Showing posts with label New Classes. Show all posts
Showing posts with label New Classes. Show all posts

Wednesday, October 5, 2022

Less Boring Gods Make Better Clerics

 There are the first 5 random gods I made using the new God Generator, now available in the Store.


SISTER OF INFINITE PUNISHMENTS


Worshipped under various names in the Eastern half of the Cube, the Sister of Infinite Punishments is assigned the task of disciplining liars and oathbreakers. She is a patron to assassins, executioners, torturers and all who employ them in the name of justice.


The sacred frieze of ice sculptures  known as the Cold Jataka tells the tale of how she executed the Emperor who plucked out her left eye by infiltrating his palace with the aid of a magic cloak and hammering an icicle into his brain as he slept. In temples devoted to her in warmer climes, porcelain figures of the goddess with one artificial eye of pale sapphire and nipples of lapis lazulil hold wooden hammers, icicles carved of diamond or crysta, and cloaks of patterned silk.


She is said to devour any who do not worship her and her fearsome  devotees sacrifice night birds in her name. However, they must always be kind to children, as only an adult may break an oath.


Clerics doing her work in the world may choose Unseen Servant, Sleep. Cause Light Wounds, or a limited Detect Lie (only works on the last 10 minutes)  as a bonus spell at first level.





THE PREPOSTEROUS GRANDPARENT


It is said that The Preposterous Grandparent sits on a black egg atop the highest peak in every mountain range in the Imperial Lands (no-one has ever climbed two disparate mountains simultaneously to check) and that anyone who can make the Grandparent laugh hard enough to fall off the egg will be granted the ability to raise one friend from the dead.


The Grandparent despises ogres, oni, and ogre-mages as they have no sense of humor and often insult the wood-spirits with whom he prefers to spend his time. The Grandparent battles these monsters with a pick-axe and will occasionally use his ability to possess worshippers to warn villagers if such a creature is nearby. In return, the Grandparent demands that these followers amuse him in various way ( they can only eat food if it is baked into pies and must spend at least one day a week intoxicated by mushrooms) as well as  sacrifices of mined gems. He has no time for anyone who does not appreciate him and his clerics cannot aid such infidels with their magic.


His followers may gain Charm Person, Command or Cure Light Wounds as bonus spell at first level.





Nyaa of the Two Temperaments


Sea Elves and Elves of the Drownesian Isles who wish to sail must seek the favor of Nyaa of the Two Temperaments, though she is deaf to all entreaty and will always do as she pleases. She is both toothsome and terrible, half-woman-half-scorpion, wreathed in a net that cannot hold her, with a toothed maw like a scar across her belly into which she feeds sailors who have drowned as she crawls the sea-floor, after stinging any who survive to death with her poison tail. All fish do her bidding and a cloud of scavenging flies follows her at all times. She carries a stoppered vial containing the tears of fisherman’s widows.


Clerics devoted to can gain Purify Food and Drink as a bonus spell or else gain the ability to become amphibious but in return they must never mention the sea without bowing in its direction, must always touch anything blue in sight (save the sky, a false god), must always cover their mouths with fabric marinated in salt water and, as befits a sailors’ god, can only travel, fight or work in heterogeneous groups (no two members may have both the same species and gender).





Strike Overlord


Typically depicted by the Elves of Broceliande as a displacing panther with a cestus in one forelimb, a decanter of wine in the other, and riding a living cloud (called Arhad-Riin) , this urbane god receives the prayers of those who would spite all quiet order and live instead by wit and steel. In the stories of the epic Threll Din Dydnyadd (usually translated in Broceliandaise as “Morally Complex But Largely Entertaining Exploits of a Feline Personage Who Insists On Being Called Strike Overlord”) this patron of both duellists and liars baffles the Goblin King, tricks the elder gods, drinks the Wine of Ceaseless Tumult, and defeats the first lion, tiger, lynx and leopard in single combat.


His clerics receive a boon of either a permanent +1 to hit with a melee weapon or Charm Person as a bonus spell, and in exchange the Lord of Duels asks that they wear a pattern of shifting stripes, offer kindness to children (who are too easy to fool or kill, and so represent no challenge), avoid music (bards suck), and dip all their food in the blood of a defeated foe before eating it.


Monday, December 28, 2020

Quicky LotFP Druid

I just finished a short module and while writing I realized I reference "druid spells" all the time and there aren't any LotFP druid spells. So I made an LotFP druid.

The module is an evil fairy land sandbox it's in the Store for 5$

Here's the druid:

Quick LotFP Druid

HP  1d6

Spell Progression  as Cleric. 8th and 9th level spells can be gained at the end so long as you have more 7th level spells than 8th and more 8th than 9th.

Saving Throws  as Cleric

Base Attack  +1 to hit

Gain  1 skill point per level including first for...

