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Oriental Adventures Update - Feedback/Playtesting requested.
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<blockquote data-quote="ChameleonX" data-source="post: 6852259" data-attributes="member: 6801361"><p><strong>EDIT</strong>: in keeping with some of the feedback I've received, I've made a few changes below. Edited material is indicated by <strong>bold</strong> text.</p><p></p><p>Hey, I'm currently working on a project to update the original AD&D Oriental Adventures setting to 5e via the DM's Guild. I figured I'd post some of the material here to see if I'm on the right track, balance-wise.</p><p></p><p>If you guys care to give me feedback and/or playtest some of this stuff for balance, that would be awesome.</p><p></p><p>[sblock="Oriental Barbarian - Witch Hunter"]<strong></strong></p><p><strong>Sense Enchantment</strong></p><p>Starting when you choose this archetype at 3[SUP]rd[/SUP] level, you gain the ability to sense the presence of magic and magical creatures in your vicinity. </p><p> You may use this feature to duplicate the effects of the <em>Detect Evil and Good</em> or <em>Detect Magic</em> spell as an action. Though these abilities function like spells, they are not magical, and can be used while you are raging. In addition, you do not need to provide any components or spend spell slots.</p><p> You may use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses after a long rest.</p><p> </p><p><strong>Arcane Anathema</strong></p><p>Also at 3[SUP]rd[/SUP] level, you have been raised practically from birth to resist attempts by magic-users to influence your body, mind, or spirit. This grants you incredible resilience against enchantment, but also makes all magic alien to you.</p><p> You have advantage on saving throws against magic. <strong>However, you can only become attuned to a single magic item</strong>, and you cannot use a magic item that does not require attunement, except magic potions and <em>Scrolls of Protection.</em> </p><p> Starting at 7[SUP]th[/SUP] level, you are able to attune to a second magic item, which must be either a weapon, piece of armor, or a shield. You are also able to fire magical ammunition from a weapon.</p><p> At 14[SUP]th[/SUP] level you may attune to a third magic item of your choice and you may use magic items that do not require attunement.</p><p> </p><p><strong>Remarkable Athlete</strong></p><p>Starting at 6[SUP]th[/SUP] level, you may add one half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already include your proficiency bonus.</p><p> In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier.</p><p> </p><p><strong>Spell Absorption</strong></p><p>By 10[SUP]th[/SUP] level, your resistance to magic has grown so great that, instead of harming you, attempts to enchant you actually make you stronger!</p><p> Once per round, when a spell attack misses you or you succeed on a saving throw against a spell, you gain a +1 bonus to weapon attack rolls until the end of your next turn and the first such attack that hits deals extra damage equal to your Wisdom modifier (minimum 1).</p><p> </p><p><strong>Curtain of Steel</strong></p><p>By 14[SUP]th[/SUP] level, you are always vigilant against the depredations of conjurers, and ferociously strike back at any magic-user that assails you.</p><p> When you take damage from a spell, you may use your reaction to make one weapon attack against the creature that cast that spell, provided it is within your weapon’s range.[/sblock]</p><p>[sblock="Paladin - Oath of Honor"]</p><p><span style="font-size: 12px"><strong>Prerequisites</strong></span></p><p>To select this Oath, you must meet a number of prerequisites by the time you reach 3[SUP]rd[/SUP] level. First and foremost, your Honor Score must be 13 or higher, and you must formally pledge yourself to the service of a particular feudal lord (or lady).</p><p> Secondly, you must have proficiency with Calligraphy Supplies, and at least two of the following skills:</p><p> Animal Handling, History, Insight, Medicine, Performance, Persuasion, Religion, and Survival.</p><p> </p><p><span style="font-size: 12px"><strong>Channel Divinity</strong></span></p><p>When you select this Oath at 3[SUP]rd[/SUP] level, you gain the following two Channel Divinity options.</p><p> <em><strong>Ardent Vow. </strong></em>As a bonus action, you release a fearsome shout (or <em>Kiai</em>) that focuses your ki and enhances your strength and vigor to superhuman levels in a moment of dire need. </p><p> <strong>For the next 1 minute</strong>, you have advantage on attack rolls, ability checks, and saving throws using Strength, you double your Strength score when determining your weight capacity, and you add your Proficiency bonus to weapon damage rolls using Strength.