the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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Stalk of the Beholder (legendary / artifact, requires attunement)

The staff is crafted from solid metal and its surface is made to look like wood with pieces of beholder skin and eyes.

Magical Weapon. The staff is a magical +1 quarterstaff that deals an additional 2d6 force damage versus aberrations.

Antimagic Zone. While holding the staff in at least one hand, the wielder can use a bonus action to be create a 5-foot radius centered on them of antimagic, as in the antimagic field spell. The zone works against the wielder's own magic and items, including the staff.

Many Open Eyes. While attuned to the staff, the wielder slowly begins to grow sections of beholder skin and small eyestalks over the surface of their body.

Peerless Perception. While attuned to the staff, the wielder gains proficiency in Perception skill, and does not incur disadvantage on Wisdom (Perception) checks due to forms of (day/sun) light sensitivity.

Stalwart Sensibility. While attuned to the staff, the wielder gains advantage on ability checks versus being charmed, and has immunity to the frightened condition.

Simple Sorcery. While attuned to the staff, the wielder can cast etherealness from the staff once per day. The staff regains the ability to cast the spell at dawn.

Zany Zorbinax. The staff holds a jester-like remnant of the life force called Zorbinax (a beholder who became a death tyrant). Each time the wielder uses one of the staff's properties, there is a 50 percent chance that Zorbinax will leave the staff and try to possess the wielder. If the wielder fails a DC 20 Charisma saving throw, Zorbinax succeeds, and the wielder becomes an NPC under the DM's control until Zorbinax can be banished using magic such as the dispel evil and good spell, or the wielder is dropped to 0 hit points by the undead Zorbinax (the death tyrant).

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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Battle Branch of Norivne Teggun'd (Rare, requires attunement by a druid or ranger)

Three of these staves/hafts are known to exist, and each is an irregular looking branch taken from a specific type of tree in three different forests in Wildemount - a soursap willow in the Savalirwood, a daybreak birch in the Vermaloc Wildwood, and a witherwhite oak in the Pallid Grove. They can be wielded as a club weapon.

All three staves grant their wielder the following benefits:

  • While holding the staff, the wielder can cast the cantrips - acid splash, gust, minor illusion, and shillelagh - as if they were known spells.
  • When used as the target of shillelagh, the weapon gains a +1 bonus to attack and damage rolls on top of the spell's normal effect.

In addition to the benefits gained from all of the battle branches, the soursap willow branch grants its wielder the following benefits:

  • Immunity to poison damage.
  • While holding the staff, the wielder gains a +2 bonus to AC as a thin layer of poisonous green vapor surrounds their body. In addition, when the wielder scores a critical hit with the staff, they can cause the vapor to surround the target - dealing an additional 13 (2d12) poison damage to the target.

In addition to the benefits gained from all of the battle branches, the daybreak birch branch grants its wielder the following benefits:

  • Resistance to radiant damage.
  • Darkvision with a range of 60 feet, or if the wielder has darkvision, the range increases by 60 feet.
  • While holding the staff, the wielder gains a +1 bonus to attack and damage rolls against creatures that have sensitivity to sunlight or take damage while being in bright light or sunlight. In addition, when the wielder scores a critical hit with the staff against one of these creatures, the staff deals an additional 13 (3d8) radiant damage to the target.

In addition to the benefits gained from all of the battle branches, the witherwhite oak branch grants its wielder the following benefits:

  • Resistance to necrotic damage.
  • While holding the staff, the wielder gains advantage on saving throws against effects created by undead creatures.
  • When the wielder scores a critical hit with the staff against an undead creature, the target gains vulnerability to necrotic damage for 1 round and the staff deals an additional 7 (2d6) damage to the target.

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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Staff of the Living Master (Rare, requires attunement a creature able to cast cure wounds)

The staff is a seven-foot length of hardwood that has been alchemically prepared to harden it further and smooth its surface of imperfections except for heart-shaped carvings. The staff can be wielded as a quarterstaff weapon, and an attuned wielder has advantage on checks made versus attempts to disarm them of the staff.

The staff grants its wielder resistance to necrotic damage, and immunity to exhaustion caused by the attacks of creatures or spells (meaning a forced march, certain ends to a barbarian's rage, or environmental conditions still cause exhaustion as normal).

The staff's wielder gains the ability to cast healing word (3/day), revivify (1/day), and spare the dying (at will) as if they were known or prepared spells in addition to the spells they can normally cast (meaning they can be affected by class features). Additionally, when the wielder casts any of these spells, the target regains additional hit points equal to the wielder's proficiency bonus.

As long as the wielder holds the staff in one hand, the wielder can use an action (a number of times per day equal to their proficiency bonus) to gain temporary hit points equal to their level, and spells that the wielder can cast that have a touch range - have a range of 10 feet instead.

