Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Monday, November 17, 2014

Sorcerous Origin: The Frozen Heart

Several members of my play group love the movie Frozen.  When we were talking about characters to make for an upcoming campaign we were joking about making an Elsa like character using the dragon born and draconic sorcerer to give the character a lot of ice powers.  I got to thinking about what an Elsa like character might look like in D&D.

I have a two year old daughter, so I've seen Frozen an eye twitching number of times.  AS a result i'm fairly familiar with Elsa's power set.  Some of the powers, such as creating an endless winter that covers an entire kingdom, would be too powerful to give to a player character.  These might be great lair effects for a villain or NPC, but not a player.  Others like, summoning Marshmallow or being able to freeze someone solid are perfect for players.

I decided to stick with the sorcerer since the magical abilities are not something you can study.  At the beginning of the movie the grandpa troll asks if Elsa is born with her powers or cursed with them. Being cursed with these powers would make an excellent plot hook for a DM to exploit...er.. use in the game.





1st Level - The Cold Never Bothered Me Anyway:
You gain resistance to cold damage and you do not have to make survival checks for exposure to the cold.
Additionally, you are able to move across any freezable liquid as if it were solid by temporarily freezing the liquid as you pass over it.

6th Level Don't Let Them In - 
When you cast a spell that deals cold damage add your Charisma modifier to that damage.  At the same time you can spend 1 Sorcery point to force the target to make a Constitution saving throw.  If the target fails, it is slowed until the end of it's next turn.

14th Level Get Out!-
You can spend 4 sorcery points cast Conjure Elemental  spell with out the material components to summon a Snow Elemental (stats below).

18th Level- Beware the Frozen Heart:
You can spend 6 sorcery points to attempt to freeze the heart of a creature that you can see within 30 feet.  The target must make a Constitution saving throw.  If they fail they take 6d6 cold damage and are slowed.  On a successful saving throw they take half damage and are not slowed.

If the target was slowed, they may make another Constitution saving throw at the end of their next turn.  If they succeed the target is no longer slowed. If they fail the saving throw they are paralyzed instead of slowed.

If the target is paralyzed they may make a final Constitution saving throw.  On a success they are no longer paralyzed.  On a failure they are petrified in unmeltable ice.  Only an act of true love can remove the petrification.




Snow Elemental
Large elemental, neutral
--------------------------------------------------------------------------------------------------------------------------
Armor Class: 17
Hit Points: 126 (12d10+60)
Speed: 30 ft.
--------------------------------------------------------------------------------------------------------------------------
STR 20 (+5)  DEX 8 (-1)  CON 20 (+5)  INT 5 (-3)  WIS 10 (+0)  CHA 5 (-3)
--------------------------------------------------------------------------------------------------------------------------

Damage Vulnerabilities: Fire
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison, cold
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: Dark vision 60ft.
Languages: Common, Aquan
Challenge: 5 (1,800 xp)
--------------------------------------------------------------------------------------------------------------------------
Siege Monster: The elemental deals double damage to objects and structures

Actions
--------------------------------------------------------------------------------------------------------------------------
Multiattack:  The elemental makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
  Hit: 14 (2d8 +5) bludgeoning damage.

Friday, November 14, 2014

Monastic Tradition: Way of Flying Steel

This monk subclass is based off of some of the great gun wielding heroes in action films/tv shows.  Specifically movies like Hardboiled, Equilibrium, and TV shows like Cowboy Bebop.  While most D&D worlds don't have guns, we do have hand crossbows that can be used for dual wielding awesomeness.

I know what you are thinking, why would a monk wield two crossbows/guns?  Firstly, if you have seen any of the movies or shows I linked above you would know that the mixture of gun-play and martial arts is just plain awesome.  Secondly, the game world might be perfect for a monk who uses more modern weaponry.  I could see this type of character working very well in a da vinci or steam punk style world.   Lastly, why not?


Way of Flying Steel

3rd Level Way of Flying Steel:
Your study of hand crossbows* and light crossbows* allow you to fire them faster and in closer quarters than others.

You gain proficiency with hand crossbows and light crossbows.  These are counted as monk weapons.

When you use Flurry of Blows, you may use your crossbows to make ranged attacks instead of unarmed attacks.

You ignore the loading quality for hand crossbows, in addition while wielding a hand crossbow or light crossbow attacking a creature within 5 feet of you doesn't impose disadvantage.  Lastly, when you use the Attack action and attack with a one handed weapon, you can use your bonus action to attack with a loaded hand crossbow you are holding.

6th Level Improved Deflect Missiles:
You have developed a kata that allows you to avoid incoming ranged attacks with ease.

The die used for Deflect Missiles increases to a d12.  In addition, if the damage is reduced to zero and you are holding a hand crossbow or a light crossbow you may spend 2 ki points to roll 10 feet in any direction and make a ranged attack with a crossbow as part of the same reaction. This movement does not provoke opportunity attacks.

11th Level One Thousand Stings:
You can spend 4 ki points to cast Conjure Barrage.

17th Level Rain of Bolts:
You can spend 6 ki points to cast Conjure Volley.


*If your world does feature firearms, then you can swap out the weapon proficiencies for handguns and rifles or shotguns.