How about some psychic damage at level 1 for your wizard?
Product– Keeping It Classy: The Barbarian
System-Dungeons and Dragons 5e
TL; DR– Fantastic Third Party Content! 99%
Basics-BARBARIAN! Can you solve the riddle of steel? Keeping it Classy: The Barbarian is exactly what it puts out to be-a barbarian splat book, but it’s even got a more for the rest of the table. Tons of new content for your barbarian characters and a bit of extra stuff for the non-barbarians out there with a new race, backgrounds, and some new toys. Let’s take a look at this book.
Mechanics or Crunch– This is a great book with lots of amazing content! The new paths are great. The new race is fun, and the new toys and backgrounds will fit anybody. Heck this one book has more barbarian content than almost all the current official DnD books out there! It’s not perfect as a few small issues crop up in wording on abilities, but you can easily look past that to see a phenomenal product. 4.9/5
Theme or Fluff-Your barb is not just a dumb meat shield. This book gives your hunk of muscle story from fun backgrounds to each path getting a full story treatment. Each path entry is short enough to not keep it in one world or setting, but long enough for it to be something to latch onto and build more of. This is the same for everything else here. Backgrounds? Not too long to wear out the welcome, but long enough to really get you hooked. Lizardperson race? Fun and full of enough story to make it something you want to read, but won’t lose interest in like an encyclopedia. Weapons? Pictures and descriptions for you to see in your minds eye. All told, this is a great product for the story based groups out there. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Great layout and ease of readability? CHECK! This is a product you can fly through, see the flow and major beats of in five minutes, and then dive back into for each section you want to really learn about. It’s a fun read that flies by. I also like the liberal use of pictures. Most of the pictures are free to use art, and that’s not bad! The pictures are related to the text, and the pictures break up the text while reinforcing the ease of readability. There is new art, and that is well done too! There are a few things I do think are a bit different such as weapons getting two sections instead of one describing the weapon and any special properties. Not wrong by any stretch, but it’s different. Also of note the book is five bucks for 40 pages. The core DnD book (which isn’t hyperlinked or a PDF!) is 293 pages for about 40 bucks originally, so this is below price for the content your are getting! All of this adds together to a well crafted, fun to read book. 5/5
Summary– I really like this book. It’s a quick read that’s a fun read while still being a satisfying read. It’s a barbarian splat book that doesn’t just have barbarian stuff in it. It’s got enough fun pieces that any players may want to pick this up. Have an hour and want to see a well produced book? Check this one out! 99%
Working on a project, and I came up with a spell I could not put in it.
School enchantment (compulsion); Level bard 2, cleric 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Target one creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When you lay your hands upon a target, you fill the target with a second chances. When the target fails a check during the duration of the spell, they may immediately reroll the check taking the second result.
More fun with exhaustion!
How about a spell that prevents exhaustion?
Casting Time: 1 action
Components: V, S
Duration: 8 hours
You touch a creature and fill them with boundless energy.
The first time the target would gain a level of exhaustion as a result of a failed save, the subject gains a reroll on the saving throw, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would cause a level of exhaustion instantly, that effect is instead negated against the target, and the spell ends.
I want to play with exhaustion, so let’s make it harder to get tired!
You’ve trained your body beyond the normal limits to not out beat the competition, but outwork them as well. You gain the following benefits:
- You have advantage on any save where failure would result in you gaining a level of exhaustion.
- You gain one extra level of on the exhaustion track. This first level results in no penalties if you gain a level of exhaustion. Each level after this first one acts as normal on your new exhaustion track.
Product– Castles & Crusades Players Handbook, 7th ed.
System-Castles & Crusades
Producer–Troll Lord Games
TL; DR– An interesting mix of old and new. 86 %
Basics-Onwards to adventure! Castles and Crusades is an Old School game through and through in its seventh edition. Let’s walk through to see all this game has to offer!
Basic Rolls-Castles and Crusades uses the d20 system at its core. Attacks are D20 rolls plus an attack bonus and an attribute. Skills are d20 plus an attribute and possible additional bonuses. If you’ve played any basic d20 system you can hop right into this game.
Skills, saves, and the Siege System-When you do something in Castles and Crusades, you roll as discussed above, but you sometimes get to add your levels. If the thing you are doing is something your class could do, you add your level. If you would not be trained because this isn’t something you would know how to do, you don’t add your level. The gamemaster sets the number you need to roll based on two factors-attribute and challenge level. Here is the crux of the Siege system. During character generation, you get primary attributes from your race and your class. If the thing you are trying to do or the save you are trying to make is based on a primary attribute, then the number you need to roll starts at 12. If it’s a secondary attribute, then the number starts at an 18. Next the GM adds the challenge level. This is a number representing how hard the thing you are doing is. Open a one tumbler lock might be a challenge level 1, but the king’s personal bank vault might be an 8. So, different characters have different required rolls based on their primary abilities.
