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[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
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<blockquote data-quote="Libertad" data-source="post: 9775099" data-attributes="member: 6750502"><p style="text-align: center"><span style="font-size: 22px"><span style="color: rgb(85, 57, 130)"><strong>Chapter 4: New Player Options</strong></span></span></p><p></p><p>Following are various new options created for play in this timeline. The new subclasses are 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. I would like to note that several of this chapter's content were inspired from the earlier 3rd Edition Dragonlance Campaign Setting and Towers of High Sorcery sourcebooks, specifically the Spellbroker, the Charm of Animal Transformation, and Bilim's Bifrost Bridge. Due to the differences between rulesets, I had to take some creative liberties.</p><p></p><p>For those looking for more comprehensive outlines for races, spells, equipment, and the like, I recommend checking out <strong><a href="https://www.dmsguild.com/en/product/418974/tasslehoff-s-pouches-of-everything-revised-champions-of-krynn-chapter-1" target="_blank">Tasslehoff's Pouches of Everything Revised</a></strong> and the <a href="https://www.dmsguild.com/en/product/418974/tasslehoff-s-pouches-of-everything-revised-champions-of-krynn-chapter-1" target="_blank"><strong>Dragonlance Companion.</strong></a> I am aware that the Artificer will be getting an eventual upgrade for the 2024 ruleset, so I may revisit this thread in 2 months time once Forge of the Artificer comes out.</p><p></p><p><img src="https://i.imgur.com/0SWWtga.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 293px" /></p><p></p><p><a href="https://www.deviantart.com/nibelwolf/art/Mystery-Merchant-477585041" target="_blank">Mystery Merchant by nibelwolf</a></p><p></p><p><strong>Artificer Spellbroker Specialist</strong></p><p></p><p><em>Avail yourself of the Magocracy's market forces.</em></p><p></p><p>In a world where the arcane is power and money talks, magic items are the ultimate status symbol. They can make ghosts bleed, turn a desert into an oasis, and a precious few even let you wield the power of the gods. Not only do you craft such works, you trade for and procure them during your travels, keeping a finger on the pulse of Ansalon's magic item trade.</p><p></p><p><strong>Level 3: Tool Proficiency</strong></p><p></p><p>You gain proficiency with two languages of your choice and calligrapher's supplies. If you already have proficiency in calligrapher's supplies you gain proficiency with one other type of artisan's tools of your choice.</p><p></p><p><strong>Level 3: Spellbroker Spells</strong></p><p></p><p>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellbroker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</p><p></p><table style='width: 100%'><tr><td style='width: 50.0000%'>Artificer Level</td><td style='width: 50.0000%'>Spells</td></tr><tr><td style='width: 50.0000%'>3</td><td style='width: 50.0000%'>Comprehend Languages, Tenser's Floating Disk</td></tr><tr><td style='width: 50.0000%'>5</td><td style='width: 50.0000%'>Conjured Barrage, Locate Object</td></tr><tr><td style='width: 50.0000%'>9</td><td style='width: 50.0000%'>Sending, Tongues</td></tr><tr><td style='width: 50.0000%'>13</td><td style='width: 50.0000%'>Locate Creature, Summon Construct</td></tr><tr><td style='width: 50.0000%'>17</td><td style='width: 50.0000%'>Conjured Volley, Steel Wind Strike</td></tr></table><p></p><p><strong>Level 3: Came Prepared</strong></p><p></p><p>Whether you're in a bustling metropolis, on the road, or in the dark depths of a dungeon, you always seem to have the right tools for the occasion. As a Magic action, you can conjure spell scrolls or nonmagical handheld items from a backpack, sack, or similar container on your person. You can conjure a number of items this way equal to your Proficiency Bonus with a total cost of 100 gold pieces times your Artificer level. Once you use this ability, you cannot use it again until you finish a Long Rest. If you sell an item gained using this feature, you cannot use this ability again until you spend an equivalent amount of gold pieces in various "traveling supplies" to replace the sold items. Spell scrolls attained this way cannot be copied into spellbooks.