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Roll for initiative...

@abouttogetdicey / abouttogetdicey.tumblr.com

Daily dice pics, IDs, dice history, and themed palettes. Requests are NOT open. Feel free to ask anything else!
They/them. Married. Long time D&D & MtG fan. I am a queer digital librarian by day & DM by night. This is my blog about dice & all things ttrpg related. Feel free to submit your own dice pics, characters, card pics, play mats, minis: whatever! Also please send asks about me, my dice, or whatever!! my other blog is: drdandy.
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Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY     (SERVER LINK)

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To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451

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IF YOU WISH TO SUPPORT ME AND MY CONTENT YOU CAN FIND ME ON PATREON AND KO-FI BY DONATING YOU GAIN BENEFITS AND ARE ABLE TO VOTE ON PLANESHIFTED CARDS, GETTING A FREE MONTHLY COMMISSION FOR 5$+ PATRONS AND GETTING A FREE COPY OF WHATEVER COMPENDIUMS ARE COMING UP; AS WELL AS EARNING A SPOT ON MY DISCORD SERVER

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Special Thanks to my 10$ Patron

Matt Smith

Castreek

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Gelfling and Podlings - Homebrew PC Race Options for 5e

I began watching The Dark Crystal: Age of Resistance on Netflix with my girlfriend recently and, I gotta say - as a fan of the original movie, I’m loving it so far. The CG is tastefully done and not overpowering, the characters are fun and interesting, and I’m excited for the next episode consistently.

Because of that, I decided to try my hand at creating Gelfling and Podling races that are compatible D&D 5e. This isn’t perfect, of course, but it was a fun pet project. This will hopefully make for some fun homebrewery.

Feel free to give it a shot, test it out, or even leave comments and/or recommendations!

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(Disclaimer: I’m really tired right now so forgive me if I ramble)

Aight, now we’re getting into some of the heavier rules additions I’ve made. Let me preface this by saying I love wizards. I think they’re just as versatile as clerics while having much more characterization flexibility. That said, I really dislike wizards in 5th ed. They just feel boring, with nothing that really projects that classic wizard feel. School specialization is much less of an impactful choice than in previous editions, and the bonuses granted by your chosen school are generally boring or require silly, exploitative combos to make use of. After finally getting around to playing one and being thoroughly underwhelmed, I decided to take a crack at actually making this class fun to play

NOTE: NONE of this content has been playtested yet. Between two seperate campaings, None of my players have chosen to play arcane spell casters, so I’ve yet to have a chance to see it in action. I can only image some of these options are overpowered, so it may have to be adjusted on the fly to adjust for player shenanigans.

Let me start by saying this was a major process. I went into 4th and 3/3.5 to find inspiration for the direction I wanted to take the various schools and new rules, and I think I found several ways to make the class and its options feel much more unique. Characterization is always the most important part of creating and playing characters, at least for me, and I feel like every option should strive to push that idea. Starting at the very beginning with implement masteries, you’re already seperating your character from other wizards. Down with same-y features, up with options. I’m just going to kind of skim over all of the school and give my basic thoughts and process on the overhaul, even though I’m tempted to gush about all of them because, honestly, I think there’s a lot to love here.