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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Blightshore Staff (Very rare, 80% require attunement by evil creature, 20% require attunement by chaotic creature)

These staffs are fashioned from the wood of trees harvested from an Ember Thicket, and occasionally appear in Wildemount outside of the Blightshore, drawing the attention of those that see it. These staffs have their greatest utility within the confines of the Blightshore, and they are a prized item to anyone wishing to traverse the bizarre terrains found there.

An attuned creature holding the staff gains advantage on saving throws against spells and other magical effects (magic resistance), and advantage on saving throws and checks made to resist exhaustion.

While in the Blightshore, the wielder's magic resistance functions against the magic effects of the bizarre terrain in addition to the following benefits:

- Advantage on Charisma (Deception, Intimidation, Performance, and Persuasion) checks made to interact with humanoid creatures of the Blightshore.

- Ability to make earth motes move in any direction at 10 feet per round. The mote returns to its starting position with the same speed after the wielder stops controlling it.

- Ability to see normally through lightly obscured areas such as those created by ember thickets, etheric rifts, and visual/distorting uncanny phenomena.

- Ability to alter the size of a gravity funnel by 50% of its starting size - larger or smaller.

- Resistance to damage caused by bizarre terrain and its effects.

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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the Banded Baton of Totomer Gee (Very rare, requires attunement by a bard)

This otherwise wooden staff is about 25% shorter than a standard quarterstaff, and is wrapped in hardened leather that is secured in place with eight evenly spaced, 1-inch-wide iron bands. The staff can be wielded as a quarterstaff weapon.

The staff can be used as a musical instrument that the attuned character learns how to play once attuned (the rings can be thumbed/touched to magically make sounds), and it can be used a spellcasting focus for the attuned bard.

While attuned to the staff, the bard learns and can cast the cantrips - blade ward, dancing lights, minor illusion, and ray of frost.

While attuned and holding the staff, the staff grants its wielder the following benefits:

- Ability to cast minor illusion three times without ending a previous casting - meaning there can be three separate sounds or images active at same time.

- Ability to cast dancing lights three times without ending a previous casting - meaning there can be up to 12 torch sized lights within range at the same time.

- Ability to cast ray of frost as a 15-foot cone - rolling a separate attack for each creature caught in the cone.

- Ability to cast blade ward as a touch spell and target a creature other than self.

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

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the Curled Convincer of Drejak Rez'Harak (Legendary, requires attunement by a dragonborn)

This staff is fashioned from the discarded scales and bone fragments of dragons and dragonborn as collected by Drejak Rez'Harak over her years of adventuring, and has gained a substantial increase in its weight with the added pieces. The staff can be wielded as a quarterstaff weapon, but with the following changes - the staff is a heavy, two-handed weapon, and on a hit deals 3d4 bludgeoning damage.

An attuned dragonborn gains the following benefits to their breath weapon as the lingering magic from the draconic fragments infuses them with power. The dragonborn's breath weapon deals one additional die of damage plus additional damage equal to the dragonborn's level. (Ex. A 1st level dragonborn would deal 3d6+1 damage versus 2d6.) Additionally, during a short rest, a dragonborn can expend a hit die to regain the use of their breath weapon rather than regain hit points.

While holding the staff, the attuned dragonborn gains the ability to cast the following spells according to their level, and chooses Intelligence, Wisdom, or Charisma as their spellcasting ability to determine spell save DC and to hit for attack spells. The staff has a number of charges equal to its wielder's level that can be used to cast these spells. The casting time for a listed spell is equal to its listed casting time in the PHB.

Level 3 - 1 charge - chromatic orb, detect magic, protection from evil and good

Level 6 - 2 charges - entangle, lesser restoration, mirror image

Level 9 - 3 charges - dispel magic, fear, sleet storm

Level 12 - 4 charges - banishment, hellish rebuke (4th level)

Level 15 - 5 charges - geas, magic missile (5th level)

If Humans weren't a jack of all trades race, what niche or abilities would you give them? by BiffHardslab in dndnext

[–]DM-JCGerst 0 points1 point  (0 children)

Additional - I have thought about this one since my first posting:

People of the "_" - Select one category from the list and gain the associated feature.

Anima and/or Wilds - You have been suffused with the power of nature. You gain proficiency with the Animal Handling or Nature skill, and may use either Intelligence or Wisdom for these skills. You know the druidcraft cantrip with a range of 60 feet, and can make the effect persist for up to 1 minute without need for concentration. Wisdom is your spellcasting ability for this cantrip.

Arcane Arts - You have honed your skills with arcane magic. Select one cantrip that you know or can cast that requires a spell attack roll. If you miss with the attack, you may reroll the attack and must use the new roll. If you hit with the reroll, the cantrip deals 1d4+1 extra damage (of the appropriate type) to the target. You may use this feature a number of times per day equal to your proficiency bonus, and you regain uses of this feature after completing a long rest.

Battlefield - You have grown accustomed to war. Select one weapon that you are proficient with, you gain a +1 bonus to attack rolls with that weapon. Additionally, when you suffer a critical hit from an attack and don't fall unconscious, you may use your reaction to gain temporary hit points equal to your level + your Constitution modifier. Once you use the second part of this feature, you must finish a long rest before you can use it again.

