Material components have a long history in D&D -- and have been disrespected and ignored throughout. And I understand why.
Monday, June 23, 2025
Houseruling Material Components
Material components have a long history in D&D -- and have been disrespected and ignored throughout. And I understand why.
Saturday, June 21, 2025
Tuesday night (6/24), I'm running a "Try a Different D&D" event featuring Obojima, a Studio Ghibli-esque D&D game.
I've posted a number of character pre-gens for the game, based on character art from the game itself. Halfway through, I realized that I needed to lean more into that which makes the game so flavorful and whimsical.
Most of those decisions are made at first-level, though. So I've decided to rebuild the characters from 1st to 3rd level. What I'm trying to incorporate is more of the factions, backgrounds, feats and equipment that should make the characters feel more Ghibli-esque. I should be revising those posts with the new character concepts and be finished doing so by week's end.
Thursday, June 19, 2025
Pre-Gen for Obojima: LIANA
LIANA
medium humanoid (elf), neutral good
warlock (the Lantern) 3rd level; background: guide
faction: Witches' Coven (Fish Head)
Sibling Student: You have a close and trustworthy friend who studied under the same witch as you and has now made it into one of the six main covens. When needed, they act as your liaison to the coven or covens they’re connected to.
- Whenever you see a creature in your lantern's bright light make a save, you can use your reaction to grant that creature a bonus to the save equal to your CHA.
- Whenever a hostile creature within your lantern's dim light fails a save, it takes 2 HP radiant damage.
Revealing Action (1/Short Rest): You cause your lantern to illuminate with a vibrant maroon light, which sheds bright light in a 10-ft. radius and dim light for an additional 10 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light. The lantern sheds light in this manner for 1 hour or until you end it as bonus action.
Attribute: CHA; Spell DC: 12; Spell Attack: +4; Spell Level: 2nd; Spell Slots: 2; Prepared Spells: 4
Always Prepared (1/Long Rest): 1st - healing word, 2nd - animal messenger
Equipment: alchemist's supplies, bedroll, book of occult lore, cartographer's tools, lantern-staff (focus), scholar's pack, tent, traveler's clothes, witch's hat and robes
Coinage: 15 GP
PSYCHOLOGY
Personality: I see omens in every event and actions. The spirits speak to us, we just need to listen. I watch over my friends as if they were a litter of newborn pups.
Ideals: Everyone should strive to make the world a more joyful and better place for life.
Wednesday, June 18, 2025
Pre-Gen for Obojima: AKUMI
AKUMI
medium humanoid (human), chaotic neutral
sorcerer (oni bloodline) 3rd level; background: charlatan
AC: 15; HP: 20 (3D6+6); Initiative: +2; Senses: passive Perception 13; Speed: 30 ft.
STR: 10, DEX: 14, CON: 14, INT: 08, WIS: 12, CHA: 17
Skills: Arcana +1, Deception +5, Intimidation +5, Insight +3, Perception +3, Sleight of Hand +4, Stealth +4; Feats: Magic Initiate (Wizard), Skilled; Tool Proficiency: forgery kit, thieves' tools; Languages: Common (Ippan), First Age (English), Spirit Language (Torun); PR: +2
TRAITS
Font of Magic: Convert sorcery points to spell levels or back, 1st level for 2 sorcery points or vice versa.
Oni Bloodline: Once you became 3rd-level as a Sorcerer, you begIn to take on demonic appearance. As you expend Sorcery Points, you can manifest and use certain physical aspects of the FIRST ONI:
0-1 (Eyes): Your eyes shimmer with an almost mesmerizing quality. As an action, you can activate you innate ocular charm. For 1 minute, you have Advantage on all CHA checks directed at one creature of your choice that isn't already hostile to you, provided it can see your eyes. When the effect ends, the target may make a WIS save. If successful, it will realize that you used magic to influence it, and it will now be hostile to you.
2-3 (Horns): When casting a cantrip that requires you to make a melee or ranged spell attack, you can instead make it a melee attack using your horns, channeling the spell through them. When you hit, the target takes an extra D6 piercing damage. Additionally, when a hostile creature's movement provokes an opportunity attack form you, you can use your reaction to cast a cantrip at the creature using your horns rather than making a standard opportunity attack. The spell must have a casting time of 1 action or less and must target only that creature.
Resourceful: Gain Heroic Inspiration after a Long Rest.
STANDARD ACTIONS
Dagger: melee OR ranged weapon attack (+4 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4+2 piercing damage)
Unarmed Strike: melee natural attack (+2 to hit, reach 5 ft., one target. Hit: 1 HP bludgeoning damage)
BONUS ACTIONS
Innate Sorcery (2/Long Rest): Lasts for 1 minute. Increase Spell DC by 1. Gain Advantage on spell attacks.