</p><p></p><p><strong>Level 3: Versatile Artisan</strong></p><p></p><p>You learn the Replicate Magic Item Artificer Infusion for free. Whenever you gain a level, you can replace the magic item gained from this Infusion with another one of your choice, provided you meet the prerequisites.</p><p></p><p><strong>Level 5: Secondhand Relics</strong></p><p></p><p>You collect various knick-knacks and used goods on your travels, some of which may just so happen to be useful for specific circumstances. Relics are objects that can be used with the Utilize action by you or a friendly creature. A total number of Relics can be used equal to your Intelligence modifier, and you regain all uses at the end of a Long Rest. Choose from the following when you or a friendly creature uses a Relic:</p><p></p><ul> <li data-xf-list-type="ul">Add 1d8 force damage to the user's next weapon damage roll. If the user does not damage any creature or object in such a way after 1 minute, this effect ends.</li> <li data-xf-list-type="ul">Add your Proficiency Bonus to the user's next Acrobatics, Athletics, or tool check.</li> <li data-xf-list-type="ul">Erect an adjacent 10-foot-wide by 10-foot-high barrier until the end of the user's next turn. The barrier has an AC equal to 8 + your Proficiency Bonus, 5 hit points per Artificer level, and is immune to Poison and Psychic damage.</li> <li data-xf-list-type="ul">Shoot a grappling hook to a solid surface capable of supporting the user's weight within 60 feet. The user then travels to the square the hook struck or until their passage is blocked by an intervening barrier (such as shooting through metal bars), avoiding opportunity attacks.</li> </ul><p></p><p><strong>Level 9: Eldritch Polymath</strong></p><p></p><p>You can attune up to 4 items, can use spell scrolls even if the scroll isn't on your spell list, and use your spell save DC and spell attack bonus for scrolls if the modifiers are greater.</p><p></p><p><strong>Level 15: Magocratic Oligarch</strong></p><p></p><p>Your financial acumen and social connections open doors to the most exclusive places in the world…and help bar undesirables from these same places. You can cast the Teleportation Circle and Guards and Wards spells once each without expending a spell slot and without material components. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</p><p></p><p>You also know every sigil sequence for teleportation circles in public areas on the Material Plane, plus three sigil sequences in private or restricted areas that are not owned by a hostile party. Talk with your Dungeon Master about appropriate places.</p><p></p><p><img src="https://i.imgur.com/Mp77TU7.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 518px" /></p><p></p><p><a href="https://www.artstation.com/artwork/1nvyAK" target="_blank">Psychic by Action Z</a></p><p></p><p><strong>Warlock Pact of the Great Wyrm</strong></p><p></p><p><em>Draw upon the forgotten magic of dragonkind</em></p><p></p><p>Having received a special gem from a great wyrm, you can channel the dragon's primal magic through it as a conduit, granting you access to a unique form of arcane power unseen by mortals since the Age of Dreams! Gold dragons are the most common type of patron due to their ability to enchant lucky gems, but other kinds of dragons can master this ability as well.</p><p></p><p>Choose the species of your Great Wyrm patron from the following list: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. This determines certain elements of your subclass features, including associated damage types: acid (black/copper), cold (silver/white), fire (brass/gold/red), lightning (blue/bronze), or poison (green).</p><p></p><p><strong>Level 3: Warlock Spells</strong></p><p></p><p>The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Wyrm Spells table, you thereafter always have the listed spells prepared.