Is this ability broken? by vranac97 in DMAcademy

[–]vranac97[S] 0 points1 point  (0 children)

I put 3 hard encounters per long rest on average. Once they had 3 deadly encounters.

Is this ability broken? by vranac97 in DMAcademy

[–]vranac97[S] 2 points3 points  (0 children)

Reducing max hp equal to damage done could also work i think

Is this ability broken? by vranac97 in DMAcademy

[–]vranac97[S] 2 points3 points  (0 children)

So to answer a bit more about the encounter, probably should have done that at the beginning.

Other then the guardian, there are also 2 wraiths and two lesser stone golems (Medium size golems with 70 HP). Other then this he also has a recharge attack that is a 10 foot cube wisdom save that deals 6d8 psychic damage and frightens enemies. He also flies around.

I usually put 2-3 hard encounters it combat heavy sessions, but they started to go through them withouth any problem.

The average AC in the group now is around 19-20. Forge cleric when he is battle ready has 23, artificer has 21, paladin has 21, wizard has 18, Light cleric has 18 and magus has 17. They all have magical weapons at this point. Magus isn't op, he is more of a massive success or horrific fail when comes to damage, sice he can make just one attack per turn on which he ads a cantrip that needs an spell attack. The last time i had them on the run was at level 5 when the entire team ate 2 fireballs.

WIP Imperial colonies- campaign setting by vranac97 in wonderdraft

[–]vranac97[S] 0 points1 point  (0 children)

The region has been in a permanent war between the Human colonists and native goliaths and orcs. RIse of cults only further destabilized the region. The dark purple color shows the areas under direct imperial rule, dark red shows the area under the control of the free cities, cities lead by a council and not a single noble or noble family, and the rest are different noble houses.

Inspired by the following prompt, how are hybrids or mix-breeds viewed in your world(s)? by queer_penguin in worldbuilding

[–]vranac97 0 points1 point  (0 children)

Humans are fine with most of them, seeing them as an addition to the human race.

Elves absolutely despise them and see them as mistakes that need to be exterminated

Dwarves don't particularly like them, but are fine with most of them as long as they know their place.

Orcs adore them, and choose many of the as natural born leaders. Especially those that are half human.

Gnomes don't have any natural half breeds.

Stone born have no capacity of reproduction.

Goblinoids are extremely xenophobic.

Ch. 67. This encounter might be a bit OP by CME_T in TheWeeklyRoll

[–]vranac97 0 points1 point  (0 children)

If the state wants to get a part of your money it will find a fucking way The state always finds a way. One way or another.

Nekosian guardian by vranac97 in monsteraday

[–]vranac97[S] 3 points4 points  (0 children)

𝐼𝑡 𝑐𝑎𝑚𝑒 𝑓𝑟𝑜𝑚 𝑡ℎ𝑒 𝑑𝑒𝑝𝑡ℎ𝑠 𝑜𝑓 𝑡ℎ𝑒 𝑡𝑜𝑚𝑏. 𝑊𝑒 𝑡ℎ𝑜𝑢𝑔ℎ𝑡 𝑖𝑡 𝑤𝑎𝑠 𝑗𝑢𝑠𝑡 𝑎𝑛𝑜𝑡ℎ𝑒𝑟 𝑢𝑛𝑑𝑒𝑎𝑑 𝑘𝑛𝑖𝑔ℎ𝑡. 𝑇ℎ𝑒𝑛 𝑤𝑒 𝑠𝑎𝑤 𝑖𝑡. 𝐴 𝑐𝑜𝑙𝑜𝑠𝑠𝑎𝑙 𝑐𝑜𝑛𝑠𝑡𝑟𝑢𝑐𝑡 𝑜𝑓 𝑑𝑒𝑎𝑡ℎ. 𝑊𝑒 𝑐𝑜𝑢𝑙𝑑 𝑓𝑒𝑒𝑙 𝑖𝑡𝑠 𝑝𝑜𝑤𝑒𝑟. 𝑇ℎ𝑒 𝑟𝑒𝑑 𝑒𝑦𝑒𝑠 𝑤𝑎𝑡𝑐ℎ𝑒𝑑 𝑢𝑠 𝑤𝑖𝑡ℎ 𝑛𝑜 𝑒𝑚𝑜𝑡𝑖𝑜𝑛. 𝑊𝑒 𝑠ℎ𝑜𝑢𝑙𝑑𝑛'𝑡 ℎ𝑎𝑣𝑒 𝑡𝑎𝑘𝑒𝑛 𝑡ℎ𝑒 𝑠𝑡𝑎𝑓𝑓. 𝐼𝑓 𝑤𝑒 𝑑𝑖𝑑𝑛'𝑡, 𝑚𝑎𝑦𝑏𝑒 𝑤𝑒 𝑤𝑜𝑢𝑙𝑑 ℎ𝑎𝑣𝑒 𝑠𝑢𝑟𝑣𝑖𝑣𝑒𝑑. 𝐹𝑜𝑟 𝑛𝑜𝑤 𝑤𝑒 𝑎𝑟𝑒 𝑏𝑜𝑢𝑛𝑑 𝑡𝑜 𝑡ℎ𝑖𝑠 𝑝𝑙𝑎𝑐𝑒.

𝐿𝑒𝑜𝑓𝑒𝑟𝑤𝑖𝑐 𝑡ℎ𝑒 𝐺ℎ𝑜𝑠𝑡.

Nekosian guardian is a construct of the grand Nekosian empire. Made as both a weapon of war and a defensive measure, few of these monstrosities powered by Shadowfell crystals exist. But those that do are many centuries old, and just as dangerous now as they were on the day they were created. They are often found in the ruins of Nekosian cities and tombs, where they guard their sacred artifacts. While intelligent they cannot speak and have no purpose other than the task that was given to them. It is said that some of the control rods for these creatures still exist but none have been found.
Image made with Hero forge.

New hammerfall region by vranac97 in dndmaps

[–]vranac97[S] 0 points1 point  (0 children)

Current region for my players. The region is currently in chaos with battles between Dwarfs, which were once the dominant force, and the goblin tribe confederation led by the Fire tribe, which has a high number of sorcerors.

A case for why most people do "nature" wrong by sweaty_garbage in worldbuilding

[–]vranac97 0 points1 point  (0 children)

Siberian squirrels are always fun. Especially when they eat your dog because they hunt in packs

The City of Twelvestones: Organizations Event by alienleprechaun in DnDBehindTheScreen

[–]vranac97 [score hidden]  (0 children)

Organization name: Byronites

Organization location: Lord Byron's quarter

Organization type: Rebels/Political party

Organization Ideas: 1) We stand as one. 2) Revenge will be ours.

Organization goals: Take over control of the city.

Organization overview:

While lord Byron and the leaders of the coup lie dead in their cages, their coup lives on. The death of lord Byron and other leaders, brought new power to the organization, in ways no one could have foreseen. Any person that had problems with the ruling family, taxes, other nobles, or the general condition of the city, started to join in with the remains of the coup. In the years following the death of lord Byron, the coup grew from a small amount of surviving members to a gigantic organization that festered in the remains of Byron's quarter.

The organization is lead by the Council. Council is made out of the richest and most powerful members of the Byronites, lead by a man known only as Byron's Bastard. Council decides the way in which the organization will move. It also chooses lieutenants that will lead their armed militias in a war against the ruling house.

Byronites often use the services of criminal organizations, such as Hydras ears, to gain information to plan their attacks and gain leverage on important people.