</p><p> <strong><em>Turn the Craven. </em></strong>You present your holy symbol and announce your given name and your clan, as well as the most impressive deeds you have done in the past. Each creature of your choice within 30ft of you, and that can see and hear you, must make an Honor saving throw. On a failed save, the creature is turned for 1 minute, or until it takes any damage. Any creature with an Honor score of 8 or lower has disadvantage on this saving throw. This feature has no effect on creatures with an Honor score of 13 or higher.</p><p> A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft. of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge.</p><p></p><p><strong><span style="font-size: 12px">Oath Spells</span></strong></p><p><strong><span style="font-size: 12px"></span></strong>You gain Oath spells at the Paladin levels listed.</p><p></p><p> [TABLE="class: cms_table_MsoTableGrid"] [TR] [TD="colspan: 2"] <strong><span style="font-family: inherit">Oath of Honor Spells</span></strong>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">Paladin Level</span></strong>[/TD] [TD] <strong><span style="font-family: inherit">Spell</span></strong>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">3[SUP]rd[/SUP]</span></strong>[/TD] [TD] <em><span style="font-family: inherit">Compelled Duel, Virtue*</span></em>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">5[SUP]th[/SUP]</span></strong>[/TD] [TD] <em><span style="font-family: inherit">Calm Emotions, Warding Bond</span></em>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">9[SUP]th[/SUP]</span></strong>[/TD] [TD] <em><span style="font-family: inherit">Beacon of Hope, Keen Edge*</span></em>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">13[SUP]th[/SUP]</span></strong>[/TD] [TD] <em><span style="font-family: inherit">Freedom of Movement, Shout*</span></em>[/TD] [/TR] [TR] [TD] <strong><span style="font-family: inherit">17[SUP]th[/SUP]</span></strong>[/TD] [TD] <em><span style="font-family: inherit">Ironguard*, Mark of Justice*</span></em>[/TD] [/TR] [/TABLE] * New Spells</p><p></p><p><span style="font-size: 12px"><strong>Vigilance</strong></span></p><p>At 7[SUP]th[/SUP] level, you may add your proficiency bonus to initiative rolls as long as you are conscious and can take actions at the beginning of a combat.</p><p> </p><p><span style="font-size: 12px"><strong>Royal Stewardship</strong></span></p><p>At 15[SUP]th[/SUP] level, word of your skill and honor has spread far and wide, and your noble patron has chosen to reward you for bringing such glory to his (or her) house.</p><p> You are offered a parcel of land in an area under the control of your patron, over which you are invited to administrate. If you accept this offer, you gain a noble title, and 5 points of Renown in any faction affiliated with your patron (if any). </p><p> As a feudal vassal, you gain the authority to collect taxes in the name of your patron, and to build or renovate a stronghold on the land that you administrate. The revenue generated by your fief is sufficient to cover up to 50% of the living expenses of maintaining a Wealthy lifestyle, and also covers half the cost of maintaining your stronghold once it has been finished. As your fief becomes larger and more prosperous, you may be able to generate even greater profits.</p><p> In addition, you are able to attract the service of 1d4 +1 NPC warriors. These are mercenaries or admirers who have heard of you, and seek to gain glory and/or honor for themselves by fighting and adventuring alongside you. These followers serve you free of charge, so long as they are treated with respect and compassion, and occasionally given some form of compensation for their loyal service. At the DM’s discretion, you may have these followers accompany you on your quests, or provide support or protection for your fief.</p><p> </p><p><span style="font-size: 12px"><strong>Paralyzing Shout</strong></span></p><p>By 20[SUP]th[/SUP] level, you are such a formidable warrior that the mere sight of you unleashing your full power is enough to cause paralyzing fear in those who are beneath your station. </p><p> When you use your <em>Ardent Vow</em>, you may choose to release a thunderous <em>Kiai </em>that strikes fear in the hearts of all who hear it, and boosts your Strength to almost god-like levels. Each creature you choose within 30ft of you must make an Honor saving throw. On a failed saving throw, the creature is stunned until the end of your next turn. Creatures that are immune to being frightened are not affected.