</p><p></p><table style='width: 100%'><tr><td style='width: 50.0000%'>Warlock Level</td><td style='width: 50.0000%'>Spells</td></tr><tr><td style='width: 50.0000%'>3</td><td style='width: 50.0000%'>Absorb Elements (Xanathar's), Alarm, Dragon's Breath, Enhance Ability</td></tr><tr><td style='width: 50.0000%'>5</td><td style='width: 50.0000%'>Fireball (Fizban's, Brass/Gold/Red Only), Fear (Black Only), Glyph of Warding, Lightning Bolt (Blue/Bronze Only), Major Image (Copper Only), Sleet Storm (Silver/White Only), Stinking Cloud (Green Only)</td></tr><tr><td style='width: 50.0000%'>7</td><td style='width: 50.0000%'>Arcane Eye, Blight (Green Only), Ice Storm (White/Silver only), Storm Sphere (Blue/Bronze Only), Vitriolic Sphere (Black/Copper only), Wall of Fire (Brass/Gold/Red Only)</td></tr><tr><td style='width: 50.0000%'>9</td><td style='width: 50.0000%'>Summon Dragon, Yolande's Regal Presence</td></tr></table><p></p><p><strong>Level 3: Gem Magic</strong></p><p></p><p>You can channel your draconic patron's power through a gem they bequeathed to you. The gem can be used as an arcane focus for your spells. As a Bonus Action, you can draw magical energy from the gem, gaining the following traits for 1 minute:</p><ul> <li data-xf-list-type="ul">You add +1 to your Armor Class.</li> <li data-xf-list-type="ul">You have advantage on all Charisma (Intimidation) checks.</li> <li data-xf-list-type="ul">You have resistance to the associated damage type of your patron's clan.</li> <li data-xf-list-type="ul">You have Blindsight to a range of 20 feet.</li> </ul><p></p><p>Once you use this feature, you can't use it again until you finish a Long Rest. If you ever lose this gem, you can create a new one over the course of a Short Rest.</p><p></p><p><strong>Level 6: Channel Breath</strong></p><p></p><p>You can emulate the power of your patron's breath weapon as a Magic action. It takes the form of a 30 foot cone or 60 foot line (your choice), dealing 8d6 damage on a failed Dexterity save, or half damage on a successful save. The damage increases to 12d6 at 12th level and 16d6 at 18th level. Its associated damage type is based on your patron's draconic clan.</p><p></p><p>Once you use this feature, you can't use it again until you finish a Long Rest.</p><p></p><p><strong>Level 10: Draconic Investments</strong></p><p></p><p>Your connection to your draconic patron grows even stronger. You gain resistance to the damage type associated with your patron's clan, and when you use Gem Magic you gain immunity to that damage type for the duration.</p><p></p><p>Additionally, whenever you deal damage to a hostile creature within 120 feet, you can spend a Reaction to unleash a frightening presence. All hostile creatures within 30 feet must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. Once you use this feature, you can't use it again until you finish a Short or Long Rest.</p><p></p><p><strong>Level 14: Power of the Great Wyrm</strong></p><p></p><p>You can tap into the raw might of your draconic patron, taking on their physical changes to make you a match for even the mightiest warriors.</p><p></p><p>You can cast Tenser's Transformation as a Magic action without the need for material components. You also grow a pair of claws, sharp teeth, and tail that can be used as natural weapons with the finesse and reach properties, dealing your choice of 1d6 bludgeoning, piercing, or slashing damage. While you aren't wearing armor or a shield during the duration of the spell, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers unless it would already be higher.</p><p></p><p>Once you use this feature, you can't use it again until you finish a Long Rest.</p><p></p><p><img src="https://i.imgur.com/HrnbHTb.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 338px" /></p><p></p><p><a href="https://x.com/JuneJenssen/status/1252034668033191936" target="_blank">Storm Wizard Zapnar by JuneArt</a></p><p></p><p><strong>Wizard School of Skyshaping</strong></p><p></p><p><em>Bend the weather itself to your whims</em></p><p></p><p>Following in the examples of the Storm Barons, you channel the fundamental forces of weather to reshape the battlefield to your whims.</p><p></p><p><strong>Level 3: Sudden Updraft</strong></p><p></p><p>As a Bonus Action you can grant yourself, as well as any friendly creatures of your choice within 10 feet, a 30 foot increase to speed until the start of your next turn. If you or an affected creature has a Burrowing, Flying, or Swimming speed, this increase applies to them as well. You can use Sudden Updraft a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.