Animal Handling  (starts 2 in 6) (you get this in addition to a charisma roll--either one succeeding is success)

Bushcraft  (starts 2 in 6)

Climb  (starts at 1 in 6)

Search  (starts at 1 in 6


DRUID SPELL LIST

FIRST

Blending (as Invisibility in forests)

Darkness

Faerie Fire

Light

Locate Animal or Plant (as Locate Object but limited to, y’know, animals and plants)

Mending

Purify Food & Drink

Spider Climb

SECOND

Charm Animal (includes giant animals) 

Darkness, Continual

Delay Poison

Heat Metal

Light, Continual 

Magic Mouth 

Resist Cold 

Resist Fire

Speak w/Animals

Stinking Cloud

Wall of Fog

Web

THIRD

Charm Plant (includes plant monsters) 

Cure Disease

Gust of Wind

Howl of the Moon

Plant Growth

Remove Curse

Sacrifice

Speak With Dead Animals 

Speak With Plants

Water Breathing 

Water Walk 

Wings (as Fly)

FOURTH

Dig

Divination 

Hallucinatory Terrain 

Neutralize Poison 

Polymorph Others 

Polymorph Self

Wall of Fire

Wall of Ice

FIFTH

Airy Water

Animate Dead Animals 

Cloudkill

Commune

Faithful Hound

Insect Plague

Stone Shape

Transmute Rock To Mud 

True Seeing

Wall of Stone

SIXTH

Barrier

Find the Path

Flesh to Stone

Heal

Legend Lore

Move Earth

Speak With Monsters 

Stone to Flesh

SEVENTH

Control Weather

Camouflage, Mass (as Invisibility. Mass, works only in forests) 

Earthquake

Grasping Hand

Part Water

Statue

Vision

Witchlamp Aura

EIGHTH

Maze

Symbol

Trap the Soul

Shape Change, Animal

NINTH

Imprisonment

Shape Change

Module's 12 pages, looks like this...

Thursday, January 2, 2020

Diverse Lutes

Random itinerant entertainer class from the cancelled project I wrote about in the last entry

The Troubadour
it has this goofy subtitle because remember
we made the whole book look like an old issue of Dragon


There are those born with a passion to dazzle and entertain, with a song deep in their heart, with a need and capacity to delight those around as a toddler cannot help but delight its maiden aunts and mother. In places of danger and wild uncertainty they die by dozens, leaving to sullen and neglected offspring naught but diverse lutes and a heap of unclean motley. The demiurges and agonarchs that fashion from our world red contests do not concern themselves with such creatures, nor do we here this day. 

Others ply the jongleur’s path more steadily but less wilingly, and are driven by a stranger engine: The gods of death demand a record.

In all places and all times, in all nations and tongues, there are those cursed to know and account to Memory and Mortality what has been brought to their country, as the wine merchant demands the vintage and chronicle of each cask in her cellar. They arise from all families and strata, and are given no choice.

The curse brings with it no concommitant appreciation for song, rhyme, or good company, though a native or willed intimacy with these tools does ease the burden on those stricken. Laden willingly or otherwise with mnemonics and harmonics, the troubadours wander, measuring and auditing the deeds of those they meet against the day these souls pass from the hands of their Author to those of their Archivist.

Bearers of the Knowing Curse would rather not be, but make the best of it: they fashion songs of their accounts and entertainments of their songs, and seek thereby to both derive a nightly crust and placate the Demon of All Stories who struts and shrieks across the meager sleep that is their affliction’s patrimony. They rise again with the sun to seek new and distant accommodation, lest a vulgar audience tire of the truths which are such minstrel’s only coin. They are much in demand at funerals.

Though the difficulties of this path are by no means to be envied, walking it imparts a personage a wide experience and useful talents:

HP: 1d6

To Hit: +1

Skills: The Troubadour has skills much like a Specialist (Lotfp Rules & Magic pg 17)—they grant a chance on a 6-sided die—1=1 in 6, 2 = 2 in 6, 3 = 3 in 6, etc. 

At first level, the Troubadour gains two skill points to add to any of the values below. The available skills and their starting values are below, new skills are denoted with a *:

Bushcraft (1 in 6)
Languages (1 in 6)
Search (1 in 6)
Sleight of Hand (1 in 6)
Stealth (1 in 6)
*Animal Handling (1 in 6)
*Entertaining (2 in 6) 
*Lore and Trivia (2 in 6)



New Skills:

Animal Handling applies to any attempt to get a mundane animal to do what you want, from quieting a guard dog, to racing a horse to teaching a chicken a stupid dance. This doesn’t work on hostile animals (ie encounters) unless you have food, fire, or some other form of leverage which would reasonably change the animals’ mind about you. In cases where a simple Wisdom or Charisma roll would do the trick for any character, an Animal Handling score above 1 allows the character to roll their skill in addition to the Charisma roll—and it counts as a success if either roll succeeds.

Entertaining is what most Troubadours do for money. The skill applies to any attempt to enthrall a neutral, friendly, or merely difficult audience--though it won’t remotely work against the majority of real foes. Entertainment can be used to distract, inform, ingratiate oneself with- or otherwise manipulate large groups of people, though the player must specify what kinds of entertainment they are familiar with (one distinct per point of skill) if the form would require sleight of hand (card tricks or juggling for instance) you’ll have to get at least one point there too and the roll to entertain is made on the higher of the two scores. In cases where a simple Wisdom or Charisma roll would do the trick for any character, an Entertaining score above 1 allows the character to roll their skill in addition to the Charisma roll—and it counts as a success if either roll succeeds.