</p><p> In addition, instead of the normal effect of your <em>Ardent Vow, </em>your Strength score magically increases by 10 (to a maximum of 30) <strong>for the next 1 minute</strong>.</p><p> Once you use this feature, you cannot do so again until you have completed a long rest. [/sblock]<p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">[sblock="Druid - Spirit Companion"]</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"> <strong><span style="font-size: 12px">Spirit Companion </span></strong></span></p> <p style="text-align: left"><span style="color: #000000"> This feature replaces the <em>Wild Shape</em> feature on pg. 66 and 67 of the Player’s Handbook.</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">Starting at 2nd level, you can use a bonus action to conjure your spirit companion in one unoccupied space that you can see within 60ft. You choose your spirit companion’s type the first time you conjure it; Celestial, Elemental, Fey, Fiend, or Undead. This decision can’t be changed later, unless the DM says it can. Regardless of its creature type, it always uses the same game statistics (see stat block). </span></p> <p style="text-align: left"><span style="color: #000000"> </span></p> <p style="text-align: left"><span style="color: #000000">Your Spirit companion has two modes; Active and Passive. You can cause your spirit companion to switch between modes as a bonus action. While it is in Active Mode, the spirit manifests as a visible entity on the Material Plane, which takes the form of any medium creature of your choice. You can have it assume the same form or a different one each time you conjure it.</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"> In Active Mode, the spirit is tangible and able to interact with physical beings in a limited way. It passes through normal matter, so it is usually unable to attack or affect physical objects, and it is not affected by natural forces such as heat or gravity. The spirit acts on your initiative. On your turn, you can command the spirit where to move (no action required by you). In order for it to take an action, you must use your bonus action to invest it with enough magical energy to do so. In the same fashion, you must use your reaction to allow the spirit to make an opportunity attack. The spirit is able to use bonus actions (no action required by you). The spirit is considered friendly to you and your allies, and remains Active until it drops to 0 hit points, or until you use a bonus action to switch it to Passive Mode.</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"> While it is Passive, the spirit is ethereal and undetectable to all creatures other than you. It can move and act independently, but is unable to affect the physical world in any way, though it is still capable of perceiving the Material plane as a vague, dreamy haze. While it is in Passive mode, it recovers hit points at a rate of 1 per minute. If it was forced into Passive mode by being dropped to 0 hit points, it cannot become Active again until it has recovered all its hit points.</span></p> <p style="text-align: left"><span style="color: #000000">[HR][/HR][HR][/HR] <span style="font-size: 12px"><strong>Spirit Companion</strong></span></span></p> <p style="text-align: left"><span style="color: #000000"> <em>Medium ___, Unaligned</em></span></p> <p style="text-align: left"><span style="color: #000000">[HR][/HR]<strong> AC.</strong> 10 + your Wisdom modifier</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Hit Points.</strong> 1d8 (or 5) x your Druid level.</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Speed.</strong> 30 ft., Fly 30ft.</span></p> <p style="text-align: left"><span style="color: #000000"> [HR][/HR]<strong></strong></span></p> <p style="text-align: left"><span style="color: #000000"><strong>STR </strong>1 <strong>DEX </strong>10 <strong>CON </strong>10 <strong>INT </strong>10 <strong>WIS </strong>10 <strong>CHA</strong> 10</span></p> <p style="text-align: left"><span style="color: #000000">[HR][/HR] <strong>Skills.</strong> See <em>Soul Link</em>.</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Damage Resistances. </strong>Acid, Cold, Fire, Lightning, and Thunder, and nonmagical bludgeoning, piercing and slashing damage.</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Damage Immunities. </strong>Necrotic, Poison</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Condition Immunities.