I’ve been playing some Pathfinder Adventure Card Game and my favorite item is my minor healing wand. It doesn’t heal much, but its clutch when you need it. Let’s make that in DnD 5e
Wand of Minor Healing
Wand, rare (requires attunement by a spellcaster)
While holding this wand, as an action you cast a minor healing spell healing the character hit points equal to 1/2 their level (minimum 1). The wand then must recharged for one hour until it can be used again.
Time for some DnD basics based on how I want to run a game.
Herbalist
You focus on using local plants to heal your allies. You gain the following benefits:
Gain proficiency in Wisdom(medicine) or gain a +2 bonus to Wisdom(medicine) checks.
You gain the ability to use a herbalism kit to make simple healing potions if you spend one hour each day gathering resources. Each day you can make a number of doses equal to 1/2 your level. As an action, you can administer as many doses as you choose to yourself or an ally. Each doses heals 1d4 hit points. If not used within 24 hours, the doses expire.
First, because it’s never been done. Despite all the published material for 5th edition Dungeons & Dragons – both official and from third-party publishers – no one has taken a deep look at the druid in a long time. A book of this caliber hasn’t been compiled since 3rd edition, so in a way, it was long overdue.
Second, because druids are an enigmatic class that deserves this sort of resource. A druid is capable of filling just about any role in a party. While that diversity is a strength of its own, it doesn’t lend itself to a well-defined place in a group nor in a campaign. When you think of a cleric, a barbarian, or a rogue, each of those characters immediately brings certain elements to mind—fighting the undead, raging in combat, and stealthing through danger. In the case of a druid, however, that just wasn’t there. Additional questions needed to be answered. This resource provides the answers to those questions and helps players and GMs better understand the role of a druid in the game.
Are druids your favorite class or do you have another that is your favorite? Why?
During the infrequent times I get to be a player, I favor gish characters, particularly those that tend toward wizardry. However, my very first 5th edition character was a druid. I was intrigued by the class that seemed capable of doing everything, and more options in a character are definitely my style. Sadly, that character died at level 5. If I could do things over, I’d certainly run that character differently knowing what I know about the game now. In fact, I might ask the DM for a redo of that final battle…
What’s in it for players?
I think players will be most excited for the new archetypes. The book contains more than 10 subclasses, each one developed from a fascinating aspect of druidic lore. Some examples are: the Circle of the Primal Guardian allows the druid to summon an elemental companion; the Circle of Dread allows a druid to Wild Shape into abominations; the Circle of Bloodlines druid can Skinwalk into other races; and of course, the Primal Circle which has traded its Wild Shape ability for enhanced spell casting. Each archetype is tied into the overarching lore surrounding druids. So, they’re not just additional subclasses with different features, there is history to each one.
Perhaps the most unique addition to player content is the new class: the dire druid. These characters are essentially martial druids that slowly transform into a specific animal, taking on qualities of both humanoid and beast.
And of course, there are also tons of new druid-centric spells, magic items, and special materials. This resource really supercharges the druid class to be better at what it does best–protecting nature!
What’s in it for GMs?
A whole world. Seriously. We created an entire setting for groups to explore, filled with new, interesting enemies and challenges. It’s called the Netherelm, a world that draws an inordinate amount of energy from its echoes and the Elemental Planes. That overlap creates an environment where certain creatures thrive – creatures that druids cannot tolerate. Due to its unique planar geometry, it is rife with portals, so it can be connected to any other setting. In fact, the world’s history involves extensive contact with multiple worlds on the Material Plane – perhaps even yours.
Besides the setting, there are dozens of new monsters and NPCs to use as adversaries for your party. These monsters aren’t random creations but are all themed around the history of the Netherelm and the conflict between druids. There are two factions, the Shadow Court and the Gloomstar Council, which have sworn oaths to destroy the druids and the lands they protect. There are the ominous Dhurge, numerous fel fey, and shadowy abominations to challenge PCs.
Of course, if you’d rather have allies, we created a system for druid councils. These councils form a massive organization with multiple tiers through which your characters can advance. The councils provide a ready-made source of information, assistance, adventure, and even patronage. Perhaps your characters will rise through the ranks and become leaders themselves.