Lore and Trivia are what Troubadours weave their tales from and about. The Troubadour’s deep knowledge transcends that of ordinary characters in two ways. First: the Troubadour is allowed a roll on their Lore and Trivia skill to be aware of information that other characters wouldn’t be allowed to know at all, or which is generally restricted to a given class, race or nationality other than their own. Second, in cases where a simple Intelligence roll would reveal a hidden piece of lore for any character, a Lore and Trivia score above 1 allows the character to roll their skill in addition to the Intelligence roll—and it counts as a success if either roll succeeds.


Advancement: 

Due to the peripatetic and disjointed nature of the Troubadour’s lifestyle, the advancement of such individual inevitably involves collecting unexpected talents. At second and each subsequent level, roll d100 each time the Troubadour’s level goes up.

1-57 Gain 2 skill points and put them where you like.

58-59 You’ve had to fix one too many sodden cart wheels and abused dulcimers. Gain a point of Tinkering (as the Specialist skill) each time you roll this.

60 Traveling is hard work. +1 Con to racial max, excess goes to Cha, Int, or Wis.

61 You have learned much on the road. +1 Wis to racial max, excess goes to Int or Cha.

62 Well, technically it is a dog and pony show. You’re not just good at handling animals, you’re good at training them. Given a week, you can train any basically neurotypical nonhostile and domesticated animal to do such tricks as that animal might be able to do, (though it won’t be able to fight independently for you if it couldn’t already). Where is the line of “domesticated”? Cats: yes. Monkeys: yes. Tigers: no. (Though, note, apparently cheetahs are highly trainable if you can find one.) If you roll this result again, re-roll.

63 Heavens, my thumb’s come clean off! You are unusually skilled at entertaining children and have a few tricks ready to amuse them at a moment’s notice. When trying to get them to do something, roll twice and pick the better result. If you roll this result again o nthe d100, roll three times and pick the highest, if you roll it again then 4, etc. Doesn’t work on like evil demon children that want to eat your brains or whatever.

64 With your odd cap and mandolin, you’ve mastered the art of looking harmless. You are skilled at playing possum--if you pretend to go down in a fight you will most likely be ignored thereafter even if everyone else is already dead and will get a +2 to any attack in the next round (on top of any possible sneak attack damage). You may definitely use Stealth (if you have it) even out in the open during a fight since you’ll just look like you’re trying to get away—at least until an enemy sees you hit someone.

65-68  He's a card player, gambler, scoundrel--you'd like him. You have friends all over. You have one contact for each Troubadour level you have (write these pals down when they appear). This ability can be triggered in any civilized area (or uncivilized areas that travelers frequent) and HEY, IT'S YOU!!!. (Referee, get rolling some random NPCs.) These will generally be low-level underclass types--thugs, mountebanks and freakshow performers and, though they have information, they will not be adventurer-material (i.e. they won't help you fight things or open trapped doors for the most part). However, if you re-roll this result you may do one of the following things: "upgrade" an existing contact to upper class status (inheritance? big score?) or "upgrade" an existing contact to adventurer status (that is: you've made it look like fun and they want some, too.)

69-75 You’ve been forced one too many times to resort to fisticuffs to recoup your earnings from unscrupulous innkeepers: +1 to hit. Re-rolling this later adds +1 more.

76 So you found this scroll in a case by the side of the road… You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.

77-80 You’ve learned to avail yourself of such shadows as are convenient. You have a sneak attack of 2. If you re-roll this, add another point, though you max out at 4.

81 You have mastered the art of combat misdirection. You may add your Charisma bonus to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who the knew you were going for the kettle?). If you have no Charisma bonus, this bonus is simply +1. Re-rolling this adds to the damage: +1, then +2, then +3, etc.

82-85 Score! You have d6 doses of horrible drugs that are bad for you. They work by ingestion or insinuation. Unless the GM has some crazy drug table, I'm going to say victims must save or act as if under a Confusion spell for 4 rounds.

86 You have such an honest face. Someone NPC of ordinary intelligence you can talk to will  automatically believe one lie you tell per day. If you re-roll this result it goes up one lie per day.

87 An impressed colleague is waiting at the foot of the stage with a gift for you. You are given a musical instrument of unusual quality. It’s doesn’t help you perform any better but it is worth 4d100sp (no xp for that, though) and gives you a +2 to any conversation with fellow entertainers who will immeidiately ask about what weight strings it uses and whether the humidity affects the resonance and…

88 Ohhh... your head hurts and why is this countertop marble? It's hard to reconstruct but you are pretty sure you won 3000 sp and spent it all in one night. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 3000gp. You do not get xp for this treasure.

89-90 Being something of a coward has paid off. You are +2 to hit with a bow or crossbow if you spend a round aiming. Re-roll? +3, +4, +5 etc.

91-94 There are fringe benefits to all that make-up you wear. You have learned the art of disguise. Somewhat. It's a your Cha vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Obviously there are limits to what you can disguise yourself as but if you and your Referee can’t agree on them you probably shouldn’t be playing together. Every time you re-roll this result you get +2 more to the check.

95 There are certain admirers you have who insist you sign the guest book under an assumed name. You are adept at forgery. Mechanical details work like disguise above: (Int v Wis, 40gp, +2 on a re-roll, etc etc) though you can also make a Sleight of Hand roll and if either is a success: you’re good.

96-98 Your confidence has grown even faster than whatever abilities you supposedly have confidence in. +1 Cha up to racial max., excess goes to Int or Wis.