SPELLCASTING
Attribute: CHA; Spell DC: 13; Spell Attack: +5; Prepared Spells: 2
Always Prepared (1/Long Rest): mage armor
Cantrips (at will): elementalism, light, mage hand, prestidigitation, sorcerous burst
1st level (2 slots): chromatic orb, shield
Metamagic (2 sorcery points): empowered spell, subtle spell
POSSESSIONS
Equipment: arcane focus (crystal), daggers x2, dungeoneer's pack; forgery kit, traveler's clothes
Coinage: 43 GP
PSYCHOLOGY
Personality: I like to stretch the truth. And sometimes straight-out lie.
Ideals: I'm a free spirit! No one tells me what to do.
Bonds: I'm a loyal and fast friend.
Flaws: No one could ever fool me the way I fool others.
Tuesday, June 17, 2025
Pre-Gens for Obojima: HANA and BIRU
Hana and Biru
small humanoid (human), neutral good
Petal Dance: Expend one use of Wild Shape. Conjure a resilient cloud of petals that functions as an extension of your own being. The cloud lasts for 1 hour, and you have +1 to your AC. You also gain the following benefits:
- Attack: ranged spell attack (+6 to hit, ranged 30 ft. Hit: D6 slashing damage)
- Defense: When a creature you can see within 10 ft. of you takes damage, use your reaction to reduce damage received by 7 HP. Once you've used your petal cloud in this way, it dissipates.
Wild Companion: Expend spell slot or a use of Wild Shape to cast find familiar without material components. Your familiar is Fey and lasts until you finish a Long Rest.
Attribute: WIS; Spell DC: 14; Spell Attack: +6; Prepared Spells: 6
Always Prepared (1/Long Rest): charm person (Hana), speak with animals
Cantrips: druidcraft (Hana), elementalism, shillelagh, starry wisp (Hana)
1st-level (4 slots): animal friendship, goodberry (Biru), healing word (Hana), entangle, longstrider (Biru), protection from evil and good (Hana),
2nd-level (2 slots): animal messenger, barkskin (Biru), lesser restoration (Hana)
Coinage: 25 GP
Personality: We were abandoned as children and only have each other.
Monday, June 16, 2025
Pregens for Obojima: YUMI TOYA
YUMI TOYA
medium humanoid (human), chaotic good
ranger (corrupted) 3rd level; background: guide
Corruption - First Manifestation: Whenever you take damage, you also receive a curse marker; if the damage was from a critical, you receive two curse markers instead. These markers will remain active until the end of your next turn, and the maximum number of curse markers you can accumulate at one time is 2. When you hit a creature with a weapon attack, all the curse markers have gained are instantly consumed, dealing an extra D4 necrotic damage to the target for each marker consumed.
Corruption - Second Manifestation (1/Long Rest): When you make a STR or DEX check, yo can choose to replace the result with a number equal to 10 + your Ranger level. You can wait until after you roll the D20 before deciding to use this feature, but you must decide before the DM reveals whether it succeeds or fails.
Multiattack: They may make up to two attacks, one with their longsword, the other with their dagger.
Scimitar: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 slashing damage)
Dagger: melee OR ranged attack (+5 to hit, reach 5 ft., one target. Hit: D4 piercing damage)
Invoke Corruption - First Manifestation: Gain the maximum number of curse markers available to you instead. These markers will remain active until the end of your next turn, and the maximum number of them you can accumulate at one time is 2. You may not accumulate more than 2 curse markers, regardless.
Attribute: WIS; Spell DC: 12; Spell Attack: +4
Hunter's Mark (2/Long Rest): as 1st-level spell.
Always Prepared (1/Long Rest): protection from evil and good.
Cantrips (at will): poison spray, thorny whip
1st-level (3 slots): animal friendship, cure wounds, entangle, speak with animals
Equipment: bedroll, cartographer's tools, dagger, druidic focus (cherry blossom), explorer's pack, longbow, quiver of 20 arrows, scimitar, tent, traveler's clothes.
Coinage: 10 GP
Ideals: It's no good pretending to be something I'm not.
Bonds: I am dedicated to the land and its health.
Flaws: I try to see the best in a situation, but often see its worst instead.