</p><p></p><p><strong>Level 3: Skyshaping Spells</strong></p><p></p><p>When you reach certain levels in this class, you can add the spells in the Skyshaping Spells table to your spellbook for free.</p><p></p><table style='width: 100%'><tr><td style='width: 50.0000%'>Wizard Level</td><td style='width: 50.0000%'>Spells</td></tr><tr><td style='width: 50.0000%'>3</td><td style='width: 50.0000%'>Gust of Wind, Warding Wind (Xanathar's)</td></tr><tr><td style='width: 50.0000%'>5</td><td style='width: 50.0000%'>Call Lightning, Sleet Storm</td></tr><tr><td style='width: 50.0000%'>7</td><td style='width: 50.0000%'>Ice Storm, Storm Sphere (Xanathar's)</td></tr><tr><td style='width: 50.0000%'>9</td><td style='width: 50.0000%'>Control Winds (Xanathar's), Jallarzi's Storm of Radiance</td></tr></table><p></p><p><strong>Level 6: Blossoming Terrain</strong></p><p></p><p>You always have the Create or Destroy Water, Plant Growth, and Spike Growth spells prepared. Whenever you cast either of the latter two spells as a Magic action, you can have the conjured plants take the form of airborne spores, changing the area of effect into a number of 10 feet wide, 30 feet tall cylinders equal to your Proficiency Bonus. These cylinders can be placed anywhere within the spell's range. Once you cast either spell this way, you must finish a Long Rest before you can cast the spell in that way again.</p><p></p><p><strong>Level 10: One with the Storm</strong></p><p></p><p>You have resistance to lightning and thunder damage, and you ignore difficult terrain and impairments to visibility that are the result of natural and magical fog, smoke, rain, and other weather effects. In addition, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage with an area of effect, you can add a number of additional 5 foot cubes to the area of effect equal to your Proficiency Bonus. These cubes can be placed anywhere that is adjacent to an already-existing 5 foot cube of the area of effect.</p><p></p><p><strong>Level 14: Surveyor of the Land</strong></p><p></p><p>You have a Fly Speed of 60 feet and can hover.</p><p></p><p style="text-align: center"><strong>New Equipment & Magic Items</strong></p><p></p><p><strong>Charm of Animal Transformation (Uncommon Ring, Requires Attunement):</strong> These items are often crafted by newly-inducted Wizards of High Sorcery after completing their Test.</p><p></p><p>You can use a Magic action to cast Polymorph on yourself, save that you can only take the form of a Beast of Challenge Rating ½ or lower. The ring can't cast this spell again until the next dawn.</p><p></p><p><strong>False Spellbook (Uncommon Wondrous Item, Requires Attunement):</strong> Used by spellcasters who wish to keep the origin of their powers hidden in the Magocracy of Ansalon, a False Spellbook is useful in helping such souls pass themselves off as unconventional wizards.</p><p></p><p>The False Spellbook transfers your known and prepared spells into its pages as magical writings in line with what would appear in a wizard's spellbook. The spells cannot be scribed or copied into another's spellbook, and divination magic lower than 4th level merely registers that the False Spellbook is under powerful abjuration magic. Divination magic of 5th level or higher reveals the False Spellbook's true nature.</p><p></p><p><strong>Pendant of the Polyglot (Rare Wondrous Item, Requires Attunement):</strong> This golden necklace bears a pendant portraying an evershifting image of the word for "speak" in various languages. It is commonly used by mages traveling to other planes of existence and remote corners of the Material Plane, where first contact with civilizations that can't speak the Common tongue is a common complication.</p><p></p><p>This necklace has 3 charges. While wearing it, you can expend 1 charge to cast Tongues on yourself. The pendant regains 1d3 expended charges daily at dawn.</p><p></p><p style="text-align: center"><strong>New Spells</strong></p><p></p><p><strong>Bilim's Bifrost Bridge</strong></p><p>3rd-level conjuration</p><p>Casting Time: action</p><p>Range: 60 feet</p><p>Components: V, S, M (rectangular piece of quartz)</p><p>Duration: 10 minutes</p><p></p><p>You create a transparent anchored bridge of solid crystal to form between two areas within range to join in the center. The bridge is 15 feet long by 10 feet wide by 4 inches tall, and can join two areas of differing heights as long as the bridge does not climb or descend at an angle of more than 45 degrees. The bridge has an AC equal to your Spell Save DC, 30 Hit Points, is immune to poison and psychic damage and vulnerable to thunder damage. The bridge disappears if reduced to 0 hit points.