99-00 Knowledge is, of course, your business. +1 Int up to racial max, excess goes to Wis or Cha. Note: You look no smarter.
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Monday, July 17, 2017

Efficiency is Beautiful, Efficiency is Art

First--there's been some really great stuff out lately online:

-Nick Whelan carefully handcrafted d100 Bandit leaders, half of them are an adventure hook all by themselves.

-The Coins and Scrolls blog has been killin it lately--and in this case eating it, too.

-Weather, names, and groups of NPCs--these are pretty decent and the names are funny. The weather generator allows to adjust climate and includes "magic weather" (and you can decide how much of it you want.

-And remember those random level up versions of character classes I did? Well Jeff went and finished the set and threw both sets together in a doc--along with Rey Madrinian's Paladin and Anti-paladin.

-And, big Demon City news...
click to enlarge
Alright, so, 4 months, 80,000 words and 300 typewritten pages and a dozen paintings later, Demon City is a game now. Or at least a playtestable first draft.

That's like a novella a month.

God damn I'm exhausted.

There are some cameos and co-stars:

Paul D Gallagher, who turned my Vornheim into a book of cyberpunk tables graciously allowed me to use some of his stuff to help build a modern setting.

Patrick Stuart wrote up Demon City's financial district for me, and gave me some rituals.

Scrap Princess gave me a very disturbing monster with  some great a great adventure hooks attached, and

Evan Elkins helped fill out what happens in Demon City when you get outside the city.

If you were a Patreon backer at the right level as of last night you should've got this monstrosity in your email. If you didn't let me know.

If you missed out but now want to see it--you can still get access to it if you sign on at at least 10$.

If you just want to wait for the next draft, I have a new reward at the 3$ level for that.

I also added a new goal: I'll be running a solid week (from when I get up until when I go to sleep every day) of Demon City public online test games if I reach the next monthly goal.

I also changed something bug: before I was promising deadlines for the art, but the art's going so well and is so fun I've decided that regardless of when the text is done I'm just going to just keep doing Demon City art up until layout time as long as I've got Patrons.

Thursday, December 8, 2016

Non-magic Ranger for 5e

Who decided rangers would be magical? Probably it's Gary's fault somehow but whatever...

This is for my hacked version of 5e--like the paladin I made (Knight of Tittivila) it's a non spell-casting ranger and is a bit less powerful overall than the 5e default--but also more straightforward and with less mechanical fiddly bits.

Hit die: d10
Saves: Strength, Dexterity
Skills: Pick 3--Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival(/Tracking)

Level 1
-Favored Enemy: Learn their language (Int check if it's a strange dialect), Advantage on checks, +2 to hit and damage. Categories: Local creatures (incl animals and folkloric creatures), aberrations & elementals, reptiles, fey, giants, plants, undead, any 2 races of humanoids
-Favored terrain: Advantage on info and tracking checks. Pick: Arctic, coast, desert, forest, underdark, mountain, swamp
-Prof bonus +2
2
-Pick one fighting style:
   +2 to hit with bows (archery)
   +1 to AC
    Add ability mod to damage on second hit while using 2 weapons
-Animal companion: You get to pick one animal of 2 HD local to where you are when you level up or to your native environment, it behaves as if Charmed and gains d4 hp per level and is your friend. If it dies you may replace it but you can only have one at a time.
-Prof bonus +2
3
-Advantage to tracking rolls made in any environment
-Automatically succeed on any history, nature, lore etc check about any specific species or place previously observed (once per creature/place). Keep track.
-Prof bonus +2
4
-Add 2 ability score points anywhere
-Any environment you've spent 4 consecutive game sessions in counts as a Favored Terrain
-Prof bonus +2

5
-If the player playing the ranger maps a wilderness area, then, the second time the ranger PC passes through that area (provided at least an hour or one pitched combat has passed--to cleanse the ranger's mind of initial impressions), the ranger PC will automatically notice any concealed or hidden features in that area, and also any changes since last time. A mappy ranger will also notice any differences between a players' map drawn by someone else and the actual landscape and can find food or fresh water in any mapped wilderness terrain within an hour.
-If a ranger spends 15 minutes preparing camouflage, s/he can be unseen in any wilderness environment if not moving and gains advantage to stealth while moving.
-Prof bonus +3

6
-Extra atk per round.
-Choose a second favored terrain.
-Prof bonus +3

7
-Know a single sentence in any language from the area you come from on a successful Int check
-Given an hour and a successful Nature check you can locate berries, fungus, spider glands etc capable of restoring d4 hp to an injured creature. This stuff has to be fresh and goes bad after PC's level # of hours.
-Prof bonus +3
8
-Add two ability score points anywhere
-Given an hour and a successful Nature check you can locate lichens, molds, scorpion sacs etc capable of causing Confusion to a creature that ingests it (ie can't be stabbed in)--it doesn't take effect until the target fails a save (DC is ranger's nature check) and lasts until the target makes another save. The stuff has to be fresh and can't be used after PC's level # of hours.
-Prof bonus +3

9
-You may calm any animal or animal-minded creature with a successful Animal Handling check.
-Outdoor difficult terrain (unless magical) does not slow you.
-When outdoors, your passive and active perception allows you to notice features that would usually only be findable on a careful search.
-Prof bonus +4

10
-On a successful Survival check you can leave no trail and go undetected without magic.
-Growl can cause save vs Fear ( DC: 8+prof mod+Wis mod.) in animals of 5hd or less.
-Prof bonus +4

