After many, many months of the covid-19 pandemic more people are playing D&D than ever. Much of this is online. Long-time players and D&D rookies both are discovering the challenges of gaming via video.
Ginny Di put together a strong 12-minute video that hits on the common challenges and solutions that come up at virtual tables. Even if your virtual table play is going well this is a good reminder. If you haven’t played virtually before the package is an excellent starting point.
When I watched this it reminded me of one my habits as Awf — I can dominate the channel rather than share the spot light. When I play as Thoumas, the group interplay is different. We split the party frequently, something that is harder to handle on a VTT, in my experience. Coordination requires a bit more care.
Her best piece of advice, at least for my groups (hi guys), is to use the text chat for out-of-character stuff. That clears space for the DM to manage the game. My second favorite is to schedule a little bit of the time pre & post game to communicate about non-gaming things. Be friendly and social with each other, because being social during the pandemic is hard enough.
Out in the lands of Mehmd mammals and avians are rare. Many of the ecological and domestic niches are instead filled by lizards, amphibians and dinosaur-like creatures. The Taien Sahul are small saurs based on the Velociraptor by Sam Stockdale at ENWorld.
In Mehmd they tend to roam the wilderness, though certain tribes of Unkempt in the South and the Isles use them as companions. When free they roam in packs of 9 or so (3d6). Their Pounce needs quite a distance in order to be used, but when the commit they tend to rush prey quickly. Taien Sahul can survive in deserts, having advantage on CON checks to deal with dehydration.
Taien Sahul – the ripper lizard Small beast, unaligned
Armor Class 13 (natural) Hit Points 3 (1d6) Speed 45 ft., climb 10 ft.
STR 7 (–2) DEX 15 (+2) CON 10 (+0) INT 3 (–4) WIS 14 (+2) CHA 7 (–2)
Skills Perception +4, Stealth +4 Senses passive Perception 14 Languages — Challenge: ½ CR 50 xp
Keen Sight: The raptor has advantage on sight-based Perception (WIS) checks. Pounce: If the raptor moves at least 30 feet straight toward a target and then hits with a claw attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If a target is prone, the raptor can make one bite attack against it as a bonus action. Pack Tactics: The raptor has advantage on an attack roll against a target if at least one of the raptor’s allies is within 5 feet of the target and isn’t incapacitated.
ACTIONS Multiattack: The raptor makes two melee attacks, usually using both claws unless they’ve pounced. Bite:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage. Claws:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 slashing damage.
There are two important things in a goblin’s lyfe. I’m talking about all of us, the gobkon, the hobkon, the mulkon — all of us — our relationship to the Queen and our Guild. This is hard for you humans, with all your divergent nations and cities and faiths and disgusting menagerie animals to understand.
By creanita design und ausführung by nina saner (CC BY-SA 2.0)
I’m a printer, part of the Ratxet Guild. My engines run on the power of muls (best!) or whoever else I can hire. The clockwerks give that comforting noise as sheaf and stamp press against each other leaving words behind.
We’re into gears, mostly. But also some other interesting clockwerks. Frankly, we do better with springs than the Union does. Sure, they’ve the Queens’ Stamp – so we cannot sell to others. In our builds we don’t buy from the Union anymore.
My first engine was a climbing device. Lean it up against a feral tar-tree and you’ll be able to get to the top on a platform to work that tree with nary your own effort. It was a tough build, because I needed it to be strong enough for a hob. Without a brother there were no hobs to help me. Sis rode atop my shoulders during the entire testing phase.
At Test it showed a new mechanic for the tar-tree. A Baroness blessed the family via flag and decree. Mother’s standing improved, and the full family took on that glory.
Now, sister is part of the Airxip Syndicate. They’re relatively new. Taking our bike-props and bladders from the Sisterhood, and the Federation’s tar stacks, the Syndicate built those awesome airxips. I don’t understand her werk. There’s something about steampipes. She’s done well for mother. Her flags came from a Countess, one for her and one for mother. Blerxa left on the First Flight with me.
I’m Phatha Phioxa Baroness-flagged of the Guild. Sis is Blerxa Phioxa First-Countess Flagged and Many Unfurled of the Syndicate.
We are what we build and how much the Ladies, may they serve the Queen, reward us for our werks.
A few more daughters like us and mother could be a Lady. If Blerxa and I hadn’t left for the untamed lands of the Kin Blerx may have earned mother the knighting on her own.
Our werks are trapped from knowing since we are far from Queen, so I expect mother to have a few more gobkon. Maybe I’ll find out if I go back, not until after I figure out how to use the power of horses in my next werk. They smell, but they are even stronger than mulgobs.
In general I’m fascinated with Tier 1 play. But there’s another trope that I enjoy — the old-timer who retreated from the life of adventure and war, but who for some reason gets called back into it. They’ve done their best to avoid violence. Instead violence seeks them out. The Fighter: Conscript (final name TBD) has seen things. Things no one else should see.
When they get the call to return to their former life they are no longer concerned with having the best weapon and the best armor. Their wits and experience taught them that any tool can be used for any job.
Design Goals
With this subclass the desire was to build a character who attempted to retire from their life of violence. They still know how to fight, they just stopped. Then, for whatever the cause, they re-entered the realm of warfare. Most often this transition occurs when they are on their farm, in their tavern, working their forge.
They use the weapons at hand and the armor of peasants, and yet fight like the mightiest warriors. The build should support the use of simple weapons and lesser armors with Strength being the primary stat.
Fighter: Conscript
You are a light fighter who once served as a conscript in a standing army or militia. While there you learned the horrors of war. You also learned how to survive. You fought with what was available. Then, the war ended.