</strong> All</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Senses.</strong> Darkvision 60 ft., passive perception 10</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Languages. </strong>Understands Common and Druidic, as well as any language you know, but cannot speak. However, it can communicate with you telepathically, regardless of distance.</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>CR </strong>= Variable</span></p> <p style="text-align: left"><span style="color: #000000"> [HR][/HR]</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Incorporeal Movement.</strong> The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Soul Link.</strong> A spirit companion uses your ability scores and proficiency bonus for all its attack rolls, saving throws, and ability checks, and it is proficient with the same skills that you are. It also uses your Spell Attack bonus and Save DC.</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"> <strong><span style="font-size: 10px">Actions</span></strong></span></p> <p style="text-align: left"><span style="color: #000000"> [HR][/HR]</span></p> <p style="text-align: left"><span style="color: #000000"> <strong>Spirit’s Fangs</strong>.<em> Melee Weapon Attack</em>; + spell attack bonus to hit, reach 5ft., one target.</span></p> <p style="text-align: left"><span style="color: #000000"> <em>Hit:</em> 1d8 + your Wisdom modifier force damage.[/sblock]<p style="text-align: left"><span style="color: #000000"></span></p></span></p><p style="text-align: left"><span style="color: #000000"><span style="color: #000000"></span></p></p> <p style="text-align: left"></span></p> <p style="text-align: left"></p></blockquote><p></p>
[QUOTE="ChameleonX, post: 6852259, member: 6801361"] [B]EDIT[/B]: in keeping with some of the feedback I've received, I've made a few changes below. Edited material is indicated by [B]bold[/B] text. Hey, I'm currently working on a project to update the original AD&D Oriental Adventures setting to 5e via the DM's Guild. I figured I'd post some of the material here to see if I'm on the right track, balance-wise. If you guys care to give me feedback and/or playtest some of this stuff for balance, that would be awesome. [sblock="Oriental Barbarian - Witch Hunter"][B] Sense Enchantment[/B] Starting when you choose this archetype at 3[SUP]rd[/SUP] level, you gain the ability to sense the presence of magic and magical creatures in your vicinity. You may use this feature to duplicate the effects of the [I]Detect Evil and Good[/I] or [I]Detect Magic[/I] spell as an action. Though these abilities function like spells, they are not magical, and can be used while you are raging. In addition, you do not need to provide any components or spend spell slots. You may use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses after a long rest. [B]Arcane Anathema[/B] Also at 3[SUP]rd[/SUP] level, you have been raised practically from birth to resist attempts by magic-users to influence your body, mind, or spirit. This grants you incredible resilience against enchantment, but also makes all magic alien to you. You have advantage on saving throws against magic. [B]However, you can only become attuned to a single magic item[/B], and you cannot use a magic item that does not require attunement, except magic potions and [I]Scrolls of Protection.[/I] Starting at 7[SUP]th[/SUP] level, you are able to attune to a second magic item, which must be either a weapon, piece of armor, or a shield. You are also able to fire magical ammunition from a weapon. At 14[SUP]th[/SUP] level you may attune to a third magic item of your choice and you may use magic items that do not require attunement. [B]Remarkable Athlete[/B] Starting at 6[SUP]th[/SUP] level, you may add one half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already include your proficiency bonus. In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier. [B]Spell Absorption[/B] By 10[SUP]th[/SUP] level, your resistance to magic has grown so great that, instead of harming you, attempts to enchant you actually make you stronger! Once per round, when a spell attack misses you or you succeed on a saving throw against a spell, you gain a +1 bonus to weapon attack rolls until the end of your next turn and the first such attack that hits deals extra damage equal to your Wisdom modifier (minimum 1). [B]Curtain of Steel[/B] By 14[SUP]th[/SUP] level, you are always vigilant against the depredations of conjurers, and ferociously strike back at any magic-user that assails you. When you take damage from a spell, you may use your reaction to make one weapon attack against the creature that cast that spell, provided it is within your weapon’s range.