on your list matches the number in the Preserver Alchemist Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 13 Rogue, your list of prepared spells can include nine Preserver Alchemist spells of level 1, 2, or 3 in any combination. [B]Changing Your Prepared Spells.[/B] Whenever you gain a Rogue level, you can replace one spell on your list with another Preserver Alchemist spell for which you have spell slots. [B]Spellcasting Ability.[/B] Intelligence is your spellcasting ability for your Preserver Alchemist spells. [B]Spellcasting Focus.[/B] You can use alchemist's supplies or Druidic Focus as a Spellcasting Focus for your Preserver Alchemist spells. [TABLE width="100%"] [TR] [td width="16.6667%"]Rogue Level[/td][td width="16.6667%"]Prepared Spells[/td][td width="16.6667%"]1[/td][td width="16.6667%"]2[/td][td width="16.6667%"]3[/td][td width="16.6667%"]4[/td] [/TR] [TR] [td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]4[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]5[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]6[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]7[/td][td width="16.6667%"]5[/td][td width="16.6667%"]4[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]8[/td][td width="16.6667%"]6[/td][td width="16.6667%"]4[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]9[/td][td width="16.6667%"]6[/td][td width="16.6667%"]4[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]10[/td][td width="16.6667%"]7[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]11[/td][td width="16.6667%"]8[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]12[/td][td width="16.6667%"]8[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]13[/td][td width="16.6667%"]9[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]14[/td][td width="16.6667%"]10[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]15[/td][td width="16.6667%"]10[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]2[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]16[/td][td width="16.6667%"]11[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]17[/td][td width="16.6667%"]11[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]18[/td][td width="16.6667%"]11[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]-[/td] [/TR] [TR] [td width="16.6667%"]19[/td][td width="16.6667%"]12[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]1[/td] [/TR] [TR] [td width="16.6667%"]20[/td][td width="16.6667%"]13[/td][td width="16.6667%"]4[/td][td width="16.6667%"]3[/td][td width="16.6667%"]3[/td][td width="16.6667%"]1[/td] [/TR] [/TABLE] [B]Preserver Alchemist Spell List Cantrips: [/B]Acid Splash, Elementalism, Fire Bolt, Light, Mending, Poison Spray, Produce Flame, Ray of Frost, Shocking Grasp, Spare the Dying [B]1st Level Spells:[/B] Burning Hands, Chromatic Orb, Color Spray, Create or Destroy Water, Cure Wounds, Detect Poison and Disease, False Life, Fog Cloud, Grease, Purify Food and Drink, Sleep [B]2nd Level Spells:[/B] Alter Self, Barkskin, Continual Flame, Darkvision, Dragon's Breath, Enhance Ability, Enlarge/Reduce, Gentle Repose, Heat Metal, Lesser Restoration, Locate Animals or Plants, Melf's Acid Arrow, Protection from Poison, Scorching Ray, Spider Climb [B]3rd Level Spells:[/B] Animate Dead, Create Food and Water, Daylight, Elemental Weapon, Feign Death, Fireball, Gaseous Form, Haste, Lightning Bolt, Meld Into Stone, Plant Growth, Protection from Energy, Stinking Cloud [B]4th Level Spells:[/B] Blight, Conjure Minor Elementals, Control Water, Fabricate, Fire Shield, Locate Creature, Polymorph, Stone Shape, Stoneskin, Summon Elemental, Vitriolic Sphere [B]Level 3: Volatile Chemistry[/B] At the end of a Long Rest, you can craft a number of vials of Acid, Alchemist's Fire, or Oil equal to your Proficiency Bonus in any combination. These items dissolve into useless dust if not used by your next Long Rest, and their temporary nature is apparent to a casual inspection. The damage dice of attacks you make with such items increases by 1 die at 6th level, 2 dice at 11th level, and 3 dice at 18th level. [B]Level 9: Anatomical Assault[/B] You gain the following Cunning Strike options: [B]Decaying Attack (Cost: 2d6)[/B] The target must make a Constitution saving throw. On a failed save, it has disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn. [B]Lengthening Attack (Cost: 1d6)[/B] You add 20 feet to the reach for a melee weapon attack or double the range of a thrown weapon attack you make with Sneak Attack. This is different than other Cunning Strikes in that you can apply the Sneak Attack cost reduction before determining the result of the success or failure of your attack roll. [B]Level 13: Anatomical Evolutions[/B] You are capable of making extreme modifications to your body, granting you the following benefits. [B]Extremophile.[/B] You no longer need to eat, sleep, or breathe. You must still rest for 8 hours in order to gain the benefits of a Long Rest. [B]Malleable Flesh.[/B] You can cast Alter Self at will without the need for Concentration, but you can only use the Change Appearance option when casting the spell in such a way. [B]Sonar.[/B] You have Blindsight with a range of 10 feet and have Immunity to the Blinded condition. [B]Level 17: Elemental Combustion[/B] As a Magic action, you can manipulate the microscopic elements around a creature or object to explode in a surge of elemental energy. This is resolved as a ranged spell attack with a 120 foot range that ignores anything less than full cover or concealment, dealing 20d6 acid, cold, fire, poison, or lightning damage (chosen at the time of this attack). Once you use this feature, you can't do so again until you finish a Long Rest. [/QUOTE]
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