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user:lukejett [2023/04/02 11:21] – [Homebrew Ideas (Feel free to use)] Lukeuser:lukejett [2023/09/20 19:15] (current) – [Homebrew Ideas (Feel free to use)] Luke
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 ==== Characters ==== ==== Characters ====
-  - Merric Mystan - Halfling Sorceror working to liberate the outlawed races in The Greyhawk Rebellion. +  - [[Character:Merric]] - Halfling Sorceror working to liberate the outlawed races in The Greyhawk Rebellion. 
-  - Karg - Half-Orc Beastmaster employed to seek out the Hand of Narkul in Ascension of Narkul.+  - [[Character:Karg]] - Half-Orc Beastmaster employed to seek out the Hand of Narkul in Ascension of Narkul.
  
 ==== Homebrew Ideas (Feel free to use)==== ==== Homebrew Ideas (Feel free to use)====
  
 === Subclasses === === Subclasses ===
 +**Barbarian**\\
 +[[homebrew:subclass:Path_of_the_reaver|Path of The Reaver (WIP)]]\\
 **Fighter**\\ **Fighter**\\
-[[subclass:Weapon_Master|Weapon Master]]+[[homebrew:subclass:Weapon_Master|Weapon Master (WIP)]]\\ 
 + 
 +=== Spells === 
 +**Level 2**\\ 
 +[[homebrew:subclass:Wally's Magnificent March]]\\ 
 +**Level 4**\\ 
 +[[homebrew:spell:Plasma_arc|Plasma Arc]]\\
  
 === Magic Items === === Magic Items ===
 +[[homebrew:Magic_Item:Frostbrand|Frostbite]]\\
 +
 +[[homebrew:Magic_Item:Spider_Bite]]\\
 +
 +[[homebrew:Magic_Item:Ghostveil]]\\
 +
 +[[homebrew:Magic_Item:Prayer_Bracelet]]\\
  
-**Frostbite**\\ +=== Mechanic Changes ===
-//Weapon (Longsword or Battleaxe), Rare (Optional Attunement)//\\ +
-Frostbite is a rugged and violent weapon, with an twisting, rough cedar wood handle and a cold serrated blade that is almost akin to frosted glass.\\ +
-This weapon grants +1 to attack and damage rolls made with it. When you hit with an attack made with this weapon, the target takes an additional 1d4 cold damage.\\ +
-//**Winter's Breath (Requires Attunement)**//\\ +
-While attuned to Frostbite, its wielder can use their bonus action to activate Winter's Breath and enhance Frostbite's power. Until the end of your turn, Frostbite deals 1d8 cold damage on a hit, instead of 1d4. At the end of your turn, if one target is hit at least twice while Winter's Breath is active, the target must make a Strength Saving Throw (DC 8 + Strength Modifier + Proficiency Bonus). On a failed save, the target becomes restrained as ice forms on the target. Huge and Gargantuan creatures have advantage on the saving throw, unless at least 3 attacks hit the target instead of 2.\\  +
-Winter's Breath can be activated a number of times equal to the wielder's proficiency bonus. This recharges on a long rest.\\+
  
-**Spider's Bite**\\ 
-//Weapon (Dagger), Very Rare, (Requires Attunement)//\\ 
-When you hit a creature with an attack made with Spider's Bite, the target must make a Constitution Saving Throw, (DC = 8  + Dexterity Mod + Proficieny Mod). On a failed save, the target becomes diseased for 1 minute. Roll a d20 and apply the respective effect.  
-  * 1-6: The target becomes discoloured and weezy. The target is Poisoned for as long as it is diseased. 
-  * 7-11: The target begins to hallucinate, seeing you as a terrifying creature. The target begins to panic and becomes Frightened of you for as long as it is diseased. 
-  * 12-16: The target's eyes cloud over, blocking the creature's vision. The target becomes Blinded for as long as it is diseased.  
-  * 17-19: The target becomes lethargic and sways side-to-side. The target is Stunned for as long as it is diseased. 
-  * 20: The target's body seizes up and is unable to move. The target is Paralyzed for as long as it is diseased. 
-At the end of the target's turns, it can make a Constitution Saving Throw to end the Diseased Condition. If the target fails by 5 or more, it automaticaaly fails it's next Saving Throw.\\ 
  
-**Ghostveil**\\ +[[homebrew:Mechanic:No Spell Slots]]\\
-//Armour (Shield), Rare (Requires Attunement)//\\ +
-While wearing this shield, increase the wielder's AC by 1 (In addition to the normal bonus from wearing a shield).\\ +
-When you make an attack, this shield becomes ethereal and weightless, allowing you to make two-handed weapon attacks with weapons.\\+
  
-**Prayer Bracelet**\\ +[[homebrew:Mechanic:Spell Synthesis]]\\
-//Braceley, Uncommon//\\ +
-This bracelet has 3 charges on it. The wielder can use their bonus action and consume 1 charge to pray to a Deity of their choice. Roll a d20 and choose one creature.\\  +
-On a 10 or higher, for the next minute whenever the creature makes an attack roll, ability check or saving throw, it rolls a d4 and add the result.\\ +
-On a 9 or lower, for the next minute whenever the creature makes an attack roll, ability check or saving throw, it rolls a d4 and subtract the result.\\ +
-At the start of the next dawn, the bracelet regains 1 charge. On using the last charge, the bracelet loses it's magical power.+
 ---- ----
  
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   * Uses Pathfinder's Kingdoms & War (PKW) as the base with components of Strongholds & Followers (S&F) and Kingdoms & Warfare (K&W) to supplement other aspects.     * Uses Pathfinder's Kingdoms & War (PKW) as the base with components of Strongholds & Followers (S&F) and Kingdoms & Warfare (K&W) to supplement other aspects.  
   * Once each in-game Month, the party can decide what their Kingdom will work on for that month, ranging from claiming new territory and developing the land to creating armies and establishing new settlements within your borders. This will involve balancing your Colony's income and expenses, and managing the Colony's Attributes: Economy, Loyalty and Stability.   * Once each in-game Month, the party can decide what their Kingdom will work on for that month, ranging from claiming new territory and developing the land to creating armies and establishing new settlements within your borders. This will involve balancing your Colony's income and expenses, and managing the Colony's Attributes: Economy, Loyalty and Stability.
-  * Outside of this the party can venture outside their borders and explore the surrounding areas, gaining more information and prepare that area to be claimed in advance. Sometimes events may occur that the party have to deal with. Small events might need direct party intervention, such as tracking a group of thieves that stole a shipment, or meeting with a diplomat from another settlement. Larger events may need more direct action, such as rallying your army to deal with an invading force.+  * Outside of this the party can venture outside their borders and explore the surrounding areas, gaining more information and prepare that area to be claimed in advance. Sometimes events may occur that the party have to deal with. Small events might need direct party intervention, such as tracking a group of thieves that stole a shipment, or meeting with a diplomat from another settlement. Larger events may need more direct action, such as rallying your army to deal with an invading force.\\
  
  
  • user/lukejett.1680400285.txt.gz
  • Last modified: 14 months ago
  • by Luke