[/sblock] [sblock="Paladin - Oath of Honor"] [SIZE=3][B]Prerequisites[/B][/SIZE] To select this Oath, you must meet a number of prerequisites by the time you reach 3[SUP]rd[/SUP] level. First and foremost, your Honor Score must be 13 or higher, and you must formally pledge yourself to the service of a particular feudal lord (or lady). Secondly, you must have proficiency with Calligraphy Supplies, and at least two of the following skills: Animal Handling, History, Insight, Medicine, Performance, Persuasion, Religion, and Survival. [SIZE=3][B]Channel Divinity[/B][/SIZE] When you select this Oath at 3[SUP]rd[/SUP] level, you gain the following two Channel Divinity options. [I][B]Ardent Vow. [/B][/I]As a bonus action, you release a fearsome shout (or [I]Kiai[/I]) that focuses your ki and enhances your strength and vigor to superhuman levels in a moment of dire need. [B]For the next 1 minute[/B], you have advantage on attack rolls, ability checks, and saving throws using Strength, you double your Strength score when determining your weight capacity, and you add your Proficiency bonus to weapon damage rolls using Strength. [B][I]Turn the Craven. [/I][/B]You present your holy symbol and announce your given name and your clan, as well as the most impressive deeds you have done in the past. Each creature of your choice within 30ft of you, and that can see and hear you, must make an Honor saving throw. On a failed save, the creature is turned for 1 minute, or until it takes any damage. Any creature with an Honor score of 8 or lower has disadvantage on this saving throw. This feature has no effect on creatures with an Honor score of 13 or higher. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft. of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge. [B][SIZE=3]Oath Spells [/SIZE][/B]You gain Oath spells at the Paladin levels listed. [TABLE="class: cms_table_MsoTableGrid"] [TR] [TD="colspan: 2"] [B][FONT='inherit']Oath of Honor Spells[/FONT][/B][/TD] [/TR] [TR] [TD] [B][FONT='inherit']Paladin Level[/FONT][/B][/TD] [TD] [B][FONT='inherit']Spell[/FONT][/B][/TD] [/TR] [TR] [TD] [B][FONT='inherit']3[SUP]rd[/SUP][/FONT][/B][/TD] [TD] [I][FONT='inherit']Compelled Duel, Virtue*[/FONT][/I][/TD] [/TR] [TR] [TD] [B][FONT='inherit']5[SUP]th[/SUP][/FONT][/B][/TD] [TD] [I][FONT='inherit']Calm Emotions, Warding Bond[/FONT][/I][/TD] [/TR] [TR] [TD] [B][FONT='inherit']9[SUP]th[/SUP][/FONT][/B][/TD] [TD] [I][FONT='inherit']Beacon of Hope, Keen Edge*[/FONT][/I][/TD] [/TR] [TR] [TD] [B][FONT='inherit']13[SUP]th[/SUP][/FONT][/B][/TD] [TD] [I][FONT='inherit']Freedom of Movement, Shout*[/FONT][/I][/TD] [/TR] [TR] [TD] [B][FONT='inherit']17[SUP]th[/SUP][/FONT][/B][/TD] [TD] [I][FONT='inherit']Ironguard*, Mark of Justice*[/FONT][/I][/TD] [/TR] [/TABLE] * New Spells [SIZE=3][B]Vigilance[/B][/SIZE] At 7[SUP]th[/SUP] level, you may add your proficiency bonus to initiative rolls as long as you are conscious and can take actions at the beginning of a combat. [SIZE=3][B]Royal Stewardship[/B][/SIZE] At 15[SUP]th[/SUP] level, word of your skill and honor has spread far and wide, and your noble patron has chosen to reward you for bringing such glory to his (or her) house. You are offered a parcel of land in an area under the control of your patron, over which you are invited to administrate. If you accept this offer, you gain a noble title, and 5 points of Renown in any faction affiliated with your patron (if any). As a feudal vassal, you gain the authority to collect taxes in the name of your patron, and to build or renovate a stronghold on the land that you administrate. The revenue generated by your fief is sufficient to cover up to 50% of the living expenses of maintaining a Wealthy lifestyle, and also covers half the cost of maintaining your stronghold once it has been finished. As your fief becomes larger and more prosperous, you may be able to generate even greater profits. In addition, you are able to attract the service of 1d4 +1 NPC warriors. These are mercenaries or admirers who have heard of you, and seek to gain glory and/or honor for themselves by fighting and adventuring alongside you. These followers serve you free of charge, so long as they are treated with respect and compassion, and occasionally given some form of compensation for their loyal service. At the DM’s discretion, you may have these followers accompany you on your quests, or provide support or protection for your fief. [SIZE=3][B]Paralyzing Shout[/B][/SIZE] By 20[SUP]th[/SUP] level, you