PALANTINO (Mark Thies)
Palantino
medium monstrosity (lycanthrope), neutral evil
rogue (assassin) 3rd level; background: criminal
AC: 15; HP: 64 (8D8+24); Initiative: +4 (advantage); Senses: darkvision 60 ft., passive Perception 14; Speed: 30 ft. / 40 ft. (wolf form only)
STR: 16, DEX: 14, CON: 16, INT: 11, WIS: 11, CHA: 10
Saves: DEX +4, INT +2; Resistances: bludgeoning, piercing, slashing damage from non-silvered non-magical weapons; Skills: Athletics +5, Deception +4, Insight +4, Investigation +4, Perception +4, Sleight of Hand +4, Stealth +4; Feats: Alert; Tool Proficiency: disguise kit, poisoner's kit, thieves' tools; Languages: 3- Vulgate, 2- Common, Thieves' Cant, Ynge; PB: +2.
TRAITS
Pack Attack: He has Advantage on attacks against creatures if at least one of his allies are within 5 ft. of the creature and the ally doesn't have the incapacitated condition.
Sneak Attack: Once per turn, he can deal and extra 2D6 to one creature you hit with an attack roll if you have Advantage on the attack and it uses a finesse or ranged weapon.
Surprising Strike: During the first round of each combat, he has advantage on attack rolls against any creature that hasn't taken their turn. If your Sneak Attack hits any target during that round, the target takes an addition 3 HP damage of the weapon's type.
ACTIONS
Multiattack: He can make up to two attacks per turn.
Bite (wolf OR hybrid form only): melee natural attack (+5 to hit, reach 5 ft., one target. Hit: 2D8+3 piercing damage PLUS if target is humanoid, it must make a CON save DC13. Failure: target is cursed. If they drop to 0HP, they instead become a werewolf under the DM's control. Success: target is immune to the curse for the next 24 hours.)
Claw (wolf or hybrid form only): melee natural attack (+5 to hit, reach 5 ft., one target. Hit: 2D6+3 slashing damage)
Scimitar (humanoid or hybrid only): melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 slashing damage)
Light Crossbow (humanoid or hybrid only): ranged weapon attack (+4 to hit, ranged 80/320 ft., one target. Hit: D8+2 piercing damage PLUS reduce target speed by 10 ft. until the start of Palantino's next turn)
BONUS ACTIONS
Cunning Action: Dash, Disengage, or Hide.
Shape-Shift: Can shape-shift into a wolf-humanoid hybrid or Medium wolf OR can return to his true humanoid form.
Standard Aim: Gains Advantage on his next attack roll on his current turn. He can't have already moved, and his Speed is reduced to 0 ft. until the end of his current turn.
DESCRIPTION / DESIGN NOTES
Palantino was an original member of the Evil Three. His genesis must have been from a Dragon magazine where there was a template for lycanthropes -- or Chris created it himself. Palantino was an original member of the Evil Three. He survived Eric in the fire, but died to a band of goblins who wielded silver weapons. Only Obbinjar survived them.
In my recreation for the Falkirk campaign, I faced a dilemma. I either had to create such a template myself OR use the existing monster description with some character levels. Since I plan to use him in both regular and solo play as an NPC, I chose to take the second approach. Even so, I found I needed to do some re-design of the monster. First, I halved the monster's HD to tone it down a bit. Second, interestingly in the Monster Manual 2024, they stripped lycanthropes from the immunity to damage from non-silvered, non-magical weapons. In this case, I decided to split the difference between versions and give him resistance to such attacks instead.
--LM
Sunday, June 15, 2025
Languages of Falkirk: BRYTHONIC Language Family
BRYTHONIC Language Family
(Real World Influence: Celtic languages)
Druidic: Descendant language of Old Brythonic, incorporating elements of the Sylvan tongue, and used as the secret and liturgical language of the Druids.
Mannish: Modern language and Lingua Franca among the Brythonic peoples of the Sceptered Isles. Originated on the Isle of Man and propagated throughout the sphere of influence of their early trade empire.
Old Brythonic: Ancient language of the Mannish-speaking peoples of the Sceptered Isles.
Pictish: Archaic dialect of an extinct form of Old Brythonic, spoken only in the Highlands of Pictland.
Nota Bene: Mannish is inter-intelligible with both Common and Ynge.
SCRIPTS
Common Alphabet: More modern script imported to the Brythonic peoples from Londinium and the nearby Roman Remnant.
Futhork: Runic alphabet imported from the Ynge-speaking natives of Albion. Most popular of scripts in use among the Brythonic peoples.
Ogham: The original and ancient linear script employed by speakers of Old Brythonic and for secret communication among the Druids.
--CKW
ERIC (Jim Wise)
Eric
medium humanoid (human), chaotic evil
fighter (eldritch knight), 3rd level; background: noble
AC: 17; HP: 19 (3D10-3); Initiative: +4; Senses: passive Perception 14; Speed: 30 ft.