11
-You cannot be surprised in your preferred terrain.
-Choose a second favored enemy from any form of creature you have met in the campaign.
-Prof bonus +4

12
-If you spend at least 3 rounds setting up an ambush, everyone in your party gets an extra non-attack, non-spell action during the surprise round.
-Prof bonus +4

13
-After a round of study where you take no action, you can trip or disarm any foe on your next successful attack.
-If you roll maximum damage with any weapon, the blow lands exactly where you want.
-Prof bonus +5

14
-Add 2 more ability score points anywhere
-Prof bonus +5

15
-You may make any animal-intelligence creature you encounter of your level HD or less your companion (as level 2 otherwise). Mutant lion, dinosaur, whatever. You can only have one companion at a time, though.
-Prof bonus +5

16
-You cannot be surprised outdoors.
-You cannot be tracked outdoors.
-Prof bonus +5

17
-Add 2 ability score points
-Prof bonus +6

18
-You speak the language of any animal on a successful Nature check.
-Prof bonus +6

19
-Add 2 ability score points anywhere.
-Prof bonus +6

20
-Double damage against your favored enemies.
-Prof bonus +6

Thursday, July 14, 2016

Knight of Tittivila

Knight of Tittivila (Paladin variant)

This is for my hacked version of 5e--it's a non spell-casting paladin and is a bit less powerful overall than the 5e default--but also more straightforward and with less mechanical fiddly bits. You can make paladins of any number of gods by switching out the Tittivila-specific bits.

Knights of Tittivila--goddess of flesh and change--are found among many human and nonhuman races, including the Saurians of Nyctopolis.

Hit die: d10
Saves: Wisdom, Charisma
Skills: Pick 2--Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, Animal Handling

Level 1
Detect Evil/Good # of times/day=Cha mod. 60 ft
Lay on Hands: Heal 5 pts total per day or cure disease or mundane curses by trading in 5 pts. +1 per level
Prof bonus +2

2
Mounted combat (+2 to attack from a horse or other mount)
Smite: Once/day. Add damage to a strike against any creature that is explicitly blasphemous to Tittivila or which has grievously harmed your friends. The damage is +d6 plus d6 extra per (true) friend harmed by the creature. Max d6s=Paladin level, up to a max of 10. If the paladin knowingly "games" this ability Tittivila won't grant it.
Prof bonus +2

3
Add 2 ability score points anywhere
Prof bonus +2

4
Advantage vs disease. No disease can kill you.
Advantage to hit vs creatures that are not flesh (undead, constructs etc).
Prof bonus +2
 5
Add two ability score points anywhere.
Once per day you can turn undead. Save DC: 8+prof mod+Wis mod.
Prof bonus +3

6
Extra atk per round.
Once/day as an automatic action deliver a baleful mutation to any enemy willingly touching you..
Prof bonus +3

7
Any ally within 15' gains same advantages to saves as you.
Half damage from necrotic sources.
Advantage vs paralysis or holding etc.
Prof bonus +3

8
You can call out a creature with an oath--you may only attack that creature until it is dead after doing so, but you will do an extra d10 of damage on a successful strike. If it escapes, you must pursue it alone until it is dead and may attack no other unless it explicitly bars the way. Breaking the oath makes you a fighter of -2 levels.
Prof bonus +3


9
Add two ability score points anywhere
Advantage vs fear
Prof bonus +4

10
Advantage vs Charm or mind control
Advantage vs  Divine magic
Cause save vs Fear ( DC: 8+prof mod+Wis mod.) in creatures of 5hd or less that are antithetical to Tittivila
Prof bonus +4

11
Immune to baleful transformations of your body.
Your mount is semi-intelligent and cannot be slain off-screen. It gains d4 hp each time you level up.
Prof bonus +4

12
Smite damage dice raised to d8.
Prof bonus +4




13
Immune to fear, as are any allies within 15'
Any foe touching your skin must save or take a baleful mutation  Save DC: 8+prof mod+Wis mod.
Prof bonus +5

14
Add 2 more ability score points anywhere
Prof bonus +5

15
Once/day you can end any baleful spell effect on anyone.
Prof bonus +5

16
Creatures antithetical to Tittivila are at disadvantage to hit you and cannot physically touch you (constructs, undead, demons, evil summoned beings, etc)
Prof bonus +5

17
Add 2 ability score points
Prof bonus +6

18
Aura protection (granting advantage to saves) extends to 30'
Prof bonus +6

19
Add 2 ability score points anywhere.
Prof bonus +6

20
1/day all foes within 30' must save or suffer a baleful mutation. Any foe touching the knight will suffer it with no save.
Prof bonus +6
Here you go. It's nominated in 5 categories.

Tuesday, August 26, 2014

D100 Witch Traits

If you're playing a witch or warlock, you can roll on this table instead of taking the usual level-up extra. Spells known, spell slots, saves, proficiency and combat advance as usual.

To make a witch/warlock out of an old system that doesn't have one, make a cleric, druid or magic-user and just give up one 1st-level spell each level for a witch trait.

I only wrote the first one--the rest was crowdsourced here . I erased 50-odd entries to pare it down to a clean 100, leaving out ones that seemed least likely to be useful in play. However, some of them were fun, so it you're in my Google+ circles, you might want to take a look.

