Tag: Dungeons and Dragons

  • Born to be Wild: A Feat of Wild Magic

    Born to be Wild: A Feat of Wild Magic

    Within the literature that inspires Dungeons & Dragons we see many tales of those born to magic. Some of these peoples are untrained, their magic barely controlled. In 5th edition D&D these are represented by Wild Magic Sorcerers. Not all fit the narrative around Sorcerers, because they are more than just an in-born mage. They have hints of spellcasting, but because it is born rather than learned control is not there.

    Yes, multiclassing can solve this. So can a Feat.

    The desire with Born to be Wild is to capture the feeling of those who have a tiny bit of innate magic in their bodies, but no control. Their magic sparks bizarre occurrences that range from helpful to destructive. Maybe they get trained someday. Maybe they are a warrior who can heal an ally, or a thief that can blast with missiles of power. Whoever they are, they struggle with innate powers and the impact of casting.

    Photo by Max Aquino

    Born to be Wild

    • Choose a cantrip from the following list: Prestidigitation, Thaumaturgy, Druidcraft. [This represents that you have innate minor powers]
    • Choose any 1st level spell. You may now cast this spell once per short rest, but when you do you roll on the Wild Magic Surge table of the Wild Magic Sorcerer. This spell may be added to your spell list, but whenever cast does cause a surge. [There is a temptation to have the player roll on the table twice and let them choose the better effect.]
    • Your spellcasting ability for these spells is Constitution. [This is to represent that the magic courses through your body.]

    Design notes

    The intent here is to be similar in power to Magic Initiate, but to embrace the chaos of the Wild Magic Sorcerer. Dropping one cantrip and upping the usage of the spell is similar to the Artificer Initiate. Adding Metamagic would give the holder of the Feat control, which is in opposition to the intent.

  • Feat: Bonded Companion

    Feat: Bonded Companion

    Salvy

    Animal Companions, or Bonded Companions, or a key element of life in Kin. The Kin are the people of friendship, loyalty of loving those around them. This extends towards their non-humanoid companions as well. Where an elf might group in a land where spells are used to do mundane things, in Kin when a goliath needs a bit of string to finish sewing they send their swallow off to do it, or their heron to fish. Halflings have dogs that pull, push, fetch, hunt, fish, carry, and many other tasks. Human bonds with goats, rams, dogs, birds and horses are quite common. Bonds of Kin are a very essence of life. Almost everyone has one.

    This ruleset needs to do a few things.

    • Scale like cantrips, attacks and proficiency. The companion is expected to live alongside their friend for some time.
    • Build in a reason that having a Bond die is bad for the PC
    • Not destroy the action economy
    • As a bonus, can it be simplified for usage in gaming outside the World of Everflow?

    Feat: Bonded Companion

    Prerequisite: Wisdom of 13 or higher. Kin and Rangers ignore this prerequisite.
    This feat can be taken more than once.

    Two dogs on gravel

    You have an intense bond with a beast. These beasts cannot have a higher Intelligence than the character. In certain worlds the bonded companion can be a monstrosity. At this point I considered just granting access to the Bonded Companion system in a similar manner as to how Magic Initiate works, but instead built it within the Feat. The rule could be built by making Bonded Companion a Class Feature and Feat, but I digress. Taking the feat gives you Companion Points. You also gain companion points in the following manners;

    • Rangers at 1st, 3rd, 5th, 11th, and 17th levels
    • Druids at 1st and 5th level.
    • Clerics with the Nature domain at 1st level.
    • Your Wisdom modifier

    Those points can be spent on a single companion or multiple companions. A character can bond with a number of Companions equal to their Wisdom modifier +1 (minimum 1). Each new companion takes a number of weeks to establish a bond as their cost in companion points. This can be done as downtime, or could be a solo adventure. A character may only spend new points when they take the feat or if they are a Ranger or Druid at their higher levels that earn Companion Points.

    The following chart lists various Companions and their Companion Point cost.

    OneTwoThreeFiveSevenTen
    Herd dogSled DogWarhound *Giant Eagle *&Rhino &Mammoth *&
    RetrieverMastiff *Axebeak *&BisonElephant *Wyvern *&
    TerrierBloodoundOstrich &Bear *&Dire Wolf *&Roc *&
    Sentry DogGuard dog *Elk &Lion *&Owlbear *& 
    SprinterRavenPanther *&Worg *&Griffon *& 
    HeronEagle *&Bear Cub *&Hippogriff *&Pegasus *& 
    PigeonFalcon *Wolf *&Peryton *&  
    SparrowParrotTiger *&Awakened Tree &  
    Pony/MuleDraft HorseWarhorse *   
    FoxRiding HorseApe &   
    Goat/SheepMonkey    
    Awakened Shrub &Cow    

    Legend: The ‘&’ is used to indicate an animal companion that can only be paired with a Ranger, Druid or Nature Cleric. They are normally wild. The ‘*’ is used to indicate animals that can enter combat on command.