STR: 12, DEX: 15, CON: 08, INT: 14, WIS: 12, CHA: 14
Saves: STR +3, DEX +4; Skills: Acrobatics +4, Deception +4, History +4, Intimidation +4, Perception +4, Persuasion +4; Feats: Fighting Style (Dueling), Magic Initiate (Wizard), Skilled; Tool Proficiency: alchemist's supplies, dragonchess, healer's kit; Weapon Proficiency: simple, martial; Armor Proficiency: heavy, shield; Languages: 3- Mannish, 2- Draconic, Elvish; PB: +2.
TRAITS
Action Surge (1/Short Rest): On his turn, he can take one additional action, except for a Magic action
Resourceful: Gain Heroic Inspiration after a Long Rest.
Tactical Mind: When he fails an ability check, he can expend a use of Second Wind to push himself toward success. Rather than regain HP, he rolls D10 and adds his result to his ability check. If the check still fails, this use of Second Wind isn't expended.
ACTIONS
Longsword: melee weapon attack (+3 to hit, reach 5 ft., one target. Hit: D8+3 OR D10+3 slashing damage PLUS target has Disadvantage on its next attack before the start of Eric's next turn)
Shortbow: ranged weapon attack (+4 to hit, ranged 80/320 ft., one target. Hit: D6+2 PLUS he has Advantage on his next attack against the target until the end of his Eric's next turn)
Unarmed Strike: melee natural attack (+3 to hit, reach 5 ft., one target. Hit: 2 HP bludgeoning damage)
BONUS ACTIONS
Second Wind (2/Long Rest): Regain D10+3 HP. You regain 1 expended use of this ability after a Short Rest. You regain all expended uses after a Long Rest.
SPELLCASTING
Attribute: INT; Spell DC: 12; Spell Attack: +4
Always Prepared (1/Long Rest): mage armor
Cantrips: firebolt, friends, light, poison spray
1st level (2 slots): magic missile, ray of sickness, shield
DESCRIPTION / DESIGN NOTE
If you haven't already guessed, Eric is a cheap copy of Elric of Melniboné. Early on, he was part of an evil party of three: himself, Obbinjar and Palantino. Unfortunately, he didn't survive that part of the campaign, in that he died in flames when they torched a town. In the Falkirk campaign, I've relaunched him as the disgraced, exiled prince of the island empire of Manwë.
--LM
Saturday, June 14, 2025
Divine Domain to 2024: TWILIGHT
Twilight
3rd level -- faerie fire, moonbeam, see invisibility, sleep
5th level -- aura of vitality, Leomund's tiny hut
7th level -- aura of life, greater invisibility
9th level -- circle of power, mislead
Twilight Sanctuary: Use Channel Divinity. As an action, you can emanate a 30-ft. sphere of twilight around you. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. When a creature (including you) ends its turn n the sphere, you can grant the creature one of the following benefits.
Dispel Enchantment: End charmed or frightened condition.
Temporary HP: Grant temporary HP equal to D6 + your clerical level.
Vigilant Blessing: Use Channel Divinity. As an action, you can give one creature you touch (including yourself) Advantage on the next Initiative roll it makes. This benefit ends immediately after use or when you use it again yourself.
6TH LEVEL
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra D8 radiant damage.
Steps of Night: As a bonus action, when you are in dim light or darkness, you can give yourself a flying speed equal to your walking speed, lasting for 1 minute. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
17TH LEVEL
Improved Divine Strike: Increase extra damage to 2D8 radiant damage.
Twilight Shroud: You and your allies have half cover while in the sphere created by your Twilight Sanctuary ability.
Source: Tasha's Cauldron of Everything
--LM
Friday, June 13, 2025
Divine Domain to 2024: PEACE
Peace
3rd level -- aid, heroism, sanctuary, warding bond
5th level -- beacon of hope, sending
7th level -- aura of purity, Otiluke's resilient sphere
9th level -- greater restoration, Rary's telepathic bond.
Balm of Peace: Use Channel Divinity. As an action, you can move up to your speed, without provoking opportunity attacks, ane when you move within 5 ft. of any other creature during this action, you can restore a number of HP to the creature equal to 2D6 + your WIS modifier (minimum 1 HP). Each creature can receive this healing only once whenever you take this action.
Emboldening Bond: As an action, you can choose a number of willing creatures within 30 ft. of you (including yourself), equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 ft. of another, it can roll D4 and add the result to any one D20 roll it makes. Each creature can only use this bonus once per turn. You can use this feature a number of times qual to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Implement of Peace: Proficiency in Insight, Performance OR Persuasion (your choice).
6TH LEVEL
Potent Spellcasting: Add your WIS modifier to the damage you deal with any Cleric cantrip.
Protective Bond: When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 ft. of the first can use its reaction to teleport to an unoccupied space within 5 ft. of the first creature. The second creature then takes all the damage instead.