Of special note, SAVANT FEATURES NO LONGER EXIST. Cutting the time and cost to copy spells is so contrived and inconsequential that I see their inclusion as more of an insult than a gift. These have all been replaced with something that directly powers up the schools theme because that is way more fun. Also, these are meant to be mixed and matched with the schools as they exist in the PHB. These features all list which feature they replace so you can choose which one you prefer between the two of them when you reach a level that grants you a new feature. - Abjuration: I think that, of all the schools, 5e did the best with abjuration. The base features fit the theme nicely and it’s actually a viable way to build a defensive wizard. A bit of a power boost and push ‘em out the door with a pat on the bottom. - Conjuration: Lets face it: Summoning in 5e sucks. At lower levels you can summon creatures so rarely it that it doesn’t properly lend flavor to the class, and at higher levels its completely outshined by massive, reality altering spells like wish and meteor storm or whatever. This set of features includes a once per day cantrip-level summoning ability and a direct upgrade to the weak level 14 feature from the PHB. Summoning spells are admitedly pretty one dimensional, so if you choose a large number of them to prepare you may come up short on versatility. I was looking for a way to circumvent that issue, and figured that a wizard specialized in summoning would know the spells well enough that they could spontaneously cast them. - Divination: I really like this one, specifically because of how flavorful it is. As you can see, there is no level 2 talent to replace portent because portent is just that good. It’s powerful, it’s fun, it’s flavorful, I just can’t see another talent that could be a viable contender for portent. I think expert divination is far to situational and makes little sense for the school, so I present prescience as an option I think it potentially equal in power but way more fitting. And finally, diviner’s sight is, in my opinion, the most interesting roleplay option in 5th ed at this time. Imagine a wizard who has looked to far and seen too much, whose vision has been seared away by things no one was meant to see. UGH. So cool. The 60ft of blindsight is awesome and gets around some tricky tricks. - Enchantment: Enchantment already has some cool stuff going on, so I just wanted to make the spells harder to save against because casting something like command and then having the target save is the biggest waste of a turn in this edition of D&D. - Evocation: The biggest change here is elemental affinity, the almost surely broken way to play a real fire or ice or thunder or whatever mage. I think it’s fine, but I can see it really causing issues if a player is specifically trying to exploit it. - Illusion: THIS ONE IS COOL GUYS. WOW. This suite of features straight up turns your wizard into a shadow caster. How cool is that?! Balanced from what I can tell as well, but it’ll need to see play before I can be sure. - Necromancy: This is the one where I know I done messed up. I love necromancers. Love love love them. I’m an edgy preteen for them. I’ve also got a lot of thoughts on how they work, and I wanted to highlight some of that here. Necromancers don’t so much command death magic as their magic simply manipulates life force. I feel that for a wizard so inclined, it wouldn’t be difficult to simply turn that process around. What I’m trying to say is white necromancy and wizards with healing spells. I also added an option that gives the wizard a permanent hunter-style undead companion. Very, very cool but PROBABLY a bit too strong. - Transmutation: Transmutation is cool, and I really like the flavor of changing yourself to be the ultimate jack of all trades. As with everything else, the savant trait has been replaced. - Generalist: I really like the idea of this one, and it has a very classic wizard feel. More focus on the focus, a neat pet, and stronger spells? Yee. - Battle Mage: I’m not so sure about this one. I made these a while back before any of the other combat caster classes came out, so I honestly might end up just scrapping it.

Anyway, I’ll probably be dropping some actual setting material next time, most likely the other section on arcane magic. It’s blood magic all the way down, kids…

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Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY     (SERVER LINK)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

IF YOU WISH TO SUPPORT ME AND MY CONTENT YOU CAN FIND ME ON PATREON AND KO-FI BY DONATING YOU GAIN BENEFITS AND ARE ABLE TO VOTE ON PLANESHIFTED CARDS, GETTING A FREE MONTHLY COMMISSION FOR 5$+ PATRONS AND GETTING A FREE COPY OF WHATEVER COMPENDIUMS ARE COMING UP; AS WELL AS EARNING A SPOT ON MY DISCORD SERVER

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Special Thanks to my 10$ Patron

Matt Smith

Castreek

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This is the first race that I built a lore for and statted(sp?) out for Vallonde. I feel like dwarves are a fantasy staple and only so much can really be changed whilst keeping that familiar charm that keeps fantasy settings coming back to them. Since I’m going with a theme of flawed civilizations, I wanted to ramp up one of their negative features to 11, and it only seemed fitting to choose greed. Thematically, I love the image of a stocky dwarf weighed down in jewelry weighing as much as he does, but I feel this also gives the race a real sticking point, something to make them unique that a player can really sink their teeth into role-play wise.