</p><p></p><p><strong>Using a Higher-Level Spell Slot.</strong> The bridge's length increases by 10 feet for each spell slot level above 2.</p><p></p><p><strong>Spell Lists.</strong> Sorcerer, Warlock, Wizard.</p><p></p><p><strong>Instant Repairs</strong></p><p>1st-level transmutation</p><p>Casting Time: action</p><p>Range: 60 feet</p><p>Components: V, S, M (hammer)</p><p>Duration: Instantaneous</p><p></p><p>This spell heals 3d8 damage to an object within range. This cannot restore a destroyed object (0 hit points) to an intact state.</p><p></p><p><strong>Using a Higher-Level Spell Slot.</strong> The healing increases by 3d8 for each spell slot level above 1.</p><p></p><p><strong>Spell Lists.</strong> Artificer, Bard, Sorcerer, Warlock, Wizard.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9775099, member: 6750502"] [CENTER][SIZE=6][COLOR=rgb(85, 57, 130)][B]Chapter 4: New Player Options[/B][/COLOR][/SIZE][/CENTER] Following are various new options created for play in this timeline. The new subclasses are 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. I would like to note that several of this chapter's content were inspired from the earlier 3rd Edition Dragonlance Campaign Setting and Towers of High Sorcery sourcebooks, specifically the Spellbroker, the Charm of Animal Transformation, and Bilim's Bifrost Bridge. Due to the differences between rulesets, I had to take some creative liberties. For those looking for more comprehensive outlines for races, spells, equipment, and the like, I recommend checking out [B][URL='https://www.dmsguild.com/en/product/418974/tasslehoff-s-pouches-of-everything-revised-champions-of-krynn-chapter-1']Tasslehoff's Pouches of Everything Revised[/URL][/B] and the [URL='https://www.dmsguild.com/en/product/418974/tasslehoff-s-pouches-of-everything-revised-champions-of-krynn-chapter-1'][B]Dragonlance Companion.[/B][/URL] I am aware that the Artificer will be getting an eventual upgrade for the 2024 ruleset, so I may revisit this thread in 2 months time once Forge of the Artificer comes out. [IMG width="293px"]https://i.imgur.com/0SWWtga.jpeg[/IMG] [URL='https://www.deviantart.com/nibelwolf/art/Mystery-Merchant-477585041']Mystery Merchant by nibelwolf[/URL] [B]Artificer Spellbroker Specialist[/B] [I]Avail yourself of the Magocracy's market forces.[/I] In a world where the arcane is power and money talks, magic items are the ultimate status symbol. They can make ghosts bleed, turn a desert into an oasis, and a precious few even let you wield the power of the gods. Not only do you craft such works, you trade for and procure them during your travels, keeping a finger on the pulse of Ansalon's magic item trade. [B]Level 3: Tool Proficiency[/B] You gain proficiency with two languages of your choice and calligrapher's supplies. If you already have proficiency in calligrapher's supplies you gain proficiency with one other type of artisan's tools of your choice. [B]Level 3: Spellbroker Spells[/B] Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellbroker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. [TABLE width="100%"] [TR] [td width="50.0000%"]Artificer Level[/td][td width="50.0000%"]Spells[/td] [/TR] [TR] [td width="50.0000%"]3[/td][td width="50.0000%"]Comprehend Languages, Tenser's Floating Disk[/td] [/TR] [TR] [td width="50.0000%"]5[/td][td width="50.0000%"]Conjured Barrage, Locate Object[/td] [/TR] [TR] [td width="50.0000%"]9[/td][td width="50.0000%"]Sending, Tongues[/td] [/TR] [TR] [td width="50.0000%"]13[/td][td width="50.0000%"]Locate Creature, Summon Construct[/td] [/TR] [TR] [td width="50.0000%"]17[/td][td width="50.0000%"]Conjured Volley, Steel Wind Strike[/td] [/TR] [/TABLE] [B]Level 3: Came Prepared[/B] Whether you're in a bustling metropolis, on the road, or in the dark depths of a dungeon, you always seem to have the right tools for the occasion. As a Magic action, you can conjure spell scrolls or nonmagical handheld items from a backpack, sack, or similar container on your person. You can conjure