    "Postduif". Licensed under Public Domain via Wikimedia Commons - https://commons.wikimedia.org/wiki/File:Postduif.jpg#/media/File:Postduif.jpg
    Postduif” – Licensed under Public Domain via Wikimedia Commons

    As a Bonus Action the Bonder can command their animal. These commands are Attack, Dash, Disengage, Dodge, or Help. An animal without a * can only attack if the Bonder passes a Wisdom (Animal Handling) DC: 20 check. The Companion will continue that action until the combat is complete or another Bonus Action is used (ie they will Attack the directed target until that target is no longer participating in the combat). Some Companions have other actions that can be taken (A Retriever can Fetch as an action). Check with your DM for these other actions.

    When separated a Bonder and Companion that are on the same plane know the direction and rough travel time between them.

    If someone tries to control a Companion it is an opposed Animal Handling check for the Bonder and whatever skill or spell is appropriate for the attempt to control the Companion. The duration of the control is per the appropriate spell or skill.

    If a Companion dies the Bonder takes half their Companion’s hit points in psychic damage. If they make a Wisdom save (DC: 15) they then take one quarter of their Companion’s hit points in psychic damage.

    Variant Rule in Kin: At first level and below halflings usually bond with canines and goliaths usually bond with avians. All Kin start with an additional Companion Point.

  • Van Richten’s Guide to Ravenloft reviews and more D&D tabletop news

    Van Richten’s Guide to Ravenloft reviews and more D&D tabletop news

    When I step away from reality for a few days, playing D&D is difficult. Visiting family or friends isn’t the best time to schedule a Dungeons & Dragons game (except for when it is). But that space away from the table is also fuel for new ideas (the Vintner Background is on its way). Dungeon Mayhem was also a great way to get light-D&D themes while playing with single-digit kids.

    A photo of a bookshelf with 21 different D&D titles, as well as three other RPG books.
    Whenever I visit a town I stop by a local café, a local brewery/winery, and their local gaming store. Book & Game was stocked full of D&D.

    On Tuesdays Lore Collage focuses on the D&D game of dice and paper.

    Reviewing Van Richten’s Guide to Ravenloft

    If you want horror that is only solved through combat, Polygon’s Hall thinks you’ll be surprised that VGtR leans heavily into other tropes and other pillars of play. This book keeps moving up my purchase list. I’m not the only gamer that used to play Ravenloft and didn’t need a new version of the setting that now wants it for setting fuel. Van Richten’s Guide offers ways to add horror to your own world.

    It also cleans out some of the problematic histories of Ravenloft.

    Summer of Drizzt means more lore changes, good

    The huge Drizzt event (covered yesterday because it also includes video games, tv, more?) also includes changes to Lolth, the evil spider goddess, and to Drow themselves. There are two new Drow cultures on the way.

    Business of D&D is strong

    D&D’s best year ever (Forbes, PC Gamer) isn’t expected to lead to a slow down. It’s part of a planned slow-growth design that was amplified by the covid-19 pandemic.

    “From the outside, D&D looks like math,” he added. “But you watch people livestreaming D&D, and you think, ‘it’s a group of friends drinking beer and making each other laugh. I didn’t know there was a game for that.’ It really helps make it more approachable. The game’s a sort of social lubricant.”

    Wizards’ own streaming show, D&D Live, is scheduled for July 16-17, billed as a special two-day event. Its schedule includes interviews, special product announcement, and a Dungeon Masters’ roundtable discussion, but is centered around four “star-studded” live-play games. The exact lineup for this year’s games has yet to be announced at time of writing.

     Nathan Stewart, head of franchise for D&D at Wizards of the Coast, to GeekWire.

    Baldman Games is expanding to offer ‘Concierge DMs’

    Not everyone can make the specific time slots for the official Virtual Weekends (next is June 11-13), so Baldman Games is exploring a way to expand their offerings to specific adventures, days, and times.

    This program is aimed at complete groups (6 players) looking for specific games, at specific times, and perhaps even with a specific DM. This is not for single players trying to make the perfect schedule (that makes my head hurt). For our initial beta of the program we are going to limit it to a handful of groups to work out the kinks and make sure we are offering what you want, that it is scalable and repeatable, and that the program has value.