Regardless, you can clearly see that the race traits for the khazidi are different from the dwarves presented in the 5e PHB, and I did this partially to make the setting more unique when I was first starting to work on it, but also too see exactly how much work would be required to build a race from the ground up (with a pre-built foundation below ground) because I’ve got a lot of races to add moving forward. In the end, I decided that races that play a major role in the world will get a two page write-up, with one dedicated solely to lore and less impactful races will get an introductory paragraph and a full trait build. Actually, when working on these less important races I’ve been adding optional race feats which has really helped flesh them out, but that’s for a later post. 

Anyway, I hope you found this well done or at least interesting. I’ll be continuing to post more Vallonde content, I think next I’ll be posting up one of my custom rules or equipment. Or maybe both? As always, questions/comments appreciated.

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Experimental Overload 

5th level Evocation Casting Time: 1 action Range: 60ft. Components: V,S,M (A copper ball worth at least 5gp (used while the spell is in effect) Duration: Instantaneous (see text) Classes: Artificer, Wizard

Description: You toss the copper ball to the location. it than releases a burst of electrical energy in a 20ft radius each creature in this radius must succeed a dexterity saving throw or take 5d6 Lightning damage or half as much on a successful saving throw. after this damage is dealt the lightning will arch back to the copper ball, a form made of lighting will build itself around this copper ball. this form will turn into a Unstable Electrostatic Weird (Stats found below). This Unstable Electrostatic Weird is immune to all damage but instead has a limited number of turns. This number of turns is determined by the number of creatures who were effected by the original burst of Lightning. (If three creatures were hit with the lighting than it has 3 turns to live) after the final turn is used the Weird instantly falls to 0 hit points. 

Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY     (SERVER LINK)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

IF YOU WISH TO SUPPORT ME AND MY CONTENT YOU CAN FIND ME ON PATREON AND KO-FI BY DONATING YOU GAIN BENEFITS AND ARE ABLE TO VOTE ON PLANESHIFTED CARDS, GETTING A FREE MONTHLY COMMISSION FOR 5$+ PATRONS AND GETTING A FREE COPY OF WHATEVER COMPENDIUMS ARE COMING UP; AS WELL AS EARNING A SPOT ON MY DISCORD SERVER

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Special Thanks to my 10$ Patron

Matt Smith

Castreek

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HEY DUDES I MADE THIS FILLABLE go check it out!! i also tweaked the pronouns to make it more inclusive! enjoy~

Thank you @mechanicalriddle ! Looks Great! :)

A great way to flesh out your characters for any tabletop and ensure a really well rounded and fun character! DMs can use it to for major NPCs!

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So, I had the motivation to make this more official much faster than anticipated. There are still more to do and ones in my inbox to finish. Made some small edits to previously made things. Hope you enjoy! The more reblogs the better.

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It’s time for bards! Two of the three colleges presented here are new designs, while the third is a previously published one packaged with the new, as I did with my fighter subclasses two weeks ago.

The College of Pestilence was born from a desire of my own to use the exhaustion mechanics more actively. Is it balanced? I don’t know, and I honestly don’t really care that much. What matters is that this college allows you to play something entirely unique, both mechanically and philosophically. The Plague Doctor feature was made so that the DM will be pushed to explore what diseases exist in the setting, while the player is encouraged to learn about them. It organically causes the setting to become that much deeper.

The College of the Divine was an obvious design for me. Many classes already have divine options, and bard deserves one as well. Mechanically, the first two features of this college are pretty straightforward. You get some extra healing and the use of channel divinity. The 14th-level feature is something entirely new. I thought it would be fun to have a feature that actually gives some mechanical weight to the religions of D&D. Terrifying the enemies of your god is a really cool concept, so why not go the whole way and make an ability that does just that?

The College of the Herald has been released previously on this blog, and is presented here without any real changes. The college already felt clearly defined and fully realised. I can share that the proficiency with polearms was heavily inspired by my own bard PC from 4E, who acquired a songblade glaive. I also really liked the idea of the herald having a banner with them, which could be tied to a polearm.

The optional rules presented here at the end are intended to give bards unique ways to “play their class” so to say, outside of combat. I’m a huge supporter of features that don’t necessarily affect combat, and because the base game is severely lacking in these, I added these optional rules.

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