Everything else-From here on, if you have played Pathfinder or DnD 3.5, you’re in solid hands. AC, rounds, and spells all function pretty much like you expect. If not, then the book gives you a solid introduction to the system
Mechanics or Crunch– Overall, this is a decently put together system, but the Siege system has some significant bumps in the road. I have lived through 3.5e to 5e DnD and watched wild swings in how much control a GM has at the table regarding the number required to roll for PCs to get things done. This game is solidly old school as lots left up to the GM, and I feel that hurts this a bit. This game really needs a list of skills and what classes get what skills, if any. Its OK for the rogue to be the a skill monkey and have tons of skills, but often some things just are left up to the GMs discretion. Saves are even left up to the GM! There is a chart of what attribute you roll for each save with different spell and monster effect requiring different attribute saves. All of this falls into the basics of the Siege system with a fighter who didn’t choose dexterity in a worse place compared to the rogue when the fireball goes off or he sneaks around in the dark. It’s not bad, but GM and the players have to really work together to run this game as some things are too complex to run on autopilot like simple roll to dodge a blow. Solid, but some needlessly complex things mar the system. 4/5
Theme or Fluff-.Solid old school fantasy. The book doesn’t have a world per se, but it does have world building with discussions on the nature of magic and character classes. Even each class has a bit of fluff to make you understand who they are and if you want to be them. It’s light, but for building a generic fantasy RPG, it’s doing its job well. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Tables that lay things out well? Well here is where things break down. This game is solidly in the OSR crowd. That’s not bad as the old school has some great advice for the young, but some things just need a new touch! Things like laying classes out better in tables and saying what I get at each level instead of having me read the complete class entry to see if and when I get different abilities. Spells suffer from the same issue as challenge levels where much interpretation is needed to determine what kind of spell is being cast instead of just leaving me with what I have to roll.and More often that not, I’m left making a call on what I’m doing or what kind of save I have to make. And for some things, I just want to add things up some numbers and see if I succeed. It feels a bit like homework. It does read easily, but modern RPG design elements would really help make this book that much more easier to read and run. 4/5
Summary-This game is a solid entry in the Old School Revolution that is embracing the advances of d20 system, at least for the mechanics. Adding at most two numbers and hoping is easier that thac0 or other previous system, at least for new players. But this book didn’t take enough from modern systems and layout. Listing skills and just saying what attribute to roll for every spell and most common effect will really help me play and enjoy the game. Now, this game is absolutely playable and fun out of the box day one with the basic mechanics being tried, true, and tested, but more specifically, fun. It’s old school fantasy RPG with some new additions that build on and preserve the original author’s vision. However, some things could be done much better to really help me play and teach this RPG. 86%
The Lore Podcast (https://www.lorepodcast.com/ ) just did an episode about healing with corpses. Let’s do that for clerics!
Corpse Healer Domain
The dead hold gateways for the living. Hangmen long ago learned that corpses still held life and they could wield that life to heal the sick. Your god guides you to use the dead to save the living. Some see your rites and religion as profane casting you out to the outskirts of society, but when your detractors become ill, they all come to see you no matter how much they detest you.
|1st||inflict Wounds, cure wounds|
|3rd||lesser restoration, gentle repose|
|5th||remove curse, revivify|
|7th||death ward, raise dead|
|9th||mass cure wounds, raise dead|
Disciple of Life
Starting at 1st level, you learn to channel the powers of life to heal your friends through use of blood. If you use blood as a material component of a creature that died in the last hour as you cast a healing spell, you heal the target a number of extra hit points equal to the challenge rating the creature had. A creature has a number of doses of blood equal to its size category with tiny having 1 and gargantuan having six doses.
Starting at 2nd level, you can use your Channel Divinity to enhance your allies.
As an action, you present a severed hand of a hanged craftsman or warrior who fell in battle. Any allies within 30 feet of you, gains a 1d4 to their next skill checks or attacks chosen by you, for the next minute.
Beginning at 6th level, the dead begin to take the injuries of the living. As an action, you can use body of a recently living creature, no undead or fiends, to cast remover curse or lesser restoration. At level 12, you can use a body to cast dispel evil and good or greater restoration. Each corpse may be used once in such a way.
At 8th level, you learn from your headsman forebears and gain the sneak attack ability of a rogue half your level if you wield an ax of any kind.
Starting at 17th level, you can use the body of any creature that died in the last minute as a material to cast true resurrection on any creature that also died in the last minute. If you do so, you do not need to have prepared the spell, the spell does not cost any additional material components, and the casting time drops to one minute. Killing a creature solely to fuel this ability may be seen as an evil act and may cause your god to reject the spell.
Continuing with the druid theme for this week, let’s talk 5e and rapid transformations.
You revel in close-quarters combat and blood shed in battle. You gain the following benefits:
- You can your wild shape ability as a reaction or a bonus action.
- On your first round after turning into a beast until the start of your next turn, you gain advantage on all attacks and saves.
How about another feat for the druids out there?
Bestial Fury (Combat)
When you change you unleash the beast for a moment before you gain control.
Prerequisite: Wild Shape.
Benefit: For the first round when you enter your wild shape, you gain a bonus to attacks rolls and damage equal to your Wisdom modifier.