I've made a few suggestions in parenthesis to make some more gameable. If you think of anything to make one more concrete, put it in the comments.

1, By concentrating, you can cause any sleeping creature you have observed before to open its eyes and look around for 3 rounds, during which you can see through its eyes.

2, You may talk any domestic (Or ordinary--including wolves, bears, etc) animal into suicide (in a number of rounds=its hd).

3, You always spoil milk around you. You can't choose. 

4, You can smell emotions. It's 70% accurate.

5, Your spit burns the holy. (d4 per holy class level?)

6, If you prepare a corpse, crows will come and tell you news.

7, Domestic animals hate you (can't think why).

8, healing spells still work on you but replace portions of your flesh with tattooed holy scriptures/tracts, which the cleric's god hopes you will read and thereby learn the error of your ways;

9, If you eat something, you can cause someone else to vomit it up. This could be used in odd ways e.g. sending an ally in prison a key. Or you could just make paladins disgorge huge quantities of blood and spiders etc. etc. 

10, Your fingernails grow long and hard, and are excellently suited to digging in unconsecrated ground. (Claw attack.)

11, When you laugh (or cackle, really), your true nature is exposed through any disguise or illusion. The upside: this also causes Fear (act at -4 or run away) in living creatures that hear it and fail a saving throw.

12, You ate your twin. It gives you advice sometimes, in dark places.

13, If you bring a statue an acceptable gift it will tell you about something it has seen.

14, one of your hands is a chickens claw. If you let it scratch idly in the dirt it writes down the secrets of those close to you. But sometimes it writes down your secrets and you never know which secret belongs to who.

15, You know a secret demonic process to turn the fat of children into a skin cream, rubbed on furniture, it can bring the furniture to life (although the ambling desk or wardrobe is no smarter than a child).

16, By talking to anyone for about five minutes, you somehow come to know their deepest childhood fear.

17, Can cause miscarriages or deformed stillbirths by staring at people and blinking in certain patterns. 

18, You can spontaneously cause really innocuous mishaps. If you pin them on someone else the mishaps suddenly become a much bigger deal.

19, Teeth will not stay in your mouth for longer than a day; everyday you must implant teeth other than you already wore in your mouth. The teeth may tell you secrets or give you a bite attack.

20, They tried to execute you once, but somehow it didn't work. Roll 1d6 to determine the method of your almost-demise : 1 Burning  2 Drowning 3 Hanging 4 Pressing with stones 5 Beheading 6 Poking with brands You still bear the marks/scars of your execution. Depending on how you survived, this may be minor or may be e.g. you are literally carrying your own head around. 

21, Trigger local epidemics of infectious disease by humming lullabies in the garden of someone who's offended you. At night of course.

22, Guilt makes people weak to your magic. If someone commits a crime or a sin, they have a saving throw penalty against you; if you can trick a good person into doing something awful, you can rewrite their destiny. 

23, Your tongue splits like a snake's. You gain bonuses to telling lies and casting suggestion spells, but when you tell the truth people might not believe you. 

24, If you make a man cry you can discover what he truly fears. 

25, You become diabolically attractive - probably in a very lush, sensual way. Unfortunately, someone powerful becomes stalkerishly obsessed with you. You might be able to influence them, but then again they might try to have you judicially murdered for rejecting their advances. 

26, Cats spy for you.

27, Your bodily fluids can bring shadows to life as your servants. 

28, Insects will guard you while you sleep.

29, Birds will steal small items for you.

30, Demons cannot resist dancing with you.

31, Uncanny ability to quickly learn foreign languages, written or spoken, lip read, sign languages, codes.

32, Can mimic precisely infants crying or the sounds small animals make. 

33, Cold skin, slow heartbeat - excellent at feigning death.

34, Occasionally sucking on boiled bones will turn you invisible.

35, Propensity to break into saccharine and uplifting musical numbers. Ability to present self as the real victim in all circumstances, regardless of actual state of affairs. 

36, Your appetite becomes enormous and almost insatiable. Fortunately, you can now dislocate your jaw and distend your throat, which will help when you try to swallow that cow. 

37, Can only step through a threshold when walking backwards.

38, You have a single, detachable eye.

39, You have two "sisters" - not necessarily female. Perhaps you were both reborn at the same initiation ritual. Whatever the reason, you know everything they are doing, feel a sympathetic twinge if they suffer pain, death or love, and can cast more powerful spells if you work together with them. Unfortunately, they are ghastly people, of a sort you would never otherwise want to know. 

40, Extraordinary sense of smell.

41, Deeply narcissistic, will watch yourself speaking if a mirror or reflective surface is within sight rather than looking at whoever you are speaking to.

42, You can shape shift into an appropriate animal. In the absence of other cultural contexts, choose one of the following: hare, fox, deer, cat or owl. 

43, Eyes in the back of your head. They work.

44, If you can get a sexual partner to submit to you, you can transform them into a useful animal under your control - a horse, for example, or a guard dog. They are aware, but in a kind of dreamlike state. They do not age. When they are killed, when you are killed or when they are touched by a holy symbol, they will revert to their original form. 

45, Extra fingers, they smell like exotic spices and the fumes can intoxicate people who's faces you stroke. 

