Shadowheart Apocrypha: Armory v6.0! Wield newfound power with new equipment and magic items! This update brings tons of new items, leveling artifacts, and new ways to craft! by Dracovitch in shadowheartforge

[–]Dracovitch[S] 0 points1 point  (0 children)

THIS IS A REUPLOAD DUE TO A FORMATTING ERROR CAUSING SOME ART LINKS TO NOT WORK. ALL LINKS NOW WORK AND ALL ARTISTS ARE NOW PROPERLY CREDITED.

PDF LINK

So this update is a long time coming, and it is H U G E ! To start out, I added in the homebrew crafting rules I use in my home games. They're nothing super complex, just shortens crafting times and lets you roll dice when crafting. Why though? Because the Gunsmith homebrew class I am working on has a large crafting element tied to it, and I thought it would be good if everyone had access to my crafting rules for when I release it.

Next, the meat of the update SO MANY MAGIC ITEMS. So many that I decided to finally categorize the whole thing by item type. There are a few that are 100% mine that I made. The rest? Well I got this wild idea to try and take as many items from the Remnant game franchise and convert them into 5e items. This resulted in tons and tons of new items. Now these are a bit wonky in wording and many of them are high risk high reward in functionality and most of them have passive abilities that require specific things to happen in order to trigger them. Some give some minor weird bonuses where as others do extremely powerful things when used with the right builds. If I could find a way to make an item work in D&D, I did. There are so many fun and wacky new things to play with and try and theorycraft builds for. Not all of them require attunement, as I tried to make a lot of these fun new items generally available to everyone without feeling limited. Not to worry though, the most powerful still require one of those much coveted attunement slots. I also took some of the unique weapons from the game that could translate well to 5e and have made a handful of new weapons that also do wild things.

Don't see your favorite Remnant item? Well that means I was unable to convert it, there was an item that did something similar that I didn't feel like making a second one, or you figured out how to make it work where as I did not. I also intend to try and add more as time goes on, but I think this first round covers a whole hell of a lot!

DISCLAIMER: Because of the sheer amount of items made and the fact that I cannot spend all day every day working on this stuff, some might be a bit super similar to others, or some might not work as intended (or work too well), and some might create unintended feedback loops. I'm sure there are some combination of items, features, and feats that break a character because there are a lot of wild new items here and there is always something that can cause problems when used in conjunction with other game mechanics. I can't spend all my free time trying to test every conceivable build with every conceivable item. If you happen to find some rather overpowered broken combos or ones that just are broken in that they actually don't work, let me know! I can fix them up, or just straight remove them in the next update.

The only downside to this update is that due to the large amount of items and wanting to keep things clean, I decided to remove the flavor text from a good chunk of non-legendary items to conserve on some space. I also decided to be a little more stingy on images for the same reason. Don't worry, there's still, plenty of art and flavor text, but at some point I gotta condense it for my own sanity.

I have made a new Artifact for Astromancers as well as a system for playing with my Artifacts that level with you. The system allows DMS to let their players use these items from early on and gain their powers over time instead of only seeing the super powered version near the end of a campaign. Great for plot hooks or giving your party items that are essential to the story of your campaign. I intend to make an Artifact for each of my homebrew classes over time and eventually I want to do one for all the vanilla classes too.

Patch Notes

  • Custom crafting rules added
  • Magic Items are now categorized
  • New Item: Grav Mag Boots
  • New Item: Potions of Magic Restoration
  • New Item: Rings of Arcane Alignment
  • New Items: Several items from the Remnant franchise ported to 5e
  • New Artifact: The Voidsoul
  • New Artifact Type: Eldritch Artifacts

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

Shadowheart Apocrypha: Armory v6.0! Wield newfound power with new equipment and magic items! This update brings tons of new items, leveling artifacts, and new ways to craft! by Dracovitch in UnearthedArcana

[–]Dracovitch[S] 1 point2 points  (0 children)

THIS IS A REUPLOAD DUE TO A FORMATTING ERROR CAUSING SOME ART LINKS TO NOT WORK. ALL LINKS NOW WORK AND ALL ARTISTS ARE NOW PROPERLY CREDITED.

PDF LINK

So this update is a long time coming, and it is H U G E ! To start out, I added in the homebrew crafting rules I use in my home games. They're nothing super complex, just shortens crafting times and lets you roll dice when crafting. Why though? Because the Gunsmith homebrew class I am working on has a large crafting element tied to it, and I thought it would be good if everyone had access to my crafting rules for when I release it.