    As always, maps

  • D&D movie just keeps adding another star; more movie and TV show news

    D&D movie just keeps adding another star; more movie and TV show news

    Eighty percent of the reason I do Lore Collage is because it helps me keep track of what I’m reading and discovering about my passions. The other twenty percent is so that I share it with you.

    Dungeons and Dragons movie adds Daisy Head

    Shadow & Bone is the latest fantasy hit on Netflix, and now Daisy Head is joining another fantasy project – D&D. Head plays Genya Safin and has a few other genre films under her belt already.

    Last week D&D film started doing work in a tiny Irish town with less than 200 people and a castle older than time (dungeon locations?).

    D&D movie is set in Forgotten Realms

    Not much of a surprise to find out that the Realms are the focus. D&D is it’s most fun when settings are explored, and why not feature the one with more novels, comic books, and official products than any other.

    Ignore the synopsis that is out on the web. It’s not necessarily real.

    D&D TV show will focus on Drizzt

    The Kolstad TV project is ALSO set in the Realms, and probably focuses on the most famous elf in the game’s history.

    Probably

    Oh, and here’s Benedict Cumberbatch voicing an animated short with Drizzt. During the Summer of Drizzt.

    D&D x Magic: The Gathering crossover preview

    The crossover event we’ve waited decades for also features Drizzt. And Lolth. And his companions.

    As always, maps

  • Work the earth as a Farmer – a 5e D&D Background

    Work the earth as a Farmer – a 5e D&D Background

    Some heroes work the earth, till the fields, care for orchards, manage vineyards. The adventuring life was not part of their blood. There is no heroic act of rebellion or violence in their past, like the Folk Hero. They show their potential and heart every day. Some rise early, work late, and rest hard. Others understand nature, harnessing those forces to do as little as possible until harvest comes.

    All are connected to the land. Whether serf or free, whether rural or within the city, the farmer raises crops not just for their own family, but to supply a larger group. They are the blood of a civilization – vital.

    Some farmers do not get to remain in the pastoral life. They can be conscripted into battles, inspired by a local bard, maybe their debts force them to work with a local gang, Whatever took your farmer away from their homestead to the adventure they are on now that homestead, connection to earth, and family is a part of them forever.

    The following rules a pre-publication example of a Farmer – a background for the current edition of Dungeons & Dragons.

    Photo by Quang Nguyen Vinh on Pexels.com

    Farmer

    Skill Proficiencies: Athletics, Nature
    Tool Proficiencies: Farming Tools, Vehicles (Land or Water)
    Languages: None
    Equipment: Farming Tools, common clothes, beast of burden (donkey, mule, dog, etc) or cart, basket, 2 days rations, wine skin, 2 gp

    FeatureHorn of Plenty

    Through your knowledge of foods, their qualities and usefulness, combined with an uncanny knack for preparation you are able to stretch food supplies. A meal that would normally serve one serves two. They are both content and satisfied. A harvest in which you participate is also more effective – your senses help find a few more plants that are ready, branches that are missed, or mistakenly dropped produce. Those harvests produce more food, resulting in an increase in gold or barter value of 50%.

    Characteristics: For now, use those from the Folk Hero or pick & choose your favorites. Whenever my background project sees full publication there will be unique characteristics for all of them.

    Alternate: Beekeeper

    Photo by FRANK MERIu00d1O on Pexels.com

    Drop Athletics for Sleight of Hand. This is to represent the deft hands of someone who does their best to avoid being stung too frequently. Their loads also tend to be lighter compared to farmers who carry bushels of apples, shovel manure, dig irrigation, etc.

    Alternate Feature: Sweets

    You always have some honey – tiny jars, little wax sticks, hard candies, the format is up to you – to give away. Generally those who are gifted your sweets welcome the gift and have a positive impression of you and your group. These gifts can act as a salve to harsh spirits or a reward for previous help. They can also be traded for other uncommon goods that you may be in need of.


    Originally included as an option for the Remarkable Drudge, Farmer’s Tools are a must have for any farmer.

    Farmer’s Tools

    Cost: 5 gp | Weight: 7 lbs

    Proficiency with farmer’s tools means that you are familiar with the operations of a farm, orchard, vineyard, or other cropland. You are knowledgeable in the typical crops within an area, to include when to plant and harvest them. You also know their market value in most lands.


    Custom Backgrounds for 5th edition Dungeons & Dragons