Now, you attempt to forget your past. Your neighbors may look at you as a hero or a villain. That depends on your behavior and their opinion of the forces for which you fought. You go about your days, an expert smith, carpenter, vintner, or other artisan.
Recently you’ve felt the call. You are duty bound to pick up your sickle, spear, gambeson, and those well-worn boots again. Your people need help, and you are called to serve.
Tough as Nails
Starting at third level you may choose to use your Strength bonus to Armor Class rather than Dexterity when wearing any light armor or medium armor.
Plowshares into Swords
At third level you gain the following abilities as a reflection of your life after service.
You are proficient in improvised weapons.
When using simple or and improvised weapons you gain +1 to damage on a successful attack.
You gain proficiency in an Artisan’s Tool. If you are already proficient in an Artisan’s Tool you may instead choose to have expertise in that Tool.
When recovering spent ammunition you recover all of it, rather than half.
Wise Beyond Years
At seventh level you gain proficiency in Insight and Intimidation. If you already have one or both of these skills you may take any Wisdom skill instead.
Heart of the Lion
At tenth level you are noted for refusal to give up the fight. You have advantage on saving throws that would impose the following conditions: Charmed, Exhaustion, Frightened, or Stunned.
Rally from Defeat
At 15th level you inspire your teammates. When an ally within 30 feet fails a saving throw that causes damage you may use a reaction to grant them temporary hit points equal to your Fighter level + your Wisdom bonus and they may reroll the saving throw. They must accept the second result. Your ally must be able to hear you. This ability may be used proficiency bonus number of times per long rest.
Bones of Steel
At 18th level your Armor Class is adjusted by both your Strength and your Dexterity Bonus. This bonus is not subjected to a limit based on the armor. When you take damage you may use a reaction to spend a Hit Die to recover Hit Points as if you were taking a short rest.
Oppressive governments are a staple of genre fiction. From Robin Hood to the Vlad Taltos series, from Thay to any place ruled by a Sorcerer-King in Athas – the tales of tyranny that must be overcome are common.
An uprising is nearly impossible against these powers though. They have access to magics and personnel that make hiding difficult. Identifying who is in rebellion within a society that has the fantastic equivalent of an NSA, CIA, KGB, etc at the surface level seems easy. Yet, in our modern world with facial recognition and AI-infused communication monitoring there are still those who rise up against injustice.
The following are how you make certain that a rebellion that starts like this
Everything starts here, really. From something as simple as Disguise Self to the potent Seeming and Mislead the usages are obvious. They must still be stated and reviewed, lest we overlook the obvious.
These go hand-in-hand with Illusion. Getting past the guard who recognizes you is key. Having a huge crowd be under Sympathy can turn the entire tide of the movement.
Rogues and Bards
These two classes are natural fits for revolution. A College of Whispers Bard can sneak into a castle or manor and learn the secrets of the realm. A College of Glamour will work the nobles The College of Lore will know the History of the peoples, helping define and refine the message of the group, as can Eloquence. The Colleges of Swords and Valor fight among a crowd quite well.
Every Rogue fits. Every. They’re probably the baseline for your rebellion. Assassins, Tricksters, Masterminds, Inquisitives, Thieves, Swashbucklers, Scouts – the list of rogues involved in uprising reads like a casting call for Hunger Games or Divergent.
All Classes Can Fit
Artificers can build the defenses needed.
Barbarians are those enraged by injustice.
Clerics are more than the needed healers, but the ministers pushing for the rights of their flock.
Fighters can be the thug guarding a raid, or the armored noble who joins the cause.
Monks need not be confined to the outsider from another land, but the brethren who know the ancient ways of the nation.
Paladins who take their oath to the betterment of the commoner over the ruling class join your uprising.
Sorcerers exist in uprising literature often as the targets of a realm that do not like those born to authority.
Warlocks may join their pact to gain powers to help their peoples.
Wizards are masters of the spells most important to helping the revolution.
Druids and Rangers probably take the most work to have them fit the story, but difficulties are not impossibilities.
There are gaps within the common D&D classes, and these won’t be filled by Tasha’s Cauldron of Everything. The literature and other fictions around resistance feature some tropes that are currently difficult to build in the base rules.
Each of the following subclasses is a work in progress. Some are more finished than others.
Society of Veil and Shadow: Rogue
The Society of Veil and Shadows are a group of rogues dedicated to obscuring and protecting their guild from spies — both arcane and mundane. While able to contribute to the uprising’s success via sneak attacks and other clandestine abilities their true power is their ability to cast a few spells, most of which help keep the rebellion secret.
The Way of the Frayed Knot is a Monk subclass that attempts to feature some Western fantasy tropes. The most common of these is Friar Tuck from Robin Hood, but there are other studious, religious types that fought alongside rogues and pirates.
The Way of Mercy in Tasha’s may be close enough that my own version gets retired.
Conscript: Fighter
An old-timer who retreated from the life of adventure and war, but who for some reason gets called back into it. They’ve done their best to avoid violence. Instead violence seeks them out. The Fighter: Conscript (final name TBD) has seen things. Things no one else should see.
When they get the call to return to their former life they are no longer concerned with having the best weapon and the best armor. Their wits and experience taught them that any tool can be used for any job.
You rose from the underbelly of empire to demand a better life for all. Your pamphlets and speeches can inspire hope, or fear. Whether from the soapbox or via pamphlet your proclamations turn the tides of rebellion.
They come from the urchins and gangs, getting to know the vermin of civilization. Simultaneously they serve the people and the animals that run the streets of a city. Able to help feed and heal those in need, the Sewers Druid is equally at home within a gang of thieves as they are a swarm of rats.
How would you run a D&D campaign that focuses on rebelling against a power much mightier than the player-characters? What tools would you use to rise against The White Witch, or The Union, or the Burgue?