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Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
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<blockquote data-quote="The Forsaken One" data-source="post: 3107996" data-attributes="member: 799"><p><strong>My dwarven "Juggernaut" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></strong></p><p></p><p>This PrC got designed by the player of the dwarven barbarian in my game who is questing to recapture the former underground realm of his ancestors from an army of fiendish orcs and cambions supported by dark wizards. His party discovered several ancient magical rites and secrets and they formed a powerful house. The player was the first to go through the rite and transform himself into an ancient berserker with the power and control of the eath at his command. Now he spearheads the charge into his enemies, protects his House its holds and oversees new digsites.</p><p></p><p></p><p><strong>House Hulsen Vault Warden</strong></p><p></p><p><em>Hit Die:</em> d12</p><p><em>Requirements:</em> To qualify to become a spellbreaker, a character must fulfill all the following criteria.</p><p><em>Race:</em> Dwarven</p><p><em>Alignment:</em> Any</p><p><em>Skills:</em> ---</p><p><em>Feats:</em> Unarmed Strike, Power Attack</p><p><em>Special:</em> The character must complete a secret ritual and die afterwards in the ruins of an ancient dwarven city or large settlement where a spirit of earth enters the characters body and revives him. The character must make a DC 19 fortitude save upon revival, if the save fails the character loses a character level.</p><p></p><p><em>Class Skills</em></p><p>The class skills for the vault warden (and the key ability for each skill) are Climb (Str), Craft(Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Spot (Wis), Search(Int).</p><p>Skill Points at Each Level: 4 + Int modifier.</p><p></p><p><strong>Table 3-6: The Vault Warden</strong></p><p></p><p>Class Level Base Attack Bonus, Fort Save, Ref Save, Will Save; Special</p><p>1st 1 2 0 0 Stonefury, Earthstrike 1/day, unarmed dmg 1d8, Flesh to stone.</p><p>2nd 2 3 0 0 One-Two-Punch, Bloodless</p><p>3rd 3 3 1 1 Tremorsense 30ft, Knocking blow</p><p>4th 4 4 1 1 Powerfull Charge</p><p>5th 5 4 1 1 Earthstrike 2/day, Forcefull blow</p><p>6th 6 5 2 2 Improved Stonefury, unarmed dmg 1d10</p><p>7th 7 5 2 2 Tremorsense 60ft, Destructive force</p><p>8th 8 6 2 2 Crusher</p><p>9th 9 6 3 3 Arclight punch</p><p>10th 10 7 3 3 Stoner, unarmed dmg 2d10, Earthstrike 3/day</p><p> </p><p><strong>Class Features</strong></p><p>All the following are class features of the Vault Warden class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> You lose all profeciencies in armor or weapons.</p><p></p><p><strong>Stonefury (Su):</strong> While raging, the character grows larger and more massive, his skin hardens into rock and his eyes glow an eery emerald green. The vault warden’s actual size category does not change (nor does his space/reach), but in addition to normal rage benefits and penalties his natural armor bonus increases by 4 as his skin turns to solid rock. In addition, a vault warden’s unarmed attacks deal 1d10 points of damage on a successful hit. Gains a burrow speed equal to half his normal speed.</p><p></p><p><strong>Bloodless (Su):</strong> At second level, a vault warden’s blood turns to sand as the ritual that transformed him takes a further hold over his body. His wounds don’t bleed; he is immune to attacks that cause wounding effects. If reduced to negative hit points he does not go unconscious and he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.</p><p></p><p><strong>One-Two Punch (Ex):</strong> At 2nd level, while making a full round attack with his unarmed attacks, the vault warden may make one extra attack at his highest base attack bonus, but each attack made in that round (the extra one, the normal ones and any AoO he might take) take a -2 penalty. At 7th level the vault warden loses this penalty when taking this extra attack while making a full round attack.</p><p></p><p><strong>Stoner (Su):</strong> The ritual process is finally completed and the vault warden turns into a near unstoppable force of grinding rock. At 10th level the vault warden permanently gains the (earth) subtype. When using stonefury his size increases by one category and his unarmed damage increases to 4d8. In addition he gains the trample ability, his natural armor bonus increases to +8 and he still retains all normal benefits and penalties from his rage.