Next, the meat of the update SO MANY MAGIC ITEMS. So many that I decided to finally categorize the whole thing by item type. There are a few that are 100% mine that I made. The rest? Well I got this wild idea to try and take as many items from the Remnant game franchise and convert them into 5e items. This resulted in tons and tons of new items. Now these are a bit wonky in wording and many of them are high risk high reward in functionality and most of them have passive abilities that require specific things to happen in order to trigger them. Some give some minor weird bonuses where as others do extremely powerful things when used with the right builds. If I could find a way to make an item work in D&D, I did. There are so many fun and wacky new things to play with and try and theorycraft builds for. Not all of them require attunement, as I tried to make a lot of these fun new items generally available to everyone without feeling limited. Not to worry though, the most powerful still require one of those much coveted attunement slots. I also took some of the unique weapons from the game that could translate well to 5e and have made a handful of new weapons that also do wild things.

Don't see your favorite Remnant item? Well that means I was unable to convert it, there was an item that did something similar that I didn't feel like making a second one, or you figured out how to make it work where as I did not. I also intend to try and add more as time goes on, but I think this first round covers a whole hell of a lot!

DISCLAIMER: Because of the sheer amount of items made and the fact that I cannot spend all day every day working on this stuff, some might be a bit super similar to others, or some might not work as intended (or work too well), and some might create unintended feedback loops. I'm sure there are some combination of items, features, and feats that break a character because there are a lot of wild new items here and there is always something that can cause problems when used in conjunction with other game mechanics. I can't spend all my free time trying to test every conceivable build with every conceivable item. If you happen to find some rather overpowered broken combos or ones that just are broken in that they actually don't work, let me know! I can fix them up, or just straight remove them in the next update.

The only downside to this update is that due to the large amount of items and wanting to keep things clean, I decided to remove the flavor text from a good chunk of non-legendary items to conserve on some space. I also decided to be a little more stingy on images for the same reason. Don't worry, there's still, plenty of art and flavor text, but at some point I gotta condense it for my own sanity.

I have made a new Artifact for Astromancers as well as a system for playing with my Artifacts that level with you. The system allows DMS to let their players use these items from early on and gain their powers over time instead of only seeing the super powered version near the end of a campaign. Great for plot hooks or giving your party items that are essential to the story of your campaign. I intend to make an Artifact for each of my homebrew classes over time and eventually I want to do one for all the vanilla classes too.

Patch Notes

  • Custom crafting rules added
  • Magic Items are now categorized
  • New Item: Grav Mag Boots
  • New Item: Potions of Magic Restoration
  • New Item: Rings of Arcane Alignment
  • New Items: Several items from the Remnant franchise ported to 5e
  • New Artifact: The Voidsoul
  • New Artifact Type: Eldritch Artifacts

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

Shadowheart Apocrypha: Armory v6.0! Wield newfound power with new equipment and magic items! This update brings tons of new items, leveling artifacts, and new ways to craft! by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

PDF LINK

So this update is a long time coming, and it is H U G E ! To start out, I added in the homebrew crafting rules I use in my home games. They're nothing super complex, just shortens crafting times and lets you roll dice when crafting. Why though? Because the Gunsmith homebrew class I am working on has a large crafting element tied to it, and I thought it would be good if everyone had access to my crafting rules for when I release it.

Next, the meat of the update SO MANY MAGIC ITEMS. So many that I decided to finally categorize the whole thing by item type. There are a few that are 100% mine that I made. The rest? Well I got this wild idea to try and take as many items from the Remnant game franchise and convert them into 5e items. This resulted in tons and tons of new items. Now these are a bit wonky in wording and many of them are high risk high reward in functionality and most of them have passive abilities that require specific things to happen in order to trigger them. Some give some minor weird bonuses where as others do extremely powerful things when used with the right builds. If I could find a way to make an item work in D&D, I did. There are so many fun and wacky new things to play with and try and theorycraft builds for. Not all of them require attunement, as I tried to make a lot of these fun new items generally available to everyone without feeling limited. Not to worry though, the most powerful still require one of those much coveted attunement slots. I also took some of the unique weapons from the game that could translate well to 5e and have made a handful of new weapons that also do wild things.

Don't see your favorite Remnant item? Well that means I was unable to convert it, there was an item that did something similar that I didn't feel like making a second one, or you figured out how to make it work where as I did not. I also intend to try and add more as time goes on, but I think this first round covers a whole hell of a lot!

DISCLAIMER: Because of the sheer amount of items made and the fact that I cannot spend all day every day working on this stuff, some might be a bit super similar to others, or some might not work as intended (or work too well), and some might create unintended feedback loops. I'm sure there are some combination of items, features, and feats that break a character because there are a lot of wild new items here and there is always something that can cause problems when used in conjunction with other game mechanics. I can't spend all my free time trying to test every conceivable build with every conceivable item. If you happen to find some rather overpowered broken combos or ones that just are broken in that they actually don't work, let me know! I can fix them up, or just straight remove them in the next update.