a number of items this way equal to your Proficiency Bonus with a total cost of 100 gold pieces times your Artificer level. Once you use this ability, you cannot use it again until you finish a Long Rest. If you sell an item gained using this feature, you cannot use this ability again until you spend an equivalent amount of gold pieces in various "traveling supplies" to replace the sold items. Spell scrolls attained this way cannot be copied into spellbooks. [B]Level 3: Versatile Artisan[/B] You learn the Replicate Magic Item Artificer Infusion for free. Whenever you gain a level, you can replace the magic item gained from this Infusion with another one of your choice, provided you meet the prerequisites. [B]Level 5: Secondhand Relics[/B] You collect various knick-knacks and used goods on your travels, some of which may just so happen to be useful for specific circumstances. Relics are objects that can be used with the Utilize action by you or a friendly creature. A total number of Relics can be used equal to your Intelligence modifier, and you regain all uses at the end of a Long Rest. Choose from the following when you or a friendly creature uses a Relic: [LIST] [*]Add 1d8 force damage to the user's next weapon damage roll. If the user does not damage any creature or object in such a way after 1 minute, this effect ends. [*]Add your Proficiency Bonus to the user's next Acrobatics, Athletics, or tool check. [*]Erect an adjacent 10-foot-wide by 10-foot-high barrier until the end of the user's next turn. The barrier has an AC equal to 8 + your Proficiency Bonus, 5 hit points per Artificer level, and is immune to Poison and Psychic damage. [*]Shoot a grappling hook to a solid surface capable of supporting the user's weight within 60 feet. The user then travels to the square the hook struck or until their passage is blocked by an intervening barrier (such as shooting through metal bars), avoiding opportunity attacks. [/LIST] [B]Level 9: Eldritch Polymath[/B] You can attune up to 4 items, can use spell scrolls even if the scroll isn't on your spell list, and use your spell save DC and spell attack bonus for scrolls if the modifiers are greater. [B]Level 15: Magocratic Oligarch[/B] Your financial acumen and social connections open doors to the most exclusive places in the world…and help bar undesirables from these same places. You can cast the Teleportation Circle and Guards and Wards spells once each without expending a spell slot and without material components. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest. You also know every sigil sequence for teleportation circles in public areas on the Material Plane, plus three sigil sequences in private or restricted areas that are not owned by a hostile party. Talk with your Dungeon Master about appropriate places. [IMG width="518px"]https://i.imgur.com/Mp77TU7.jpeg[/IMG] [URL='https://www.artstation.com/artwork/1nvyAK']Psychic by Action Z[/URL] [B]Warlock Pact of the Great Wyrm[/B] [I]Draw upon the forgotten magic of dragonkind[/I] Having received a special gem from a great wyrm, you can channel the dragon's primal magic through it as a conduit, granting you access to a unique form of arcane power unseen by mortals since the Age of Dreams! Gold dragons are the most common type of patron due to their ability to enchant lucky gems, but other kinds of dragons can master this ability as well. Choose the species of your Great Wyrm patron from the following list: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. This determines certain elements of your subclass features, including associated damage types: acid (black/copper), cold (silver/white), fire (brass/gold/red), lightning (blue/bronze), or poison (green). [B]Level 3: Warlock Spells[/B] The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Wyrm Spells table, you thereafter always have the listed spells prepared. [TABLE width="100%"] [TR] [td width="50.0000%"]Warlock Level[/td][td width="50.0000%"]Spells[/td] [/TR] [TR] [td width="50.0000%"]3[/td][td width="50.0000%"]Absorb Elements (Xanathar's), Alarm, Dragon's Breath, Enhance Ability[/td] [/TR] [TR] [td width="50.0000%"]5[/td][td width="50.0000%"]Fireball (Fizban's, Brass/Gold/Red Only), Fear (Black Only), Glyph of Warding, Lightning Bolt (Blue/Bronze Only), Major Image (Copper