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Showing posts from March, 2019

D&D 5e class: Fiendslayer

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Fiendslayer  (D&D 5e) Image credit: Astri Lohne Choosing to sacrifice their name and claim to their people, these warriors choose to fight fire with fire, using fiendish energies to strike down not only fiends themselves, but any who would destroy what they hold dear. Level Proficiency bonus Special Unholy Energy Natural attack damage 1 +2 Manifestation, Profane brands, Fiendbane - 1d4 2 +2 Unholy energy 2 1d4 3 +2 Dark path 3 1d4 4 +2 Ability score improvement, Dark blood 4 1d4 5 +3 Manifestation 5 1d6 6 +3 Dark path feature 6 1d6 7 +3 Conviction 7 1d6 8 +3 Ability score improvement 8 1d6 9 +4 Fiendish blood 9 1d6 10 +4 Manifestation, Darksight 10 1d6

D&D 5e and Pathfinder race: Broken

Pathfinder and D&D 5e Race: Broken Pathfinder Ability scores:  See the fated ability (below)  Type:  Broken are humanoids. Medium:  Broken do not suffer penalties due to their size. Normal speed:  Broken have a base movement speed of 30 ft.  Low-light vision:  Broken suffer no penalties to seeing in dim light, and see twice as far as humans. Energy resistance : Blaziks have resist 5 to fire, electricity, and cold. Well-built: Broken have a +1 bonus to their CMD. Intimidating: Broken are intimidating individuals, gaining a +2 bonus to intimidate checks. Fated: When they come of age, broken are subject to a ritual which grants them a fate from their chosen deity. As long as they follow the beliefs of the deity, they gain the bonuses associated with their fate. They must choose a creature type (as the favoured enemy ability for rangers) of which they are either a slayer, protector, or mediator. These look like brands upon the Broken's sho

Pathfinder and 5e race: Hydris

Pathfinder and D&D 5e Race: Hydris (Picture to come) Pathfinder +2 constitution, +2 charisma, -2 wisdom:  Hydris are strong-blooded and deceptive, but they can be brash. Humanoid (reptilian):  Hydris are humanoids with the reptilian subtype. Medium:  Hydris do not suffer penalties due to their size. Normal speed:  Hydris have a base movement speed of 30 ft.  Darkvision:  Hydris are able to see perfectly in the dark up to a distance of 60 ft. Poison use : Hydris do not need to make checks when applying or crafting poisons in order to avoid poisoning themselves. Precise senses: their powerful snake-like traits grant them a +2 bonus on perception checks.  Venomous bite: Hydris have sharp, venomous fangs. They gain a bite attack that deals 1d4 damage, which also delivers a dangerous venom to the target. Poison: DC 10 + 1/2 the hydris' level + their constitution modifier. 1d2 str or dex (choose at first level, cannot be changed) 1 round per leve

D&D 5e and Pathfinder race: Blazik

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Pathfinder and D&D 5e Race: Blazik D&D 5e Ability scores:  Blaziks increase their charisma score by 2, and increase an ability score of their choice by 1.  Fiery hair:  Blaziks hair has a flame that flickers along their dark hair. This raises light by one level within 5 ft. of them. This does not bring light above normal light. This light can raise the light level of supernatural darkness if the blazik's total character level is higher than the caster level of the spell or effect. Once between long rests, a Blazik can make their fiery hair can grant light out to a distance of 20 feet, and light within 5 feet is two-steps higher and can be bright light. This lasts one minute. Blaziks can suppress this effect by covering their hair. This fire is not harmful, but is slightly warm to the touch. Fire strikes : Blaziks deal 1 fire damage in addition to damage they deal with physical attacks. This damage increases by 1 at 10th level. Fire resistance:  Bla