46, Perhaps you could repel water, like magnetic repulsion. You could never touch water again (or drink it). It would roll away from you. Maybe you would be thirsty a lot. You would need to take sand baths. You could not pick up things in puddles or pools. Sailors might try to capture you, put you in a cage and use you to create a bubble or bathysphere for deep sea exploration. 

47, While you sleep, your hands autonomously scratch writing onto your belly.  The writing has a 40% chance to be blasphemy, 40% chance to be mere insults (against you), and 20% chance to be a warning about something you are likely to encounter tomorrow.  When possible, combine these categories.

48, You can't cross running water, or enter sanctified grounds

49, Clerical turning works against you as if you were undead

50, You can only enter religious establishments or sacred ground with the intent to fornicate within. 

51, If you incubate an egg over two weeks, it will hatch into an intelligent, mean-spirited rooster that will nevertheless be completely loyal to you as long as it in the same room as you.  However, if you are ever dropped to 0 HP, the rooster will rush over to you, suck all of your blood out of your eyes (killing you) and turn into a 6' anthropoid cockatrice hybrid-thing with no allegiance except its own.

52, You are not beautiful. Yet. Every so often, you will become obsessed with a particular feature of some stranger. Perhaps they have an aquiline nose or a striking eyes. They may not be conventionally attractive at all. You will stalk them, incapacitate them, cut off that feature using a special knife, then cut off the corresponding piece of your own face and, with careful motions, stitch your new acquisition into place. (It will work--you'll appear to be them.) For some reason, the brief period of elated self-contemplation that follows deliquesces, inevitably, into dissatisfaction, envy and further crimes. 

53, But if someone paints an eye on it, so that it stares back at you, your powers will not work on it until the eye is defaced. You know when you have entered the country of witches by the omnipresence of eyes. 

54, You are linked to the last person who drank some amount of your saliva (or other bodily fluids).  At will, you can cause the linked person to vomit leaves and dead crows, but this terminates the link.

55, You can transform harpy eggs into "disaster eggs". http://dndwithpornstars.blogspot.com/2011/01/dungeon-mistress-mandy.html?m=1&zx=2b5a5eb063d414e

56, There is a small creature living in your stomach.  (Rat/octopus/unborn twin/beetle, rolled randomly).  You must feed it a live mouse (or equivalent) every day or it will begin to gnaw on your liver, but in exchange, any poison you would normally suffer is delayed for 1d6 hours.

57, You radiate an aura of spiteful informational decay. That is: stories in books start to change to have unhappy endings; actors performances become clumsy or clownish in tragedies, inexplicably heartbreaking in comedies; messages in letters twist subtly to warp the intended meaning and sew division. Everything around you is in a perpetual state of Chinese whispers, with the worst possible outcomes. 

58, Babies spontaneously cry around you.  However, if you make a Charisma check, you can subtly influence the babies to speak whatever words you want (even if the baby hasn't learned to talk yet).

59, You are two people (physically, not just mentally, like a were-human human).  They have the same stats/race/class but are opposite genders.  They have separate names, and you switch between them whenever you sleep.  They hate each other, and will often try to inconvenience/embarrass the other via traps or subtlety.

60, By stripping naked and killing a goat, you can pass through its body into another LIVING goat within 1 mile.  You make a bloody exit from the second goat, killing it.

61, Whenever you and you companions are well and truly lost (i.e. you don't know where you are AND you don't know how to get back to safety/destination), you become hirsute, horned, and incapable of speech.  You get +2 to hit and are incapable of getting un-lost, although your allies can lead you out.

62, Whatever you gift to a corpse cannot be found by others, but the corpse may not want to give it back to you, either.

63, You may suck sickness from the skin of an innocent, but you suffer the effects until you can spit it on a child.

64, Whenever you are enclosed in a coffin and buried at least 6' underground, you can speak with any corpses within 500'.  Treat this as speak with dead except that the dead all speak to you at once, and are very talkative and frequently hostile.  Requires a save to avoid some bad-but-not-lethal mishap.

65, Magpies gossip to you about the petty jealousies of local villagers. If you bring them new gossip, they might consent to stealing something for you.

66, If you stuff a live frog's mouth with hair and throw it into a fire, the owner is rendered mute as long as the frog burns.

67, You can induce seizures in holy people + clergy + paladins by kissing them.  Lasts 1d6 rounds, but if you spend at least a minute making out with their twitching body, they will lie there enervated and frothing for another 1d6 hours.

68, If you smoke someone, you learn their secrets.  This usually requires an enormous hookah, big enough to shove a living person inside, that would normally cost 1000g to construct.

69, If you fill your mouth with virgin tears, you can either spit out a few ounces of acid or a black arrow, as if fired from a bow (treat as a +1 arrow vs angels).

70, Any spell you cast is brought into this world by vomiting blood.

71, As long as you spend 1 night every week hanging from a gibbet by your neck, you cannot be strangled or suffocated.  (Must be a legitimate gallows, where criminals have been hung.)

72, Whenever you are in a marshy or swampy area, toads will flock to you in reverence.  They will lick your body, groom you with their clumsy hands, and eat any skin/hair parasites that you have.  They will also vomit out gifts for you.  These gifts are mostly gross, but there is a 10% chance that they give you a small piece of jewelry or something.

73, Venomous creatures that bite you are also poisoned in return, and suffer the effects of their own venom if they fail a save.