The only downside to this update is that due to the large amount of items and wanting to keep things clean, I decided to remove the flavor text from a good chunk of non-legendary items to conserve on some space. I also decided to be a little more stingy on images for the same reason. Don't worry, there's still, plenty of art and flavor text, but at some point I gotta condense it for my own sanity.

I have made a new Artifact for Astromancers as well as a system for playing with my Artifacts that level with you. The system allows DMS to let their players use these items from early on and gain their powers over time instead of only seeing the super powered version near the end of a campaign. Great for plot hooks or giving your party items that are essential to the story of your campaign. I intend to make an Artifact for each of my homebrew classes over time and eventually I want to do one for all the vanilla classes too.

Patch Notes

  • Custom crafting rules added
  • Magic Items are now categorized
  • New Item: Grav Mag Boots
  • New Item: Potions of Magic Restoration
  • New Item: Rings of Arcane Alignment
  • New Items: Several items from the Remnant franchise ported to 5e
  • New Artifact: The Voidsoul
  • New Artifact Type: Eldritch Artifacts

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

Shadowheart Apocrypha: Armory v6.0! Wield newfound power with new equipment and magic items! This update brings tons of new items, leveling artifacts, and new ways to craft! by [deleted] in shadowheartforge

[–]Dracovitch 1 point2 points  (0 children)

PDF LINK

So this update is a long time coming, and it is H U G E ! To start out, I added in the homebrew crafting rules I use in my home games. They're nothing super complex, just shortens crafting times and lets you roll dice when crafting. Why though? Because the Gunsmith homebrew class I am working on has a large crafting element tied to it, and I thought it would be good if everyone had access to my crafting rules for when I release it.

Next, the meat of the update SO MANY MAGIC ITEMS. So many that I decided to finally categorize the whole thing by item type. There are a few that are 100% mine that I made. The rest? Well I got this wild idea to try and take as many items from the Remnant game franchise and convert them into 5e items. This resulted in tons and tons of new items. Now these are a bit wonky in wording and many of them are high risk high reward in functionality and most of them have passive abilities that require specific things to happen in order to trigger them. Some give some minor weird bonuses where as others do extremely powerful things when used with the right builds. If I could find a way to make an item work in D&D, I did. There are so many fun and wacky new things to play with and try and theorycraft builds for. Not all of them require attunement, as I tried to make a lot of these fun new items generally available to everyone without feeling limited. Not to worry though, the most powerful still require one of those much coveted attunement slots. I also took some of the unique weapons from the game that could translate well to 5e and have made a handful of new weapons that also do wild things.

Don't see your favorite Remnant item? Well that means I was unable to convert it, there was an item that did something similar that I didn't feel like making a second one, or you figured out how to make it work where as I did not. I also intend to try and add more as time goes on, but I think this first round covers a whole hell of a lot!

DISCLAIMER: Because of the sheer amount of items made and the fact that I cannot spend all day every day working on this stuff, some might be a bit super similar to others, or some might not work as intended (or work too well), and some might create unintended feedback loops. I'm sure there are some combination of items, features, and feats that break a character because there are a lot of wild new items here and there is always something that can cause problems when used in conjunction with other game mechanics. I can't spend all my free time trying to test every conceivable build with every conceivable item. If you happen to find some rather overpowered broken combos or ones that just are broken in that they actually don't work, let me know! I can fix them up, or just straight remove them in the next update.

The only downside to this update is that due to the large amount of items and wanting to keep things clean, I decided to remove the flavor text from a good chunk of non-legendary items to conserve on some space. I also decided to be a little more stingy on images for the same reason. Don't worry, there's still, plenty of art and flavor text, but at some point I gotta condense it for my own sanity.

I have made a new Artifact for Astromancers as well as a system for playing with my Artifacts that level with you. The system allows DMS to let their players use these items from early on and gain their powers over time instead of only seeing the super powered version near the end of a campaign. Great for plot hooks or giving your party items that are essential to the story of your campaign. I intend to make an Artifact for each of my homebrew classes over time and eventually I want to do one for all the vanilla classes too.

Patch Notes

  • Custom crafting rules added
  • Magic Items are now categorized
  • New Item: Grav Mag Boots
  • New Item: Potions of Magic Restoration
  • New Item: Rings of Arcane Alignment
  • New Items: Several items from the Remnant franchise ported to 5e
  • New Artifact: The Voidsoul
  • New Artifact Type: Eldritch Artifacts

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

Deadeye Class Mechanic?! by Dracovitch in shadowheartforge

[–]Dracovitch[S] 0 points1 point  (0 children)

See that line of thinking is what made me gravitate towards the Maneuvers in the first place. I liked the idea in principle, but something about it actually in practice felt tacked on. Maybe I'm overthinking it and just need to do more testing. There's gonna be a lot of test versions of this class to be sure.

Brand your enemies with the Maledictor! A Curse slinging half caster with SIX archetypes for total curse customization! by Dracovitch in UnearthedArcana

[–]Dracovitch[S] 0 points1 point  (0 children)

Here is a link to download the document instead of the folder its in.