Two more items GMs will be interested in are the expanded uses for the Druidic language and eldritch foraging. Druidic only has a few sentences in the PHB. We saw an opportunity to expand on this cool feature, so we included Druidic marks as a way for druids to leave messages, warnings, and valuable information to one another.
Eldritch foraging is a method through which characters can locate specific natural materials in the wilderness that enhance their spellcasting abilities or empower their allies with helpful magic. For groups that take advantage of downtime activities, these items can provide extra rewards that aren’t quite as strong as a true magic item, but can make a difference when the time is right.
What is your favorite part of the project for a Player?
The new druid archetypes, and the new class. Of course, some players may prefer the large selection of new spells and magic items. Regardless of your preference, I don’t think there’s a player out there who doesn’t enjoy having additional character options.
What is your favorite part of the project for a GM?
The history and lore that gives new meaning and purpose to the druid. A GM could run several entire campaigns based on the lore presented in this book. Or, if a whole campaign is more than you are looking for, the lore we’ve created could form one arc of an ongoing campaign, or it could easily be dropped in as a single encounter or side quest. In short, the part I’d like best as a GM is the ready-made stories, with supporting monsters and NPCs already crafted, that I can weave into any size adventure I like. Those things are true whether or not a player decides to run a druid character.
When is the Kickstarter?
Our goal is to launch on 15 June 2021.
What is your MSRP for a physical book and the digital product?
The price for a physical book will be $49.95. It has well over 200 pages of material – possibly more than 300 pages. We have yet to determine the pricing for a PDF.
What are you design inspirations for this project? Did you draw on one area of folklore, media, or just random ideas you had?
We drew inspiration from real-world history, some untapped concepts from older games, and our own gaming experiences. As the project continued, we found more and more ideas coming out as we explored the possibilities further. When you really dive into one aspect of fantasy in such a thorough manner, your creativity begins to feed itself on the topic, creating new combinations and inferences that don’t exist elsewhere. I suppose you could say the project was self-perpetuating once we truly set to work. We actually cut a fair amount of material, if that gives you an idea of how much we had to work with.
What is your favorite part of this gaming system and what is one flaw you want to change? Why? How does this book emphasize or fix that?
The real strength of 5th edition Dungeons & Dragons is that it’s easy to learn, easy to play, and easy to run. That’s why we now have more gamers than ever. The drawback to that streamlined design is the lack of detail. Some players have complained about missing the extremely nuanced character-building options in some past editions. This book definitely adds more options for players and GMs, not just for characters, but for setting development and campaign progression. If you want your PC to grow not just in class levels, but politically and socially, too, you now have that option.
What’s next?
We have two projects on the horizon. One is for all gamers – of any tabletop RPG. The other is another D&D 5e-compatible product that can be used in conjunction with Druids: Secrets of the Primal Circle, or used as a stand-alone location for your adventuring party.
Still obsesed with throwing a coffee cup into the head of a god at the speed of light BUT NOW IN STARFINDER!
Repulser Gloves
Repulser gloves allow even the weakest to throw common items at close to the speed of sound via gravaton particles. When a character grabs any non weapon item and activates the gloves via an attack, the item is thrown at the target.
TL; DR– Great intro fun with some crazy story elements. 97%
Basics– Dragged by a brutal “king”, you have to find the secret of immortality or your village dies. You are nobodies when you go into the volcanic tunnel under a mountain, but you will emerge heroes if you survive!