Only), Sleet Storm (Silver/White Only), Stinking Cloud (Green Only)[/td] [/TR] [TR] [td width="50.0000%"]7[/td][td width="50.0000%"]Arcane Eye, Blight (Green Only), Ice Storm (White/Silver only), Storm Sphere (Blue/Bronze Only), Vitriolic Sphere (Black/Copper only), Wall of Fire (Brass/Gold/Red Only)[/td] [/TR] [TR] [td width="50.0000%"]9[/td][td width="50.0000%"]Summon Dragon, Yolande's Regal Presence[/td] [/TR] [/TABLE] [B]Level 3: Gem Magic[/B] You can channel your draconic patron's power through a gem they bequeathed to you. The gem can be used as an arcane focus for your spells. As a Bonus Action, you can draw magical energy from the gem, gaining the following traits for 1 minute: [LIST] [*]You add +1 to your Armor Class. [*]You have advantage on all Charisma (Intimidation) checks. [*]You have resistance to the associated damage type of your patron's clan. [*]You have Blindsight to a range of 20 feet. [/LIST] Once you use this feature, you can't use it again until you finish a Long Rest. If you ever lose this gem, you can create a new one over the course of a Short Rest. [B]Level 6: Channel Breath[/B] You can emulate the power of your patron's breath weapon as a Magic action. It takes the form of a 30 foot cone or 60 foot line (your choice), dealing 8d6 damage on a failed Dexterity save, or half damage on a successful save. The damage increases to 12d6 at 12th level and 16d6 at 18th level. Its associated damage type is based on your patron's draconic clan. Once you use this feature, you can't use it again until you finish a Long Rest. [B]Level 10: Draconic Investments[/B] Your connection to your draconic patron grows even stronger. You gain resistance to the damage type associated with your patron's clan, and when you use Gem Magic you gain immunity to that damage type for the duration. Additionally, whenever you deal damage to a hostile creature within 120 feet, you can spend a Reaction to unleash a frightening presence. All hostile creatures within 30 feet must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. Once you use this feature, you can't use it again until you finish a Short or Long Rest. [B]Level 14: Power of the Great Wyrm[/B] You can tap into the raw might of your draconic patron, taking on their physical changes to make you a match for even the mightiest warriors. You can cast Tenser's Transformation as a Magic action without the need for material components. You also grow a pair of claws, sharp teeth, and tail that can be used as natural weapons with the finesse and reach properties, dealing your choice of 1d6 bludgeoning, piercing, or slashing damage. While you aren't wearing armor or a shield during the duration of the spell, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers unless it would already be higher. Once you use this feature, you can't use it again until you finish a Long Rest. [IMG width="338px"]https://i.imgur.com/HrnbHTb.jpeg[/IMG] [URL='https://x.com/JuneJenssen/status/1252034668033191936']Storm Wizard Zapnar by JuneArt[/URL] [B]Wizard School of Skyshaping[/B] [I]Bend the weather itself to your whims[/I] Following in the examples of the Storm Barons, you channel the fundamental forces of weather to reshape the battlefield to your whims. [B]Level 3: Sudden Updraft[/B] As a Bonus Action you can grant yourself, as well as any friendly creatures of your choice within 10 feet, a 30 foot increase to speed until the start of your next turn. If you or an affected creature has a Burrowing, Flying, or Swimming speed, this increase applies to them as well. You can use Sudden Updraft a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. [B]Level 3: Skyshaping Spells[/B] When you reach certain levels in this class, you can add the spells in the Skyshaping Spells table to your spellbook for free. [TABLE width="100%"] [TR] [td width="50.0000%"]Wizard Level[/td][td width="50.0000%"]Spells[/td] [/TR] [TR] [td width="50.0000%"]3[/td][td width="50.0000%"]Gust of Wind, Warding Wind (Xanathar's)[/td] [/TR] [TR] [td width="50.0000%"]5[/td][td width="50.0000%"]Call Lightning, Sleet Storm[/td] [/TR] [TR] [td width="50.0000%"]7[/td][td width="50.0000%"]Ice Storm, Storm Sphere (Xanathar's)[/td] [/TR] [TR] [td width="50.0000%"]9[/td][td width="50.0000%"]Control Winds (Xanathar's), Jallarzi's Storm of Radiance[/td] [/TR] [/TABLE] [B]Level 