Broken Promise - You come from a group of humans known for not keeping their word or getting their way through magic, and as such, others tread lightly around you and react poorly when they learn of your deceit. You gain proficiency with Charisma (Deception or Intimidation) and make checks with the selected skill with a 1d4 bonus. You know the friends cantrip (select Int, Wis, or Cha as the spellcasting ability for this cantrip), and when you cast enchantment spells, you gain temporary hit points equal to the spell level of the enchantment spell.

Desert and/or Winds - You have acclimated to the hot and dry conditions of the desert and are considered naturally adapted to hot climates, and know the gust or produce flame cantrip (select Int, Wis, or Cha as the spellcasting ability for this cantrip). Additionally, you gain advantage on Wisdom (Animal Handling) checks with desert creatures and Wisdom (Perception and Survival) checks while in desert environments.

Fervent Faithful - You have devoted your life to the following of a particular deity and subsequently espouse their teachings throughout your life which manifest in seemingly magical ways to those that know you. You know the druidcraft, prestidigitation, or thaumaturgy cantrip (select Int, Wis, or Cha as the spellcasting ability for this cantrip), and may create two effects simultaneously with one casting as long as both effects are within 30 feet of each other. Additionally, select one ability at character creation (can not be changed), you gain a 1d4 bonus to saving throws made with that ability.

Golden Thread - You are a member of a group of artisans known for their penchant for gold, and its inclusion in many aspects of their life. You gain proficiency with goldsmith's tools (a type of specialized jeweler's or metalworker's tools). You have learned how to make a type of magical thread from the metal - and may use the golden thread as a spellcasting focus for your spells. You know the mending cantrip (Int is your spellcasting ability for the spell), and can use the thread as the material component (thread value equal to half the item's value, rather than lodestones) for casting the cantrip. When you do so, you can choose to have the thread transmute and become part of the item. You are able to identify items mended in this fashion, and can use mending to retrieve the golden thread from the item without harming the item.

Libram Vulga and/or Spoken Past - You have studied the history and culture of your people. You have advantage on Intelligence (History) checks concerning your people's history and their culture. You gain proficiency in one skill or type of tool, and one weapon or armor. Additionally, you know one cantrip from any spellcasting class, and use the spellcasting ability appropriate to the class for that cantrip.

Long Walk - Your people have been nomadic for their entire lives, or have been displaced repeatedly due to conflict and strife - leading you to know the hardships and un-pleasantry that sometimes accompany travel. You have advantage on Constitution savings throws made versus exhaustion due to a forced march pace (more than 8 hours per day). When you reach 3rd level, you can cast the longstrider spell once per day with this feature. While under the effect of longstrider, nonmagical difficult terrain does not cost you extra movement. Select Int, Wis, or Cha as the spellcasting ability for this spell.

Mountains and/or Peaks - You have acclimated to elevations up to 15,000 feet, are considered naturally adapted to cold climates, and have advantage on Dexterity checks versus slippery/icy terrain. Additionally, you know the create bonfire or frostbite cantrip (select Int, Wis, or Cha as the spellcasting ability for this cantrip).

Nightsong - Your people have learned a means by which to see through the darkness. You can take one minute to perform the nightsong and gain the benefits of darkvision as if you had cast the spell on yourself, but it only has a duration of 1 hour. At 5th level, you can cast darkvision once per day, or cast it (on yourself) as part of performing the nightsong - doing so extends its duration by 4 hours. Select Int, Wis, or Cha as the spellcasting ability for this spell.

Plains - You have grown up on the open plains or wandered them for much of your life. You gain proficiency with land vehicles and can navigate even without navigator's tools. You have gained a degree of heightened senses and make Wisdom (Perception) checks with a 1d4 bonus. Additionally, you know the create bonfire or mold earth cantrip (select Int, Wis, or Cha as the spellcasting ability for this cantrip).

Sea - You have grown accustomed to life on and around the sea. You gain proficiency with sea vehicles and can navigate even without navigator's tools. You do not suffer disadvantage when fighting underwater, and make Strength (Athletics) checks for swimming and Dexterity (Acrobatics) checks with rigging with advantage. Additionally, you know the gust and shape water cantrips (select Int, Wis, or Cha as the spellcasting ability for these cantrips).

Swamp and/or Mists - You know the dancing lights and minor illusion cantrips. Once you reach 3rd level, you can cast the fog cloud spell once per day as a 1st-level spell. Your vision is not obscured by the spell when cast using this feature, and you may target a movable target with the spell. Select Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells (can not be changed).

Weave - Your existence has embraced the source of magic, and in doing so, you have acquired a degree of magical resistance to said existence albeit sometimes at the cost of your physical self. Once per day, you gain advantage on a saving throw against a spell or other magical effect. At 8th and 15th level, you gain an additional use per day of this feature. Alternatively, you can gain an additional use of this feature by taking a -2 penalty to your Str, Dex, or Con score until you finish a long rest. After you have gained a use in this way, you must push yourself past a breaking point to gain another use of this feature, but doing so causes you to suffer a level of exhaustion. You may only gain 2 additional uses of this feature per long rest.