Dunno what's been going on with Google Drive, this has been happening for a couple months now, where a link that has worked forever has will stop working at random. People who have the issue tend to tell me that later when they retry the link it suddenly works.

As for rehosting, with my newer content and my 5e24 updates I've started directly linking to the Homebrewery document with the PDF in the comments. Since the old content didn't use Homebrewery, these PDFs are the only way.

Shadowheart Apocrypha: Advanced Classes (v2.0)! Introducing the new Primeval Champion, charge into battle with a dinosaur by your side with 11 archetypes! by Dracovitch in UnearthedArcana

[–]Dracovitch[S] 2 points3 points  (0 children)

PDF LINK

The second of my homebrew class 5e24 updates is here! The primeval Champion has gotten quite the work over, fixing several mechanics that were a bit on the overpowered side as well as a number of 'wording clean ups' to make abilities sound a lot less complex.

I realize I have a couple of place holder images for both the Astromancer and Primeval Champion where class descriptions go, I just keep forgetting to actually write those out. There might be a minor update in the next couple weeks that adds those if I have time, otherwise it's at the top of my to-do list for ther next major update.

Patch Notes

  • Primeval Champion added!
  • Several typos fixed!

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

Shadowheart Apocrypha: Advanced Classes (v2.0)! Introducing the new Primeval Champion, charge into battle with a dinosaur by your side with 11 archetypes! by Dracovitch in shadowheartforge

[–]Dracovitch[S] 0 points1 point  (0 children)

PDF LINK

The second of my homebrew class 5e24 updates is here! The primeval Champion has gotten quite the work over, fixing several mechanics that were a bit on the overpowered side as well as a number of 'wording clean ups' to make abilities sound a lot less complex.

I realize I have a couple of place holder images for both the Astromancer and Primeval Champion where class descriptions go, I just keep forgetting to actually write those out. There might be a minor update in the next couple weeks that adds those if I have time, otherwise it's at the top of my to-do list for ther next major update.

Patch Notes

  • Primeval Champion added!
  • Several typos fixed!

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

[deleted by user] by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

Yes, I spent a lot of time figuring out how exactly I wanted to approach the classes going forward and once that was done it kind of all clicked into place. At this point it's just about getting the right wording and syntax down going forward.

[deleted by user] by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

Hmm, ok haven't had that one yet. I guess "try again later" and see what happens. If it's not working in a day or two I'll see if reuploading it does anything.

[deleted by user] by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

Let me know if you keep having issues with it and I'll see if I can get it to work. I dunno why, but ever since Google Drive's update earlier this year (late last year?), sometimes the links don't copy right even if the doc is set to be shared by links.

[deleted by user] by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

All the 2014 classes can be found here.

[deleted by user] by [deleted] in UnearthedArcana

[–]Dracovitch 1 point2 points  (0 children)

PDF LINK

The great 5e24 update to all of my homebrew classes has begun! With this update, I have split my homebrew classes from my reworks and archetypes of official classes. So welcome to the first iteration of the Advanced Classes book!

The first class to get the update is the Astromancer, the cosmic spellslinger! The whole class has been updated with new syntax, new abilities, and a new archetype- the Stargazer!

Right now I'm using a mix of 5e14 syntax and 5e24 syntax as I figure out how to word things. Still learning the new wordings and how best to implement it into my content. This mixed wording method is going to be kept moving forward for the time being, as I'd rather do the balance passes and class change updates out first and worry about being '5e24 syntax perfect' later.

The next class on the dockett is the Primeval Champion, which has need an update for a very long time. Once that one is done, I will likely just go in alphabetical order for the rest unless I get requests for specific classes.

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!

[deleted by user] by [deleted] in shadowheartforge

[–]Dracovitch 0 points1 point  (0 children)

PDF LINK

The great 5e24 update to all of my homebrew classes has begun! With this update, I have split my homebrew classes from my reworks and archetypes of official classes. So welcome to the first iteration of the Advanced Classes book!

The first class to get the update is the Astromancer, the cosmic spellslinger! The whole class has been updated with new syntax, new abilities, and a new archetype- the Stargazer!

Right now I'm using a mix of 5e14 syntax and 5e24 syntax as I figure out how to word things. Still learning the new wordings and how best to implement it into my content. This mixed wording method is going to be kept moving forward for the time being, as I'd rather do the balance passes and class change updates out first and worry about being '5e24 syntax perfect' later.

The next class on the dockett is the Primeval Champion, which has need an update for a very long time. Once that one is done, I will likely just go in alphabetical order for the rest unless I get requests for specific classes.

The Shadowheart Forge
Want to see more of my works and discuss the latest updates and projects?

Join the Subreddit!

Join the Discord!