</p><p></p><p><strong>Crusher (Ex):</strong> Starting at 8th level, you deal double unarmed damage plus 1x your strength bonus on a successful grapple check when making a grapple check to deal damage.</p><p>Improved Stonefury (Su): At 6th level while raging, the vault warden’s natural armor bonus increases to +6. His unarmed attacks deal 2d10 points of damage on a succesfull hit and he gains DR 5/- while raging.</p><p></p><p><strong>Tremorsense (Su):</strong> At third level the vault warden gains the tremorsense ability out to a range of 30ft. At seventh level this abilities range increases to 60ft.</p><p></p><p><strong>Arclight punch (Su):</strong> The force of your blow carries on beyond point of contact dealing damage equal to the damage of the impact of your hit in a 15 ft. Line. Larger then medium creatures still just take the damage once per hit.</p><p></p><p><strong>Forcefull slam (Su):</strong> Due to the incredible force behind your blows and magical alterations made to your body by your House its mages, your unarmed damage gains the [force] descriptor.</p><p></p><p><strong>Knocking blow (Ex):</strong> Whenever your make a succesfull critical hit on a target, the target is forced to make a Fortsave DC 10 + half your HD + your strength modifier or be knocked prone.</p><p></p><p><strong>Flesh to stone (Ex):</strong> As the mages from House Hulsen finish their incantations and the ritual completes your skin turns to solid rock and you gain a gain a bonus to your natural armor equal to your constitution modifier.</p><p></p><p><strong>Earthstrike (Su):</strong> Once per day, a vault warden may attempt to earthstrike with one normal melee attack. He adds his constitution bonus (if any) to his attack roll and deals 1 extra point of damage per character level. If the vault warden earthstrikes a creature that is not in contact with the ground, the earthstrike has no effect, but the ability is still used up for that day. At 5th level, and at every five vault warden levels thereafter, the vault warden may use earthstrike one additional time per day.</p><p></p><p><strong>Destructive force (Su):</strong> The vault warden is adept at destroying obstacles and fortifications blocking his way. He deals double damage versus objects.</p><p></p><p><strong>Powerfull charge (Ex):</strong> Recklessly hurling himself at his foes with an astonishing gusto the vault warden learns to put the weight of his body behind a punch as he charges. As a result of this technique he deals double damage on a charge.</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 3107996, member: 799"] [b]My dwarven "Juggernaut" ;)[/b] This PrC got designed by the player of the dwarven barbarian in my game who is questing to recapture the former underground realm of his ancestors from an army of fiendish orcs and cambions supported by dark wizards. His party discovered several ancient magical rites and secrets and they formed a powerful house. The player was the first to go through the rite and transform himself into an ancient berserker with the power and control of the eath at his command. Now he spearheads the charge into his enemies, protects his House its holds and oversees new digsites. [B]House Hulsen Vault Warden[/B] [I]Hit Die:[/I] d12 [I]Requirements:[/I] To qualify to become a spellbreaker, a character must fulfill all the following criteria. [I]Race:[/I] Dwarven [I]Alignment:[/I] Any [I]Skills:[/I] --- [i]Feats:[/I] Unarmed Strike, Power Attack [I]Special:[/I] The character must complete a secret ritual and die afterwards in the ruins of an ancient dwarven city or large settlement where a spirit of earth enters the characters body and revives him. The character must make a DC 19 fortitude save upon revival, if the save fails the character loses a character level. [i]Class Skills[/I] The class skills for the vault warden (and the key ability for each skill) are Climb (Str), Craft(Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Spot (Wis), Search(Int). Skill Points at Each Level: 4 + Int modifier. [b]Table 3-6: The Vault Warden[/B] Class Level Base Attack Bonus, Fort Save, Ref Save, Will Save; Special 1st 1 2 0 0 Stonefury, Earthstrike 1/day, unarmed dmg 1d8, Flesh to stone. 