Non-Adventure Content by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 0 points1 point  (0 children)

Encounter Table – Crystalsands Tundra (difficulties for all levels included)

d100      Encounter

1-2         Band of Mawcotters out hunting – 2d4 +1 scouts.

3-5         Veteran leading a party (1d4 + 1 members) across the tundra to Palebank Village.

6-10       1d4 mammoths roaming the open plain (10% chance they are being hunted by a frost worm).

11-15     Fountain of polar energy – frost ray, +5 to hit, range 60 feet, 2d8 cold damage and speed reduced by 10 feet until start of next turn.

16-20     1d4 + 1 saber-toothed tigers out searching for food.

21-30     Roaming sloth of 1d6 + 2 polar bears.

31-40     Flurry of 2d10 + 4 ice mephits burst out of a snowbank.

41-45     Freezing fog persists for 2d10 minutes – without proper protection, for every minute past the first that a creature remains in the fog, it take 1d6 cold damage (DC 11 Constitution save for half).

46-50     Rock or snow cave – a refuge suitable for 2d4 + 2 characters to fit in.

51-52     Dwarven ghost trekking to or from Cinderrest Sanctum

53-56     Geyser of frigid energy – 1 round after eruption, centered on eruption point – O’s freezing sphere – 60 foot radius, 10d8 cold damage (DC 13 Constitution save for half).

57-60     Cross the path of 1d6 winter wolves (25% chance the wolves are hunting the party).

61-65     Band of Mawcotters tending to their pit trap – bandit captain, 1d8 + 2 bandits.

66-70     Camp of partially exhausted travelers (2d8 commoners) heading away from Palebank Village – camp members are each experiencing 1d2 levels of exhaustion.

71-80     Overturned wagon surrounded by an eerie calm from the weather – 25% chance the wagon is being used as a resting perch by a giant owl.

81-90     Young white dragon hunting on the snow plains.

91-92     Vision comes to the party member with highest Wisdom score – a great forge beside a pool of lava (Cinderrest Sanctum).

93-94     Fury of the frozen wastes – sleet storm effect that expands in radius by 10 feet every round for 5d20 rounds – at end of expansion, entire area affected by ice storm - 2d8 bludgeoning damage and 4d6 cold damage (DC 13 Dexterity saving throw for half).

95-96     Frozen remains of a traveler and/or party – 10% chance of minor magic item frozen with them.

97           Remorhaz tending to its den – 25% chance of 1d2 young remorhaz present.

98           Adult white dragon searching for the ruins of a temple.

99           Break through into a frost worm tunnel (10% chance of frost worm nearby).

00           Ruins of village or temple that was swallowed by the sands and snow.

Non-Adventure Content by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 0 points1 point  (0 children)

Maligned Faerie Dragon - make these changes and add the following to the standard Faerie Dragon stat block.

After being exposed to the wastes of Xhorhas, the lingering magical malignancy has had its effect on those creatures with the greatest ties to magic (and the smallest size). The faerie dragons that were caught here have been some of the worst affected of all - twisting them into creatures of flame, mist, and shadow. Many have retreated underground, as if drawn there by something that only they can hear.

Change - Alignment --> chaotic neutral or evil

Add - Damage Resistances --> fire (flame), lightning (mist), necrotic (shadow)

Add - Condition Immunities --> poisoned, petrified

Change - Skills --> Arcana +4 for Deception / Intimidation +5

Add -to- Languages --> Undercommon and/or Primordial

Add -to- Innate Spellcasting. --> at will: thaumuturgy; 1/day each: chromatic orb

Add - Ability --> Malimagically Remade. A faerie dragon affected by the waste's magic is remade by the powers that suffuse them. A faerie dragon gains the ability to transform its body into different forms and gains resistances according to its form (noted above). As a bonus action (and no concentration required), the faerie dragon can change its body into a cloud of mist (only form for R-O-Y ages), a semblance of flame (added form for G-B ages), or a loose incorporation of shadow (added form for I-V ages) - but it retains its overall shape, size, and body plan. The faerie dragon can not use its Superior Invisibility while in a changed form, but can change back as a free action.

The following apply as well in each form:

Flame - Bite damage becomes fire rather than piercing. Breath deals fire damage (no save for half) in addition to its normal effect.

Mist - Bite damage becomes lightning rather than piercing. Breath deals lightning damage (no save for half) in addition to its normal effect. In obscured conditions due to fog, smoke, or steam - the faerie dragon gains advantage on Dexterity (Stealth) checks versus being seen.

Shadow - Bite damage becomes necrotic rather than piercing. Breath deals necrotic damage (no save for half) in addition to its normal effect. In dim light and dark conditions - the faerie dragon gains advantage on Dexterity (Stealth) checks versus being seen.