17TH LEVEL
Expansive Bond: Your Emboldening Bond and Protective Bond features now extend to 60 ft. for their effect. Additionally, when a creature uses Protective Bond to take someone else's damage, they take half-damage instead.
Source: Tasha's Cauldron of Everything
--LM
Divine Domain to 2024: NATURE
NATURE
3rd level -- animal friendship, barkskin, speak with animals, spike growth
5th level -- plant growth, wind wall
7th level -- dominate beast, grasping vine
9th level -- insect plague, tree stride
Acolyte of Nature: Learn one druid cantrip of your choice. It doesn't count against the number of cantrips you know. Gain proficiency in one of the following skill of your choice: Animal Handling, Nature or Survival.
Bonus Proficiency: Heavy Armor proficiency.
Charm Animals and Plants: Use Channel Divinity. As an action, each beast or plant creature that can see you and is within 30 ft. of you must make a WIS save. Failure: it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
6TH LEVEL
Dampen Elements: When a creature within 30 ft. of you takes acid, cold, fire, lightning or thunder damage, you can use your reaction to grant them resistance against that instance of damage.
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra D8 cold, fire OR lightning damage (your choice) to the target.
17TH LEVEL
Improved Divine Strike: Extra damage increases to 2D8.
Master of Nature: While creatures are charmed by your Charmed Animals and Plants trait, you can take a bonus action on your turn to verbally command what each of those creatures will do on their next turn.
Source: PHB 2014
--LM
CORWIN (Mark Thies)
Corwin
medium humanoid (half-elf), neutral
ranger (hunter) 4th level; background: guide
AC: 16; HP: 32 (4D10+8); Initiative: +6; Senses: passive Perception 16; Speed: 30 ft.
STR: 12, DEX: 18, CON: 14, INT: 10, WIS: 14, CHA: 08
Saves: STR +3, DEX +6; Skills: Acrobatics +6, Insight +4, Nature +2, Perception +6, Stealth +6, Survival +4; Feats: Alert, Fighting Style (Archery), Magic Initiate (Druid), Sharpshooter; Tool Proficiency: cartographer's tools; Weapon Proficiency: simple, light; Armor Proficiency: medium, shields; Languages: 3- Mannish, 2- Elvish, Goblinish, Orcish, Sign; PB: +2.
TRAITS
Hunter's Lore: While a creature is marked by your hunter's mark, you know whether that creature has any immunities, resistances or vulnerabilities and what they are.
Hunter's Prey: Choose Colossus Slayer or Horde Breaker as your ability. He can change his option after any Short Rest.
Resourceful: Gain Heroic Inspiration whenever you finish a Long Rest.
Sharpshooter: Ignore Half-Cover and Three-Quarters cover when attacking with ranged attacks. Being within 5 ft. of enemy doesn't impose Disadvantage on your attack rolls with ranged weapons.
ACTIONS
Longbow: ranged weapon attack (+8 to hit, ranged 600 ft., one target. Hit: D8+4 piercing damage PLUS target speed is reduced by 10 ft. until the start of Corwin's next turn)
Dagger: melee OR ranged weapon attack (+8 to hit, ranged 60 ft., one target. Hit: D4+4 piercing damage)
Unarmed Strike: melee natural attack (+3 to hit, reach 5 ft., one target. Hit: 2 HP bludgeoning)
SPELLCASTING
Attribute: WIS; Spell DC: 12; Spell Attack: +4; Prepared Spells: 5.
Hunter's Mark (2/Long Rest): as per spell.
Already Prepared (1/Long Rest): 1st - longstrider
Cantrips (at will): druidcraft, mending
1st level (3 slots): animal friendship, cure wounds, detect magic, ensnaring strike, speak with animals
Description / Design Notes
When the Dragon magazine had an article on the Archer as a new player option, Mark just had to create one. Corwin is a man of very few words. He was always omnipresent in our game, but I can't say much else about him than he was simply a deadshot. Mark named him after the main character in Zelazny's Amber series. But I can't say that it was anything more than a name. He might have been a human or an elf (I can't remember). Though Mark tended to favor elves (as I did dwarves, back in the day). So I split the difference and made him a Half-Elf who favors the Human side of his heritage. This version has more of a druidic feel than the original, but that's pretty much a function of placing his archery under Ranger, than with the Fighter.
--LM
Thursday, June 12, 2025
GROG (me)
Grog Ironfoot
medium humanoid (dwarf), chaotic good
fighter (champion) 4th level; background: artisan
AC: 20; HP: 36 (4D10+12); Initiative: +2 (advantage); Senses: darkvision 120 ft., passive Perception 13; Speed: 30 ft.