2nd 2 3 0 0 One-Two-Punch, Bloodless 3rd 3 3 1 1 Tremorsense 30ft, Knocking blow 4th 4 4 1 1 Powerfull Charge 5th 5 4 1 1 Earthstrike 2/day, Forcefull blow 6th 6 5 2 2 Improved Stonefury, unarmed dmg 1d10 7th 7 5 2 2 Tremorsense 60ft, Destructive force 8th 8 6 2 2 Crusher 9th 9 6 3 3 Arclight punch 10th 10 7 3 3 Stoner, unarmed dmg 2d10, Earthstrike 3/day [B]Class Features[/B] All the following are class features of the Vault Warden class. [B]Weapon and Armor Proficiency:[/B] You lose all profeciencies in armor or weapons. [B]Stonefury (Su):[/B] While raging, the character grows larger and more massive, his skin hardens into rock and his eyes glow an eery emerald green. The vault warden’s actual size category does not change (nor does his space/reach), but in addition to normal rage benefits and penalties his natural armor bonus increases by 4 as his skin turns to solid rock. In addition, a vault warden’s unarmed attacks deal 1d10 points of damage on a successful hit. Gains a burrow speed equal to half his normal speed. [B]Bloodless (Su):[/B] At second level, a vault warden’s blood turns to sand as the ritual that transformed him takes a further hold over his body. His wounds don’t bleed; he is immune to attacks that cause wounding effects. If reduced to negative hit points he does not go unconscious and he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however. [B]One-Two Punch (Ex):[/B] At 2nd level, while making a full round attack with his unarmed attacks, the vault warden may make one extra attack at his highest base attack bonus, but each attack made in that round (the extra one, the normal ones and any AoO he might take) take a -2 penalty. At 7th level the vault warden loses this penalty when taking this extra attack while making a full round attack. [B]Stoner (Su):[/B] The ritual process is finally completed and the vault warden turns into a near unstoppable force of grinding rock. At 10th level the vault warden permanently gains the (earth) subtype. When using stonefury his size increases by one category and his unarmed damage increases to 4d8. In addition he gains the trample ability, his natural armor bonus increases to +8 and he still retains all normal benefits and penalties from his rage. [B]Crusher (Ex):[/B] Starting at 8th level, you deal double unarmed damage plus 1x your strength bonus on a successful grapple check when making a grapple check to deal damage. Improved Stonefury (Su): At 6th level while raging, the vault warden’s natural armor bonus increases to +6. His unarmed attacks deal 2d10 points of damage on a succesfull hit and he gains DR 5/- while raging. [B]Tremorsense (Su):[/B] At third level the vault warden gains the tremorsense ability out to a range of 30ft. At seventh level this abilities range increases to 60ft. [B]Arclight punch (Su):[/B] The force of your blow carries on beyond point of contact dealing damage equal to the damage of the impact of your hit in a 15 ft. Line. Larger then medium creatures still just take the damage once per hit. [B]Forcefull slam (Su):[/B] Due to the incredible force behind your blows and magical alterations made to your body by your House its mages, your unarmed damage gains the [force] descriptor. [B]Knocking blow (Ex):[/B] Whenever your make a succesfull critical hit on a target, the target is forced to make a Fortsave DC 10 + half your HD + your strength modifier or be knocked prone. [B]Flesh to stone (Ex):[/B] As the mages from House Hulsen finish their incantations and the ritual completes your skin turns to solid rock and you gain a gain a bonus to your natural armor equal to your constitution modifier. [B]Earthstrike (Su):[/B] Once per day, a vault warden may attempt to earthstrike with one normal melee attack. He adds his constitution bonus (if any) to his attack roll and deals 1 extra point of damage per character level. If the vault warden earthstrikes a creature that is not in contact with the ground, the earthstrike has no effect, but the ability is still used up for that day. At 5th level, and at every five vault warden levels thereafter, the vault warden may use earthstrike one additional time per day. [B]Destructive force (Su):[/B] The vault warden is adept at destroying obstacles and fortifications blocking his way. He deals double damage versus objects. [B]Powerfull charge (Ex):[/B] Recklessly hurling himself at his foes with an astonishing gusto the vault warden learns to put the weight of his body behind a punch as he charges. As a result of this technique he deals double damage on a charge. [/QUOTE]
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