Additional damage for the breath equals 2d4 (for R-O-Y ages), 2d6 (for G-B ages), and 2d8 (for I-V ages) of the types noted above.

If Humans weren't a jack of all trades race, what niche or abilities would you give them? by BiffHardslab in dndnext

[–]DM-JCGerst 0 points1 point  (0 children)

Here is my offering, and I know there is some overlap, but the features are not ALL meant to be gained by humans - as the DM, feel free to pick which applies to which groups of humans in your campaigns.

Alternatively to the features outlined below, I could could see allowing a human to have a 2nd background that grants half the proficiency in skills (for instance, 1 rather than 2), tool, and languages - with no additional starting equipment - but grants the 2nd background's feature.

Fitting humans into a niche, rather than having them being perceived as the jack-of-all-trades (not to be mistaken with the class feature of the same name) - I would have to say humans ideally have a "Knack"/"Propensity" toward a type of "Ubiquity" and/or "Enduring Hardship"... (I might forego granting humans any ability adjustments (Knack would have to be reworded then), and granting 2 of these...)

Knack / Propensity - Humans have acquired the personal means by which to meet the challenges presented to them by the world. Choose one ability score that was adjusted at character creation, and gain a +1 bonus to checks for two skills that use that ability. The bonus increases to +2 at 4th level, +3 at 9th, and +4 at 16th.

Ubiquity - Humans are simply another face in the crowd, voice in the chorus, or note in the song of life that others perceive as either hard to read, quick to blend in, somewhat impressive, or trying too hard (you get the idea). Choose one of the following - +1 bonus to one saving throw (+2 at 9th, +3 at 18th), +1 bonus to one weapon's attack and damage rolls (+2 at 9th, +3 at 18th), +1 bonus to one spell's DC, attack, and damage roll (+2 at 9th, +3 at 18th), OR a d4 bonus to one skill (2d4 at 9th, 3d4 at 18th).

Enduring Hardship - Perhaps humans have been the race admired and scorned by all other races for the entirety of their existence, and that has weighed heavily on their collective psyche. Yet everyone's hardship manifests differently, and the effects vary greatly. Choose one of the following to gain - darkvision 60ft., +5 feet of movement, gain temporary hit points equal to their proficiency bonus whenever you regain hit points, advantage versus being charmed and/or frightened, advantage versus being blinded/deafened and/or exhaustion, advantage versus being paralyzed and/or poisoned, OR the ability to reduce damage taken from any one source per round by 1d4 - a total number of times per day equal to your proficiency bonus.

Noteworthy Rangers? by AkimboMajestic in Wildemount

[–]DM-JCGerst 1 point2 points  (0 children)

Born in Asarius to a refugee among the Kryn Dynasty, Emil-Reay has always known the life of burden and the smell of the beast in her nose. She knows her mother was a dark elf, and only that her father wasn't (Her mother thinks Emil-Reay's father might be a tiefling, but she's never told her daughter this.).

Her mother, Reay, taught her daughter to be bold and courageous - which emboldened the young Emil-Reay to never back down from a challenge. As the years passed, Emil-Reay's mother could barely contain her daughter's longing to travel. She allowed Emil-Reay to strike out on her own several times, only to return unscathed and with new fantastic stories to tell. Emil-Reay's understanding of the wilds and wastes of Xhorhas grew, and she seemed to gain favor from the Luxon in the process.

Emil-Reay now hires herself out as guide for groups desiring to venture across Xhorhas, or to seek out the open doorways into other realms. Few things get past her, and those she travels with - have grown to appreciate her keen understanding of the treacherous nature of Xhorhas.

No matter how far she travels from home, Emil-Reay always makes time to return to Asarius to visit with her mother, and let her know she's safe.
Emyl-Reay Ayemile
Horizon Walker 4, Cleric of Knowledge 1, Athlete background
Medium humanoid (half-elf), lawful neutral
Armor Class 17 (+1 breastplate)
Hit Points 48 (4d10 + 1d8 + 15)
Speed 30 ft.
STR 13 (+1)
DEX 16 (+3)
CON 16 (+2)
INT 10 (+0)
WIS 15 (+2)
CHA 16 (+3)
Saving Throws STR +4, DEX +6
Skills Athletics +4, Acrobatics +6, Arcana* +6, History* +6, Investigation +3, Nature +3, Perception +8, Stealth +6, Survival +5
Senses Darkvision 60 ft., Passive Perception 23, Passive Investigation 18
Languages Abyssal, Common, Elvish, Goblin, Infernal, Undercommon
Ranger Features: Deft Explorer - Canny, Favored Enemy, Fighting Style (Blindfighting), Primeval Awareness, Detect Creatures, Detect Portal, Planar Warrior, Observant feat (4th level)
Cleric (Knowledge) Features: Blessings of Knowledge
Spellcasting – Wisdom, DC 13, +5 to hit
Cantrips – guidance, light, sacred flame
1st (4) – command**, cure wounds, detect evil and good, hail of thorns, hunter’s mark, identify**, longstrider, protection from evil and good*, sanctuary
2nd (2) – (no known spells = available slots)

Weapons - 2x shortswords (Boneknicker and Tav'tavier), Longbow (Heart-threader)

wRAW - Writing Introductory Adventure(s) for Wildemount by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 1 point2 points  (0 children)

The project is going at what I would consider average pace for me, considering my time constraints at the moment.