STR: 18, DEX: 14, CON: 14, INT: 08, WIS: 12; CHA: 10
Saves: STR +6, CON +4; Resistance: poison; Skills: Athletics +6 (advantage), Investigation +1, Perception +3, Persuasion +2; Feats: Crafter, Fighting Style (Great Weapon Fighting), Polearm Master; Tool Proficiency: smith's tools; Weapon Proficiency: simple, martial; Armor Proficiency: heavy, shield; Languages: 3-Dwarvish, 2-Mannish, Giantish; PB: +2.
TRAITS
Action Surge (1/Short Rest): On your turn, you can take one additional action, except for a Magic action.
Dwarven Resilience: Advantage on saves to avoid or end the poisoned condition.
Great Weapon Fighting: When he rolls damage for an attack with a heavy or versatile weapon he is using two-handed, treat rolls for damage of 1-2 as a 3 instead.
Improved Critical: Attacks with weapons and unarmed strike can score a critical hit on 19-20. After you score critical hit, move up to 15 ft. without provoking any opportunity attacks.
Tactical Mind: Expend one use of Second Wind. Rather than regaining HP, you roll D10 and add that result to your ability check. If the check still fails, this use of Second Wind isn't expended.
ACTIONS
Halberd: melee weapon attack (+6 to hit, reach 10 ft., one target. Hit: D10+4 slashing damage PLUS attack second creature within 5 ft. of target. Any hit ignores your STR bonus)
Heavy Crossbow: melee ranged weapon (+4 to hit, ranged 100/400 ft., one target. Hit: D10+2 piercing damage PLUS push target that is Large or smaller 10 ft. away from him)
Unarmed Strike: melee natural attack (+6 to hit, reach 5 ft., one target. Hit: 5 HP bludgeoning damage)
BONUS ACTION
Halberd Special: melee weapon attack (+6 to hit, reach 10 fit., one target. Hit: D10 bludgeoning damage)
Second Wind (3/Long Rest): Regain D10+4 expended HP. Regain one use of this ability after a Short Rest. Regain all expended uses after a Long Rest.
Stonecunning (2/Long Rest): Gain tremorsense with a range of 60 ft. for 10 minutes. You must be on a stone surface or touching one to use it. The surface can be natural or worked.
REACTION
Reactive Strike: While using his halberd, he can make an additional melee attack against any creature that enters the extended reach of it.
DESCRIPTION / DESIGN NOTES
Grog was my very first D&D character and was notable for his high STR 18% and for using a halberd. I don't believe he ever reached past third level. But I wanted to maximize his use of the signature halberd. In the Falkirk campaign, he is currently slated for living in the city state of Fenwë and is supposed to be closed friends with Arwaith, the Elven Bloodhunter.
Divine Domain to 2024: GRAVE
SPELLS by clerical level
3rd level -- bane, false life, gentle repose, ray of enfeeblement
5th level -- revivify, vampiric touch
7th level -- blight, death ward
9th level -- antilife shell, raise dead
Circle of Mortality: When you would normally roll one or more dice to restore HP with a spell to a creature with 0 HP, you instead use the highest result for each die. You also learn the spare the dying cantrip, which doesn't count against the number of clerical cantrips you know. For you, it has a range of 30 ft., and you can cast it as a bonus action.
Eyes of the Grave: As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 ft. of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to WIS modifier (minimum of once). You regain all expended uses when you finish a long rest.
Path to the Grave: Use Channel Divinity. As an action, you choose one creature you can see within 30 ft. of you, cursing it until the end of your next turn. The next time you or an ally hits the cursed creature with an attack, the attack does double damage, and then the curse ends.
6TH LEVEL
Potent Spellcasting: Add your WIS modifier to the damage you deal with any cleric cantrip.
Sentinel at Death's Door: As a reaction when you or a creature you can see within 30 ft. of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are cancelled. You can use this feature a number of times equal to your WIS modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
17TH LEVEL
Keeper of Souls: When an enemy you can see dies within 60 ft. of you, you or one creature of your choice that is within 60 ft. of you regains HP equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitate. Once you use it, you can't use it again until the start of your next turn.
Source: Xanathar's Guide to Everything
--LM
Divine Domain to 2024: ORDER
ORDER
SPELLS by clerical level
3rd level -- command, heroism, hold person, zone of truth
5th level -- mass healing, slow
7th level -- compulsion, locate creature
9th level -- commune, dominate person
FEATURES by clerical level
3RD LEVEL
Bonus Proficiency: heavy armor; bonus skill -- Intimidation or Persuasion (you choice)
Order's Demand: Use Channel Divinity. As an action, cause each creature within 30 ft. of you that can see or hear you to make a WIS save or be charmed by you until the end your next tur or unti charmed creature takes any damage. You can aslo cause any charmed creatures to drop what they are holding when they fail their save.
