Sunday, April 23, 2017

Even More Literary Magic Items

Kobold Press has released several more literary 5E magic articles.  They've previously detailed items from The Odyssey , Dante's Inferno, and Samson Agonistes

Magic & Munchausen gives us a couple of great tools for adventurers. The Silver Hatchet has some quite bizarre, but useful abilities, including garden guild membership. David's Sling is a powerful giant slaying tool that can act like a grenade launcher.

Spenser & Sword details to noble and mythic weapons. Artegall's Sword is a powerful paladin's blade and symbol of the human side of justice. Britomart's Speare is a weapon for female paladin's and honor that is particularly effective for jousting

Dungeons and Decameron presents us with two alchemical magic items. The Heliotrope is a blood stone that allows it's wielder to cast certain spells. The Seducing Talisman that allows the wielder to use the Suggestion spell (with the save being at disadvantage if the target involves "romantic affairs").

Finally Dante's Angeology presents two new guides for aasimar which provide interesting in game bonuses. The pious and contemplative Piccardi Donati was a nun in life and helps the aasimar she guides with religious rituals. The fierce and valiant, Sir Cacciaguida makes the downtime for weapons training quicker and cheaper.


Succubus Sunday

Writer and Succubus by Jason Giraldo

Saturday, April 22, 2017

The Bootlegger for Swords & Wizardry Light

Popcorn Sutton by mxm91
This is my contribution to Swords and Wizardry Appreciation Day 2017. It's a new class for +Erik Tenkar's Swords & Wizardry Light created for my Portsmaw setting (which is the focus of my A to Z Challenge this year). Once I'm able to get a good look at Swords & Wizardry Continual Light, I'll extend the class to level 7.

The Bootlegger
A mountaineer who brews shine and knows how to avoid royal revenuers. 

Hit Dice: 1 HD at 1st level, 2 HD at 2nd level, 2HD+1 at 3rd level
Saving Throws: 15 at 1st level, 14 at 2nd level, and 13 at 3rd level

  • Bootleggers can start with either a club (1d6) and dagger (1d6-1) or  a sling (1d6-1) and staff (1d6) with a suit of Leather Armor AC 7 [12]. In addition all bootleggers start with a jug of homemade shine.
  • Bootleggers  may wear only leather armor. Bootleggers can use axes, clubs, daggers, slings, and staves.
Bootleggers have class abilities as follows:

Fortitude-  When affected by poison, Bootleggers can make two saving throws and use the better of the results.

Identify Brew- By taking a small sip of a liquid bootleggers can identify any liquid. 

Hear Sound- Bootleggers have a 3 in 6 chance to hear and identify noise in the wilderness.

Bootlegger Skills- Bootleggers have a 1 in 6 chance to succeed in Finding/Removing Traps, Hiding in Shadows/Move Silently.

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You can also check out my Preacher cleric variant here.


S is for Sorghum

The folks of Portsmaw love sorghum. The plant is made into a sweet syrup and molasses that's a common treat in the area. The community of McDermott even hold an annual autumn festival in celebration of the sweetener.

Sorghum Ooze
AC 6 [13]      HD: 2    Attacks:  psuedopod (1d6)  Special: see below   Move: 6

Created when wild magic or alchemy comes into contact with sorghum, these oozes are as deadly as they are sweet. Because of their amorphous and sticky nature they take have damage from weapon attacks (rounded down, to a minimum of one). In addition anyone striking the ooze with a weapon must make a successful saving throw or have their weapon stuck to the ooze.
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More information of the Portsmaw setting can be found here.

Friday, April 21, 2017

R is for Richard Moonson



Everyone in the Portsmaw knows of Richard Moonson. Once thought to be one of the brightest minds in the area, he has been touched by the fae. This has led some to believe him mad. Others understand that while he might not see world the way normal folks do, he's still sharp as dagger.  Richard has no home, wandering the region alone. He's musical talent rivals any bard. Many taverns offer him free drink and a place to rest in exchange for a song or too.

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More information of the Portsmaw setting can be found here.

Q is for Queen's Ferry


The Queen's Ferry (or as it's sometimes referred to as, the Ferry Queen) is the most reliable of the flat bottomed boats that travel down the Oh'yio. The transport gets it's unusual name because of it's unusual origins and captain. The Queen's Ferry is actually a living tree shaped by ancient elven magic. While that in itself is quite unusual, the tree-boat is also home to a kind dryad named Chesh. The captains of the ship are a pair of elven siblings, Melius and Aria, who inherited the ship from their mother. The pair are odd by Portsmaw standards, but have noble hearts and tend to give discounted rates (or free passage) to those on noble quests or in need.
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More information of the Portsmaw setting can be found here.

Wednesday, April 19, 2017

P is for Preacher

Religion is an important aspect in the lives of most natives. Holy folks of the region are known as preachers. Speaking for the gods, they often serve as leaders and are not as highly trained for combat as their eastern counterparts in the rest of the kingdom.

Any character from the Portsmaw region may choose the Preacher variant of cleric.

Preacher
A speaker for the old time religion. 

Hit Dice: 1 HD at 1st level, 2 HD at 2nd level, 2HD+1 at 3rd level
Saving Throws: 15 at 1st level, 14 at 2nd level, and 13 at 3rd level

  • Preachers  may wear only leather armor. Preachers can use only blunt weapons.
  • Preachers can start with either a staff (1d6) or club (1d6) and a sling (1d6-1) and a suit of Leather Armor AC 7 [12]. They also start with a wooden holy symbol of their faith.
  • Preachers get +2 on Saving Throws vs. charm, death and poisons.
  • Once per day a preacher may give a fiery mini-sermon. Allies listening to this sermon get +1 to hit.
  • Starting at 2nd level Preachers can cast spells. They get their first spell at 2nd level and another spell at 3rd level.
Preachers use the Cleric spell list and turning abilities.


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More information of the Portsmaw setting can be found here.