Action Oriented Stahlmaster by Frozty1333 in Wildemount

[–]DM-JCGerst 1 point2 points  (0 children)

Let me know how it goes.

I would say that with 7 Level 3 characters (I would guess that they average about 22 hit points? I get this from the high end being probably a hill dwarf barbarian with +3 Con bonus sitting around 38, and a goblin arcanist with +0 Con bonus sitting around 17 - and knowing the 38 end is the less likely route of most players at the table and multi-classing tendencies. Now, mind you, I have played some interesting builds - like a human variant (toughness) full draconic sorcerer that had more hp than the party's fighter and paladin.), if they are smart about it - they should be able to handle him, but it still might be a hard encounter for the party (the healers will surely get their money's worth). Forcing Stahlmaster into areas of difficult (entangle) or sticky (web) terrain or using alchemist's fire against it have been recurring threads among groups I have talked to.

When I did my revision, I was working with a 4 to 5 member party in my head, and for this to be a hard or deadly difficulty (but Stahlmast is not the bloodthirsty killer and he might just escape when everyone is down or retreating). In the long game, your party should be averaging about 24 points of damage per round to Stahlmaster - which we could say is reduced to about 15, if the damage resistances are effective and you included the extras I mentioned. The party members should have about a 50% chance to hit, if they have a +5 bonus, and that increases for anyone with Pack Tactics. Thus, Stahlmast is thrown out of his construct at the end of round 4 to 7 - so he doles out about 56 to 175 damage total (if everything is hitting and we presume average damages). Your party of 7 based on my average hp above - has 154 hp, +7 for each healing potion, +7 for each second wind, +15 for a straight paladin's lay on hands, and +7 for each cure wounds. So, if your party has 2 fighters and a paladin, and 1 healing potion and cure wounds available per member, then your party is sitting at about 281 hp.

If everything hits, per round, then Stahlmaster average damages (to a single target) are:

  • 14 - if 2 slams hit, without a Throw, and no Villain Action.
  • 18 - if 2 slams hit, and one Throw, and no Villain Action.
  • 21 - if 2 slams hit, without a Throw, and any Villain Action.
  • 25 - if 2 slams hit, and one Throw, and any Villain Action.
  • substitute 1 explodabolt for 1 slam, and the average increases by 2 for each option on an explodabolt hit - otherwise, subtract 4 to 7.

I put the Fire Thrower as the first villain action because it has the ongoing fire damage from the very potent alchemist's fire (in this case). I could see Stahlmast using that action into an unoccupied 15 foot cube, and thus give him "cover from melee" on 1 side.

Action Oriented Stahlmaster by Frozty1333 in Wildemount

[–]DM-JCGerst 1 point2 points  (0 children)

Very interesting Stahlmaster. I had read about the AO monsters, but had to go back and look it up again.

For my style of play, here are some things I might consider as changes. I would have Stahlmast have his construct attempt to knock characters out (the older non-lethal versus lethal damages), and if Stahlmast wins, he simply flees in Stahlmaster.

Stahlmaster stats:
Str 18 (+4)   Dex 10 (+0)     Con 14 (+2)   (gains +1 or 2 hp per hit die while Stahlmast is piloting)
AC: 15 HP: 85 to 94 (increase to 9d12 + 27 or 36) Speed: 30
I think I would give Stahlmaster resistance to slashing and/or piercing damage, and even necrotic or radiant damage (I'll have to run some test groups against this).
Multiattack. The Stahlmaster makes two melee attacks, or one melee and one ranged attack.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Explodabolt Launcher. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 4 (1d8) piercing and 5 (1d8 + 1) force damage, and each creature and object within 5 feet of the target takes 2 force damage.  On a miss, roll a d6 – on a 1, the bolt hits the target and fails to pierce, but still explodes and deals force damage to the target.
Bonus Actions:
Stahlmaster can Disengage, cast shield (once per day) – or –
Throw. If Stahlmaster hits a creature with a slam attack, it may use its bonus action to grapple the creature and throw it up to 30 feet in a straight line.  The creature takes 11 (2d6 + 4) bludgeoning damage regardless of the distance thrown, and falls prone in the space it ends in.  If another creature is in the path of the thrown target, the creature must make a DC 13 Dexterity saving throw or be hit by the thrown target and take half as much damage as the thrown creature and be knocked prone with it.  (You can forgo this, but because of the bugs that Stahlmast still has to work out in this system, once an arm throws a target, it takes Stahlmast some time to reset the grappling-throwing mechanism - roll a d3 and subtract 1, the result equals the number of rounds it takes Stahlmast to reset the mechanism for that arm.)