Voice of Authority: When you cast a spell with a spell slot of 1st level or higher and you target an ally with it, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If your spell targets more than one ally, you choose which ally reacts.
6TH LEVEL
Divine Strike: Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra D8 psychic damage.
Embodiment of Law: When you cast an enchantment spell using a spell slot of wst level or higher, you can change the casting time to 1 bonus action. You cn use this ability a number of times/Long Rest equal to your WIS modifier.
Improved Divine Strike: Increase bonus damage to 2D8 psychic damage
Order's Wrath: When you deal Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one f your allies hits the cursed creature with an attack, the target takes an additional 2D8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Wednesday, June 11, 2025
Divine Domain to 2024: DEATH
DEATH
SPELLS by clerical level
3rd level -- blindness/deafness, false life, ray of enfeeblement, ray of sickness
5th level -- animate dead, vampiric touch
7th level -- blight, death ward
9th level -- antilife shell, cloudkill
3RD LEVEL
Bonus Proficiency: martial weapons proficiency.
Reaper: Learn one necromancy cantrip from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 ft. of each other.
Touch of Death: Use Channel Divinity. When you hit a creature with a melee attack, you can deal extra necrotic damage to the target equal to 5 + twice your cleric level.
6TH LEVEL
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra D8 necrotic damage.
Inescapable Destruction: Necrotic damage dealt by your clerical spells or your Channel Divinity options ignores resistance to necrotic damage.
Improved Reaper: When you cast a necromancy spell of 1st - 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 ft. of each other. If the spell consumes material components, the cleric must provide them for each target.
Languages of Greyhawk: OERIDIAN Language Family
OERIDIAN Language Family
(Real World Inspiration: None)
Old Oeridian: Ancient language spoken before the Great Migration, completely free of outside influences until after that time. Its grammar is thus unique and almost impossible to translate into any language other than Common. Many of the books, records and holy texts of the Aerdi were written in it. Dialects include:
Common Alphabet: Default alphabet.
Pictographic: Pictographs and Icons correlating to words or phrases in Common. Designed to facilitate, commerce and diplomacy. Not likely to fund many things beyond the practical -- such as poetry, medical treatises or technical treatises -- written in it.
Rules: Knowing a language from within the same family group can, depending how closely related they are, grant comparative proficiency or rudimentary knowledge of the related languages.
--LM
Tuesday, June 10, 2025
Divine Domain to 2024: FORGE
FORGE
SPELLS by clerical level
3rd level -- heat metal, identify, magic weapon, searing smite
5th level -- elemental weapon, protection from energy
7th level -- fabricate, wall of fire
9th level -- animate objects, creation
3RD LEVEL
Artisans Blessing: When you complete a Short Rest, you may magically craft a nonmagical item that must include at least some metal content to it. the item coalesces in a space of your choice on a surface thin 5 ft. of you. The item created can be worth no more than 100 GP. As part of the ritual, you must lay out metal with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even the non-metal parts of your creation. The ritual can create a duplicate of a non-magical item that fulfills these conditions, such as a key, if it is in your possession at the time of the ritual.
Blessing of the Forge (1/Long Rest): At the end of a Long Rest, you can touch one non-magical object that is armor or a weapon. Until the end of your next Long Rest, the object becomes a magic item, granting +1 to AC if armor or a +1 bonus to attack and damage rolls if a weapon.
Bonus Proficiency: Gain heavy armor proficiency, plus smith's tool proficiency.
6TH LEVEL
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you inflict an extra D8 fire damage to the target.
Soul of the Forge: Gain Resistance to Fire and +1 to AC while wearing heavy armor.
Improved Divine Strike: Increase extra damage to 2D8 fire damage.
Saint of Forge and Fire: Gain Immunity to Fire damage and Resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Divine Domain to 2024: KNOWLEDGE
KNOWLEDGE
SPELLS by clerical level
3rd level -- augury, command, identify, suggestion
5th level -- nondetection, speak with dead
7th level -- arcane eye, confusion
9th level -- legend lore, scrying
3RD LEVEL
Blessings of Knowledge: Learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Gain expertise in both skills.
Knowledge of the Ages: As an action, you can choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
6TH LEVEL
Read Thoughts: Use Channel Divinity. As an action, choose one creature that you can see within 60 ft. or you. The creature must make a WIS save. Success: You can't use this feature on it again until you finish a Long Rest. Failure: you can read its surface thoughts when it is within 60 ft. of you. Effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell instead on the creature without expending a spell slot. Target automatically fails its save against the spell.
Visions of the Past: You can spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can mediate in this way for a number of minutes equal to your WIS score and must maintain concentration during that time, as if you were casting a spell.
Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your WIS score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading: As you meditate, you see visions of recent events in your immediate vicinity up to 50-ft. cube, going back a number of days equal to your WIS score. For each minute your meditate, you learn about one significant event, starting with the most recent.
Divine Domain to 2024: TEMPEST
TEMPEST
5th level -- call lightning, sleet storm
7th level -- control water, ice storm
9th level -- destructive wave, insect plague
3RD LEVEL
Bonus Proficiency: martial weapons, heavy armor.
Destructive Wrath: Use your Channel Divinity trait to deal maximum lightning or thunder damage.
Wrath of Storm: When a creature within 5 ft. of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX save. Failure: the creature takes 2D8 lightning or thunder damage (your choice); Success: half damage.
6TH LEVEL
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra D6 thunder damage to the target.
Thunderbolt Strike: When you deal lightning damage to a Large or smaller creature, you can also push them up to 10 ft. away from you.
17TH LEVEL
Improved Divine Strike: Increase bonus damage to 2D6 thunder damage.
Stormborn: You gain a flying speed equal to your current default speed whenever you are not indoors or underground.
Source: PHB 2014
--LM
Monday, June 9, 2025
GARM (me)
Garm
medium humanoid (dwarf), chaotic neutral
fighter 1st, rogue (thief) 3rd; background: artisan
AC: 16; HP: 37 (D10+3D8+12); Initiative: +2; Senses: darkvision 120 ft., passive Perception 11; Speed: 30 ft., climb 30 ft.
STR: 13, DEX: 16, CON: 14; INT: 14, WIS: 08, CHA: 10
Saves: STR +3, CON +4; Resistances: poison; Skills: Athletics +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5; Feats: Crafter, Fighting Style (Defense); Tool Proficiency: thieves' tools, tinker's tools; Weapon Proficiency: simple, martlal; Armor Proficiency: heavy, shields; Languages: 3- Dwarvish, 2- Lowlander, Saxon, Thieves' Cant; PB: +2;
TRAITS
Dwarven Resilience: Advantage on saves to avoid or to end the poisoned condition.
Second Story Work: Use DEX to determine Jumping distance.
Sneak Attack: Once per turn, he can deal an extra 2D6 damage to one creature he hit with an attack roll that had Advantage and used a finesse or ranged weapon. He doesn't need Advantage on the attack roll if at least one of his allies is within 5 ft. of the target, doesn't have the incapacitated condition, and Garm doesn't have Disadvantage on the attack roll.
ACTIONS
Multiattack: He can make up to two attacks per turn, one with his shortsword, the other with his dagger.
Shortsword: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 piercing damage PLUS Advantage on his next attack against the same target before the end of his next turn)
Dagger: Melee OR ranged weapon attack (+5 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4 piercing damage)
Light Crossbow: Ranged weapon attack (+5 to hit, ranged 80/320 ft., one target. Hit D8+3 PLUS target speed reduced by 10 ft. until the start of Garm's next turn)
Unarmed Strike: melee natural attack (+3 to hit, reach 5 ft., one target. Hit: 2 HP bludgeoning damage)
BONUS ACTIONS
Cunning Action: Dash, Disengage or Hide.
Fast Hands: Sleight of Hand or Use Object.
Second Wind (2/Long Rest): Regain D10+1 HP. Regain one expended use after Short Rest. Regain all expended uses after Long Rest.
Steady Aim: Grants himself Advantage on his next attack roll on the current turn. He can only use this feature, if he hasn't already moved during the turn. His speed remains 0 ft. until the end of the current turn.
Stonecunning (2/Long Rest): Gain Tremorsense 60 ft. for 10 minutes. He must be on a natural stone surface. The stone can be natural or worked.
SIGNATURE ITEMS
Gem of Paralysis (requires attunement): Gem has 3 charges. When activated, the gem generates an emanation within 30 ft. radius of its bearer. Those within the radius must make CON save DC15 or be paralyzed for 1 minute. Targets can repeat the save at the end of their turns, ending the effect on themself with a success. It regains D3 charges at dawn.
Ring of Free Action (requires attunement): Difficult Terrain doesn't cost him extra movement. In addition, magic can neither reduce his Speed, nor cause him to have the paralyzed or restrained conditions.
DESCRIPTION/DESIGN NOTES
This is one of those cases where character is revealed by the magic items they own. Garm is the traditional thief, for the most part, with sheer greed and opportunism as his primary motivations. Using his ring of free action, he pried the gem of paralysis from a stationary trap in a dungeon and made the combo his signature move. His usual modus operandi when thieving is to activate the gem and then grab whatever he can in the time remaining,
--LM




