are such a formidable warrior that the mere sight of you unleashing your full power is enough to cause paralyzing fear in those who are beneath your station. When you use your [I]Ardent Vow[/I], you may choose to release a thunderous [I]Kiai [/I]that strikes fear in the hearts of all who hear it, and boosts your Strength to almost god-like levels. Each creature you choose within 30ft of you must make an Honor saving throw. On a failed saving throw, the creature is stunned until the end of your next turn. Creatures that are immune to being frightened are not affected. In addition, instead of the normal effect of your [I]Ardent Vow, [/I]your Strength score magically increases by 10 (to a maximum of 30) [B]for the next 1 minute[/B]. Once you use this feature, you cannot do so again until you have completed a long rest. [/sblock][LEFT][COLOR=#000000] [sblock="Druid - Spirit Companion"] [B][SIZE=3]Spirit Companion [/SIZE][/B] This feature replaces the [I]Wild Shape[/I] feature on pg. 66 and 67 of the Player’s Handbook. Starting at 2nd level, you can use a bonus action to conjure your spirit companion in one unoccupied space that you can see within 60ft. You choose your spirit companion’s type the first time you conjure it; Celestial, Elemental, Fey, Fiend, or Undead. This decision can’t be changed later, unless the DM says it can. Regardless of its creature type, it always uses the same game statistics (see stat block). Your Spirit companion has two modes; Active and Passive. You can cause your spirit companion to switch between modes as a bonus action. While it is in Active Mode, the spirit manifests as a visible entity on the Material Plane, which takes the form of any medium creature of your choice. You can have it assume the same form or a different one each time you conjure it. In Active Mode, the spirit is tangible and able to interact with physical beings in a limited way. It passes through normal matter, so it is usually unable to attack or affect physical objects, and it is not affected by natural forces such as heat or gravity. The spirit acts on your initiative. On your turn, you can command the spirit where to move (no action required by you). In order for it to take an action, you must use your bonus action to invest it with enough magical energy to do so. In the same fashion, you must use your reaction to allow the spirit to make an opportunity attack. The spirit is able to use bonus actions (no action required by you). The spirit is considered friendly to you and your allies, and remains Active until it drops to 0 hit points, or until you use a bonus action to switch it to Passive Mode. While it is Passive, the spirit is ethereal and undetectable to all creatures other than you. It can move and act independently, but is unable to affect the physical world in any way, though it is still capable of perceiving the Material plane as a vague, dreamy haze. While it is in Passive mode, it recovers hit points at a rate of 1 per minute. If it was forced into Passive mode by being dropped to 0 hit points, it cannot become Active again until it has recovered all its hit points. [HR][/HR][HR][/HR] [SIZE=3][B]Spirit Companion[/B][/SIZE] [I]Medium ___, Unaligned[/I] [HR][/HR][B] AC.[/B] 10 + your Wisdom modifier [B]Hit Points.[/B] 1d8 (or 5) x your Druid level. [B]Speed.[/B] 30 ft., Fly 30ft. [HR][/HR][B] STR [/B]1 [B]DEX [/B]10 [B]CON [/B]10 [B]INT [/B]10 [B]WIS [/B]10 [B]CHA[/B] 10 [HR][/HR] [B]Skills.[/B] See [I]Soul Link[/I]. [B]Damage Resistances. [/B]Acid, Cold, Fire, Lightning, and Thunder, and nonmagical bludgeoning, piercing and slashing damage. [B]Damage Immunities. [/B]Necrotic, Poison [B]Condition Immunities.[/B] All [B]Senses.[/B] Darkvision 60 ft., passive perception 10 [B]Languages. [/B]Understands Common and Druidic, as well as any language you know, but cannot speak. However, it can communicate with you telepathically, regardless of distance. [B]CR [/B]= Variable [HR][/HR] [B]Incorporeal Movement.[/B] The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. [B]Soul Link.[/B] A spirit companion uses your ability scores and proficiency bonus for all its attack rolls, saving throws, and ability checks, and it is proficient with the same skills that you are. It also uses your Spell Attack bonus and Save DC. [B][SIZE=2]Actions[/SIZE][/B] [HR][/HR] [B]Spirit’s Fangs[/B].[I] Melee Weapon Attack[/I]; + spell attack bonus to hit, reach 5ft., one target. [I]Hit:[/I] 1d8 + your Wisdom modifier force damage.[/sblock][LEFT][COLOR=#000000] [/COLOR][/LEFT] [/COLOR] [/LEFT] [/QUOTE]
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