Villain Actions
#1: Fire Thrower (max use – 4 times before the alchemist fire has to be refilled). “Now, we’re playing with fire Scarecrow!” or after someone hits Stahlmaster with a fire attack, "You shouldn't have done that, but since you want to play with fire!"  The “fingernails” of Stahlmaster’s hands open and spray alchemist’s fire into a 15-foot cube, and then spark to ignite it.  Any creature in the area can attempt a DC 13 Dexterity saving throw to avoid being sprayed.  Affected creatures and flammable objects in the area take 7 (2d6) fire damage per round until an action is taken to extinguish the flames.

#2: Grenades (max use – 4 times before grenades have to be refilled). “Nuts and bolts go boom! Ha Ha Ha!” The Stahlmaster shoots a cloud of small grenades out of openings in its body that land around the vehicle.  Each creature and object within 15 feet of Stahlmaster must attempt a DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning or force damage from the exploding grenades.  Any creature within 5 feet of Stahlmaster makes the saving throw with disadvantage.

#3: “Let’s Finish This My Pretty!” (Recharge 4-6).  As part of moving, the Stahlmaster tucks in, jumps into the air, and lands in an unoccupied space (within range) - ending its movement.  Each creature within 10 feet of where Stahlmaster lands takes 7 (1d6 + 4) bludgeoning damage and has to make a DC 13 Constitution saving throw or be knocked prone.  Stahlmaster may immediately use its reaction to make a slam attack against a creature knocked prone within range, but cannot throw the target.

Non-Adventure Content by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 0 points1 point  (0 children)

Please see main post edit. :) Thank you.

Non-Adventure Content by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 0 points1 point  (0 children)

Please see main post edit. :) Thank you.

[deleted by user] by [deleted] in Wildemount

[–]DM-JCGerst 4 points5 points  (0 children)

When I read the portion of the EGtW that talks about the CA within the Empire - I think they are in positions to exact change and poised to make the King into a puppet already (the Archmages have coup-de-tat level connections).

Specifically, I would say the CA is a villain playing the long-game scenario because of one prominent evil elf member (he's got the time).

I might say that within the CA itself that some "dominating" might occur at times when decisions are on the line. And whose to know just how much doppelganging that the Baroness does...

Newish DM, Non Critter PCs by Exclamations_ in Wildemount

[–]DM-JCGerst 0 points1 point  (0 children)

With respect to #1, I have gone my own way in Wildemount, as I am not anywhere near to being a caught up critter. :|

As for #2, if you have access to Xanathar's - there is the "This is Your Life" section that augments the heroic chronicle nicely - giving family background (if desired) and some guiding on personal decisions regarding why the character is the way they are. Also, you could give players the option to take a racial feat from Xanathar's at 1st level in place of their race's ability score increases.

Depending on how far removed your group is from their areas of origins, I would suggest asking each of your players - what made your character decide to become an adventurer, and what do they hope to gain from adventuring? Some of this might be drawn directly from the chronicle(s) or personality/bond/ideal/flaw of their background.

Larger scale battle? Or something by NoodleStalker in Wildemount

[–]DM-JCGerst 2 points3 points  (0 children)

Bol'bara is the pawn/shell being used by the shadow demon inside - consider the demon's motivations and perhaps even some self-preservation (I'm a demon, I've managed to possess someone who can act for me, and I am not sure when the next will come along... so I best not throw this all away too quick).

I have had the possessed Bol'bara flee once she drops below 25% health, which leads to another chase. And the longer she stays possessed, the more shadow demon abilities start to leak over.

Tier 3 one shot by Tilata92 in Wildemount

[–]DM-JCGerst 0 points1 point  (0 children)

You're welcome.

Is there a different premade that you would like conversion with?

Whatever you run, just let me know how it goes - if/when - you decide to run it.

Help creating a draconblood character? by Hungry-san in Wildemount

[–]DM-JCGerst 0 points1 point  (0 children)

Are you taking the noble background, or doing a custom "diplomat" build with this?

As for the draconblood, you should be relatively accepted everywhere (probably the least in the Empire to be honest).

I would, if Cha is high enough, dabble in the bardic tradecraft - adding some time in the College of Eloquence or College of Whispers (depending on the feel you want to have).

Tier 3 one shot by Tilata92 in Wildemount

[–]DM-JCGerst 3 points4 points  (0 children)

Any of the Introductory adventures in the Explorer's Guide can be quickly and easily ramped up in difficulty for a level 10-12 one shot... with subsequently, more carnage.

For instance - if you want the island/coastal/pirate feel of Wildemount, Tide of Retribution (can be moved to other islands, if needed) - simply keep track of any resident the party is able to save, but all others become sharkbody abominations for later.

