Maleficence (Magical Calamity Table)

Decided to consolidate the magical calamity table for the sorcerer into 1 table.  D16 for doubles, d24 for triples and d30 for quadruples. die Effect 1 Stop: Absolutely nothing happens (time stops for 1d4 rounds, 100 ft radius, the sorcerer is not affected but otherwise the standard time stop rules apply). 2 For the next minute, you can […]

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Maleficence (Magical Calamity Table)

Stolen for my 5e game from a few sources, main one being sorcery is a sword without a hilt.  These are the triple roll disasters for sorcerers.  Maleficence Your spell effect targets adjacent target instead (harms next nearest person, alters wrong thing, creates related but not identical item). Teleport 1d6x10′ in a random direction. A random […]

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Hedge Wizard/Wise Woman

I quite liked the idea of component based magic from sorcery is a sword without a hilt. Here is a 5e version specifically built as a self-taught wizard type. This only works if you use slot based encumbrance – which I do.  Rise Up Comus is worth a read and I don’t do it justice […]

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Sidh

My players keep traveling back to Ynn to use the Vats (they summoned a modern to help them figure out how to use it).  Each time they visit I add unique encounters drawn from Alice.  Decided to add the Red Queen and make her a sidhe taking liberal inspiration from a Red and Pleasant land […]

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Nuclear Dragon (Gloomium)

Living in the varying depths of Middergloom, these rare dragons occasionally rise to the surface world for reasons known only to them. The younger the dragon, the higher up they are usually found, favouring large chambers in which to spread their large translucent, gloomium-hued wings and fly; using the space to soar through the rifts […]

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Gunlock

By player request, inspired by the Gungeon final boss – The Lich.  GUNLOCK  Gunesis 1:1 In the beginning, the Gungeon was formless and void, and bullets moved over the face of the deep. Studying the mystical arts takes a lot of time and effort. Some find this overly onerous or lack the means to learn, […]

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Heavy Metal Warlock

One of my players thought it would be cool if there was a warlock version of the Child of the Atom sorcerer – a warlock built around radiation, mutation, and nuclear power.  Inspired after the party met some salt dryads (stolen directly from Deep Carbon Observatory) who,  while chatting to the party, told them they […]

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Exploding Criticals

I find a d12 exploding critical system more fun instead of just doubling damage or rolling more damage dice – which can lead to massive pools of damage dice.  The d12 (criminally underused die) plus exploding mechanic is a nice balance between chaos and simplicity. In combat, most heroes deal +d12 damage on a natural […]

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The Heart Queen (Sidhe)

My players keep traveling back to Ynn to use the Vats (they summoned a modern to help them figure out how to use it).  Each time they visit I add unique encounters drawn from Alice.  Decided to add the Red Queen and make her a sidhe taking liberal inspiration from a Red and Pleasant land […]

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Old School Alignment

My world tends to be more Greyhawk than Forgotten Realm, more John Carter than Lord of the Rings so alignment is about the cosmic war between order and chaos (most exemplified by the Blood War in the D&D mythos).  Lifting this from Dungeon Crawl Classic as this is a good definition of the three-axis of […]

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