74, You have 6+1d6 molars at the start of the game.  By throwing one of your molars in the fire, it will hatch into a 1 cm tall imp.  The imp cannot fly and moves about a 1'/min, but if it crawls inside someone's ear, it can implant itself in the womb (or large intestine, if male).  The imp-fetus grows quickly and painfully over 6+1d6 hours, hatching forth into a full grown 1d6 HD demon if it is not removed.  Females survive the process, but menfolk must save or die, due to the more traumatic nature of the exit.

75, You cannot tell the truth to a child, but deep down they believe everything you say.

76, Hanging yourself from a tree puts you into a death-like sleep until someone cuts you down or the rope rots away.

77, Cats, royal fools, and children under 5 cannot see you. These last become extremely distressed when confronted with proof of your presence.

78, You have scary-starey Aleister Crowley eyes (http://www.energyenhancement.org/aleister11.jpg) possibly as a result of hours spent practicing your glaring in a mirror. You gain a slight (+/-1) bonus to seduction attempts and spells of charm, domination, fear or suggestion. You suffer a slight (+/-1) penalty to first impressions, attempts to placate or avoid scandal and anything connected with a lawsuit. 

79, Eating a bird's eyes allows you to view everything it saw for the past 24 hours.

80, You can heal the most horrid internal wound if you can make the victim swallow some thread, needles and a razor blade.

81, You cannot enter a door if its threshold has a pentagram painted with salt or blood.

82, You must do 7 evil things each month or the devil will come to get you. Sacrileges, incitement to a deadly sin or murder count but stealing or fornicating with animals do not.

83, You can sleep only on a sack of rancid hay. Everything else feels really uncomfortable and drives you nuts.

84, Once a day, you must redirect the blame for something bad that happened on the day before to yourself. This can be anything, an unfortunate death, spoiled milk, the weather or a poor decisions made by an otherwise reasonable person. Failure to do so means the GM gets to pick, at their leisure.

85, If a enamoured woman, an orphan or a widow in distress ask for your help in a desperate matter and offer you a single gold coin then you cannot reject them and must act up to three times towards that cause. You can however interpret the problem to your taste...

86, You can enchant a severed tree branch of your height to have it, at night, carry you through the air to the nearest witch or hag coven.

87, To you, hot is cold and cold is hot. You stride naked in the snow but must bundle up ridiculously in heat.

88, You can read anyone's aura. It tells you how gullible they are. You may make a Charisma check to sense their Wisdom penalty, if any.

89, With an overnight ritual, you can weave any spell you know into the flesh of an apple still on the branch. It retains the magic for 24 hours or until eaten.

90, You can peel footprints off the ground and place them wherever you want.

91, You can punch, kick, & grab other people's shadows as if they were their physical bodies.

92, Your are a name thief. You may steal one victim's name at a time. The victim is normal in all respects except that no one will remember their name, even if it is written down. No extraplanar entity or spirit will be able to do business with the victim. Also, any curses or demonic contracts are transferred to you.  To cast a spell, eat a letter from your victim's name. Once all of the letters are consumed, the victim gets a pile of random Scrabble tiles, as many as their name had, to build a new name. Obviously this process can be interrupted, but the name is still missing any letters you ate when you give it back. 

93, You cannot die during an eclipse, but suffer all harm inflicted upon you when it ends

94, When you dance, so do the dead.

95, You are completely invisible to domesticated dogs, house cats think you're three feet to the left of where you really are, and swine always act in your presence as if under the influence of a charm spell.

96, You can ensure that a willing supplicant's unborn child is later born healthy and free of physical flaw. If the fool who promised fails to carry out the favor when called upon, you can call their debt due, resulting in a turn of bad luck that results in the child being maimed in mind or body. (e.g. Paralyzed after the parent attacks them in the night due to mistaking them for a burglar.) If the original supplicant dies before the debt is called due, the debt is inherited by the child.

97, Areas where you have often trod develop a fungal growth under the surface that sometimes erupts in mushrooms at night.  A pig can be used to trace you back to your home, but the pig must wear a muzzle, as consumption of the mushrooms or fungus by any creature may (1 in d4) cause d6 random minor spells to go off, plaguing or injuring the pig and any handlers nearby. The witches who develop this trait would also like to know more about how and why the fungus is sometimes harvested by unknown creatures burrowing up from deep under the earth in small tunnels.

98, The many scabs under your hair may be picked at, releasing thousands of small ant-like insects that seek out and form a trail to drink from the eyes of sleeping children and virgins.

99, By sewing your lips together, none may speak in your presence. 


100, Your footprints are those of the last thing you have killed.

Entries contributed by: Reynaldo Madriñan , Jason K , Logan Knight , Anthony Picaro , Chris H , Matthew Adams , Mandy Morbid , Arnold K. , Reece Carter , Courtney Campbell , Brian Murphy , Daniel Dean , Ryan Silva , Mateo Diaz , Enzo Garabatos , David Sánchez and , Anders Nordberg , Evan Edwards , Joshua Macy , Lucien Reeve , Timothy Franklin , Cole Robotshenanigans , Adam Silkey , Lior Wehrli , Eric Nieudan , Axis Mundi , Bennet Akkerman , David Pretty , Simon Forster , Jack Mack , Marcus Tsong , and Scrap Princess
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