6: Blossoming Terrain[/B] You always have the Create or Destroy Water, Plant Growth, and Spike Growth spells prepared. Whenever you cast either of the latter two spells as a Magic action, you can have the conjured plants take the form of airborne spores, changing the area of effect into a number of 10 feet wide, 30 feet tall cylinders equal to your Proficiency Bonus. These cylinders can be placed anywhere within the spell's range. Once you cast either spell this way, you must finish a Long Rest before you can cast the spell in that way again. [B]Level 10: One with the Storm[/B] You have resistance to lightning and thunder damage, and you ignore difficult terrain and impairments to visibility that are the result of natural and magical fog, smoke, rain, and other weather effects. In addition, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage with an area of effect, you can add a number of additional 5 foot cubes to the area of effect equal to your Proficiency Bonus. These cubes can be placed anywhere that is adjacent to an already-existing 5 foot cube of the area of effect. [B]Level 14: Surveyor of the Land[/B] You have a Fly Speed of 60 feet and can hover. [CENTER][B]New Equipment & Magic Items[/B][/CENTER] [B]Charm of Animal Transformation (Uncommon Ring, Requires Attunement):[/B] These items are often crafted by newly-inducted Wizards of High Sorcery after completing their Test. You can use a Magic action to cast Polymorph on yourself, save that you can only take the form of a Beast of Challenge Rating ½ or lower. The ring can't cast this spell again until the next dawn. [B]False Spellbook (Uncommon Wondrous Item, Requires Attunement):[/B] Used by spellcasters who wish to keep the origin of their powers hidden in the Magocracy of Ansalon, a False Spellbook is useful in helping such souls pass themselves off as unconventional wizards. The False Spellbook transfers your known and prepared spells into its pages as magical writings in line with what would appear in a wizard's spellbook. The spells cannot be scribed or copied into another's spellbook, and divination magic lower than 4th level merely registers that the False Spellbook is under powerful abjuration magic. Divination magic of 5th level or higher reveals the False Spellbook's true nature. [B]Pendant of the Polyglot (Rare Wondrous Item, Requires Attunement):[/B] This golden necklace bears a pendant portraying an evershifting image of the word for "speak" in various languages. It is commonly used by mages traveling to other planes of existence and remote corners of the Material Plane, where first contact with civilizations that can't speak the Common tongue is a common complication. This necklace has 3 charges. While wearing it, you can expend 1 charge to cast Tongues on yourself. The pendant regains 1d3 expended charges daily at dawn. [CENTER][B]New Spells[/B][/CENTER] [B]Bilim's Bifrost Bridge[/B] 3rd-level conjuration Casting Time: action Range: 60 feet Components: V, S, M (rectangular piece of quartz) Duration: 10 minutes You create a transparent anchored bridge of solid crystal to form between two areas within range to join in the center. The bridge is 15 feet long by 10 feet wide by 4 inches tall, and can join two areas of differing heights as long as the bridge does not climb or descend at an angle of more than 45 degrees. The bridge has an AC equal to your Spell Save DC, 30 Hit Points, is immune to poison and psychic damage and vulnerable to thunder damage. The bridge disappears if reduced to 0 hit points. [B]Using a Higher-Level Spell Slot.[/B] The bridge's length increases by 10 feet for each spell slot level above 2. [B]Spell Lists.[/B] Sorcerer, Warlock, Wizard. [B]Instant Repairs[/B] 1st-level transmutation Casting Time: action Range: 60 feet Components: V, S, M (hammer) Duration: Instantaneous This spell heals 3d8 damage to an object within range. This cannot restore a destroyed object (0 hit points) to an intact state. [B]Using a Higher-Level Spell Slot.[/B] The healing increases by 3d8 for each spell slot level above 1. [B]Spell Lists.[/B] Artificer, Bard, Sorcerer, Warlock, Wizard. [/QUOTE]
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[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
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