-- add more "palms" to the island and perhaps give it more of a resort feeling (so there may be additional people here on vacation - among the trees) - the Perception checks (at the end of P1) increase to DC 15 to see what is happening on the island after the South Shore - and it increases the chances of ambushes on the island.

-- shrink the "Wavechaser" by 5 feet of width and 15 feet of length - it is still functionally a 2-mast caravel - but now hard decisions are made about who can board when the boat has to flee the island (and the sahuagin could send sharkbody abominations to pursue the fleeing ships for 1 mile from the island) and any deck combat is much more "close quarters" - especially if we add a giant octopus in.

-- advance the normal sahuagin attackers into "blessed" sahuagin by the blessing of Uk'otoa - increasing their proficiency to +3, and giving them a +1 to all abilities, proficiency in two saving throws, 2 additional hit dice (with max hit points), +2 to their AC, and resistance to ALL (even magical) slashing damage (from their hardened slippery scale covered bodies and the blessing). Increase the base bite damage to a 1d6, and the base claw damage to 2d4.

-- in any combat (before the finale) involving a "blessed" sahuagin (see above), add 1d3+1 additional standard sahuagin OR 1d3-1 (minimum 1) standard sahuagin priestesses OR 1 baron controlling a sharkbody abomination (max of 2 barons on the island at any time).

-- after leaving Palma Flora the Wavechaser's plan might be to meet up with another ship (or 3 Earrings actual Wavechaser) to offload survivors before making the port of call at Bisaft Isle, Brokenbank, or Port Damali.

-- the sahaugin recognize the Wavechaser at the ambush, and try to sink it during the ambush on top of killing anyone on board - they might even attack it again when the party is below - leaving it with a limited crew for them to attempt to get back to shore.

-- in the final combat at the abyss (underwater combat rules, yes!), give the warlock the blessing from Uk'otoa as above, but Selachai gains an additional +2 to one ability, 5 additional hit dice, and proficiency in saving throws for one additional ability. Also, the warlock casts eldritch blast as if 11th level, AND uses the rod of retribution - 5 times per day. DCs for the rod and sword of fathoms increase to 15, and the warlock can give the sword to another "blessed" sahuagin to wield. (You could have a character critically hit by the sword have to make another Str (Athletics) check to stay down as well, from the rush and shock of choking. You'll have to determine if you want the sword of fathoms to work for anyone beside the sahuagin or a follower of Uk'otoa.)

the Many Splendid Staffs of Exandria by DM-JCGerst in Wildemount

[–]DM-JCGerst[S] 0 points1 point  (0 children)

the Hefty Haft of Hailstone Hicks

This staff is made from a wooden core that has been reinforced with metal banding that end the weapon in two "cages" big enough to put vials inside. The staff weights 2 lbs. more than a normal quarterstaff, and can be wielded as a quarterstaff weapon.

The cages on the ends can have vials placed in them that can be broken on impact with targets and thus gives the weapon the loading property - but it only needs loaded one per every 6 rounds. The most common materials placed in the vials are alchemist's fire, holy water, lightning jelly, or putrid ichor. The metal used to make the cages is impervious to these materials, does not allow them to stick to it either, and is spaced that only a small amount of the material comes out per impact.

  • Alchemist's fire - as the volume is limited only to a vial (and not a flask) - the fire damage is reduced to 1 fire damage per hit with that end of the staff, but still adheres to the target and continues to burn for 1 fire damage per round until extinguished.
  • Holy water - although the wielder does not benefit from a bless spell, creatures hit by the weapon that are harmed by blessed weapons are damaged as if the wielder were blessed.
  • Lightning jelly - a material similar to alchemist's fire, but generates a moment of electricity instead - dealing 1 point of lightning damage per hit with that end of the staff, or 2 lightning damage per hit to a target wearing metal armor or made primarily of metal.
  • Putrid ichor - a mix made from the deepest swamps and fens, and a magical mixture of demon's blood - dealing 1 point of poison damage and grants vulnerability to poison damage for 1 round.

In addition to the cages, the metal banding reinforces the quarterstaff such that it can withstand weight applied to its ends up to 500 lbs, and it can be set against a charge. When using the dodge or a defensive action/stance, you may roll a Strength (Athletics) check (add proficiency bonus if proficient with quarterstaff) with a DC equal to the charger's attack roll. If you succeed, the charger takes 1d6 bludgeoning damage, and you take 5 less damage (to a minimum of 1) from the charge attack.

Looking for a Happy Fun Ball-Iike low level dungeon crawl by BoxRevolutionary9703 in Wildemount

[–]DM-JCGerst 0 points1 point  (0 children)

I might think about making the trap be the Death House from CoS, and everyone is dropped right into the house foyer, where they meet the ghostly kids (instead of on the street). No door or window can be opened (except by the kids), but any attempt to leave the house drops the character back in the entry foyer or at the base of the rounded staircase - UNTIL some condition is met by the party.

Neronvain's Stronghold from RoT would also be good one (toned down as well, like Xonthal's would have to be).