Mechanics or Crunch-This is a great adventure for starter heroes. The players will get a kick out of this adventure as they get the basics overall. One issue is that there isn’t much combat here. There are traps, some crazy bits, and a finale, but not a ton of fights. A bit more would make this more fun. Also, most of my players get through this adventure in about three hours, so it’s a bit short. A few more fights might help this one. But what is here is nicely balanced, and a fun intro for your newer players. 4.5/5
Theme or Fluff– Oh DCC, never change! This story is crazy as you just get dumped into the dungeon, and then planar transport before level 1! Solid crazy stuff here; hellknights, a city of djinn, and a thug who needs killing all feature into this adventure. This adventure is just crazy gonzo fun for your players. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. THIS IS LESS THAN 20 PAGES AND IT HAS HYPERLINKS! Goodman games knows how to put out some solid stuff. It has crazy, old school art. It’s easy to read. It’s fun to read on its own. It’s all the things I want in an intro adventure. 5/5
Summary-Solid work here for DCC Game Day. If you want to have some quick intro fun for your players to enter the world of DCC RPG. This is a well written, well crafted, easy to read adventure that is something almost every DCC gamer and honestly every RPG player should try. Check this one out quickly! 97%
wondrous item (gloves), rate (+1), very rare (+2), or legendary (+3)
While wearing this worn leather gloves, any item you throw becomes a +1, +2, or +3 item until it strikes the target or falls to the ground. After the throw it reverts to a regular item.
I always hated magic thrown weapons. Unless you have a returning weapon, its gonna be rough. Let’s help with this
Throwing Gloves Item 8+
Evocation Magical Usage worn gloves; Bulk L
These leather gloves show signs of ware and tare, but never break. When you throw weapon or item that does not have a rune, the weapon gains the striking and potency properties based on the level of the gloves.
Throwing Gloves Item 8
Price 500 gp Bulk L
The throw weapon or item gains the striking and +1 weapon potency properties.
Throwing Gloves (Greater) Item 13
Price 3000 gp Bulk L The throw weapon or item gains the striking (greater) and +2 weapon potency properties.
Throwing Gloves (Major) Item 20
Price 70000 gp The throw weapon or item gains the striking (major) and +3 weapon potency properties.
How about two archetypes for DnD 5e on a theme-what is you get powers from a creature who is not a patron? Here is one for a druid and here is one for a Sorcerer
Circle of the Dead Guardian
While in nature, a soul bound to the woods took you for its ward. You were not a druid when you entered in the woods, but due to this creature of bone, shadow, and death love, care, or choice, you are now granted the powers of the woods and necromancy. You may not want this, but you are now given this. What will you with your new power over life?
Undead Guardian
Starting at second level, you gain an undead companion. This creature must by of CR 1/2 or lower and undead. You and your companion share a connection so you may give the creature mental commands, even when unconscious. These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.
If you undead falls in combat, you may seek it out again by spending eight uninterrupted hours alone in nature.
Power of unlife
Starting at level six, you gain all wizard necromancy spells as part of the divine spells you can prepare.
Undead Beast
Starting at level 10, when you use your wild shape class creature you can also change into an undead or an normal beast.
True Undead
Starting at level 10, your beast companion is immune to damage from any damage source it would normally be resistant too and has resistance to all non-magical attacks.
True Natural Terror
Starting at level 14, your animal companion can change to an undead up to CR 3.
And now a sorcerous origin!
Chosen
You were not given power by birth, but by choice. A creature of power decided that you should be cared for and cultivated. You are not beholden to this creature in a bargain, but instead it gives this freely watching what you do with this gift. It follows you and helps, but you are still watched. Weather wanted or unwanted, you now have powers far beyond those that others would wield with no expectations on what you do with them. What destiny will you follow?
Unnatural Guide
Starting at second level, you gain a companion. This creature must by of CR 1/2 or lower and either an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, plant, or undead. You and your companion share a connection so you may give the creature mental commands, even when unconscious. These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.
If you companion falls in combat, you may seek it out again by spending eight uninterrupted hours alone meditating and it will return.
Gifts of the Guardian
Starting at 6th level, each day you can choose a resistance your companion has and gain that resistance for a day.
In addition, you gain the ability to spend a sorcerer point as a bonus action to assign your companion an action.
Guidance from your Friend
At 14th level, any skill your companion is trained in is now a sill you are also trained in. If you were already trained in those skills, gains additional skill proficiencies equal to the ones it and you knew.
Ultimate Form
Beginning at 18th level, your companion changes to a different form and becomes a creature of the same time up to CR 3. Each day it can change its form at dawn or midnight.