Finishing the final words of the spell, you real back and punch the target in the head. Make a melee spell attack against the target. On a hit, the target takes 1d8 psychic damage, and the target has disadvantage on Wisdom(perception) and Intelligence(investigation) checks for one round.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
TL; DR– Solid semi-side episode of an awesome campaign. 95%
Basics– Time for Dawn of the Dead in Eberron? You’ve escaped from the Warforged with a magic talking box, but now the dead hunger for you in the Mournland. Can you get out, keep the box, and stop the dead from eating you?
Mechanics or Crunch– The crunch here is strong! It’s a fun adventure. Mechanically it works well. It might be a bit much for some players if they don’t think straight and want to do a smack down outside with an army of undead and don’t keep track of what’s happening with the NPCs. Overall solid, but sometimes the hint stick may be needed to help if the players just can’t keep themselves from killing themselves. 4.5/5
Theme or Fluff-Combine Dawn of the Dead, Evil Dead 2, and From Dusk till Dawn, and you have this adventure. It’s fun. It’s mostly a side adventure, but it doesn have a major plot tie in. Even the filler episodes of this campaign are fun. 5/5
Execution– PDF? YEP! Hyperlinked? No… I like these adventures. They are a blast to run as they read quick and I feel I can tie the player into the story. Reads quick, layout is nice, art makes me feel like it’s the 1920s between the wars period, and the additional newspapers are a great touch. Just give me my hyperlinking to move easily through the materials, and it would be perfect. 4.75/5
Summary-Oricle of War keeps delivering. This isn’t the main plot for the most part, but honestly you won’t care. Solid plot, decent mechanics, and a good execution make this an adventure to play if you want to get deeper into this campaign. 95%
Had an alchemist who heals not be trained in medicine He’s got arcana, so let’s fix this.
Chirgurgeon
Prerequisite(s): Alchemist
When you think about it, people are just really just complex alchemical homunculi, and you know how to tinker with homunculi! You gain the following benefit:
You may use Intelligence(arcana) in place of Wisdom (Medicine).
Add your Intelligence modifier to all hit points healed via any spell you cast.
More witcher inspired spells! I like the quen sign. Can I make this in DnD?
Aegis
1st-level abjuration
Casting Time: 1 bonus action Range: Self Components: V, S Duration: concentration, up to 1 minute
A translucent shimmering shield of force envelops you. This shield has 10 hit points, and will take damage first from melee or weapon attacks. When exhausted, it emits a flash of light causing blindness for one round on the attacker if the attacker is with in 10 feet and fails a Constitution saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points of the aegis increase by 5 for each slot level above 1st.
Got to make up a day, so let’s make a spell for a few different systems!
Conduit of Fate
1st-level enchantment
Casting Time: 1 action Range: 30 feet Components: V,S Duration: concentration, up to one minute
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.
Conduit of Fate SPELL 1
Healing Enchantment
Traditions divine, primal
Cast [two-actions]
Range 30 feet; Targets 2 willing living creatures
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
Heightened (+1) The number of creatures increase by 1.
This helmet is made from bashed together metal plates from the scraps of other helmets of those who were the last to survive a battle. While wearing this helm, you gain a +1 bonus to AC and increase your maximum hit points by one hit point per level. In addition, while wearing this helmet, you will always be the last one to survive the battle. If you would be killed, you teleport to the last safe bed you slept in and are at one hit point waking up the next morning . If the last safe place you slept is not safe, the magic of the helm will continue to find the previous place until it finds a place where you are safe to wake up.
Basics– What horrors lurk under Farzeen? This is the first part of an epic heroic fantasy campaign from Sandy Petersen. This adventure starts off with mutiny aboard a ship, involves the crew being battered by horrible dreams, losing the crew, finding the city of Farzeen, and eventually finding the crew after they flee to a temple below the island. Along the way the players meet monstrous deep ones, less monstrous ghouls, and an ancient evil long forgotten below this island.
Mechanics or Crunch-This is a solid adventure. The math checks out as it’s just applying the basic 5e rules for the crunch. It uses Sandy Petersen’s dread rules, so you will need the Cthulhu Mythos book for that. Overall, a solidly put together adventure full of fun fights and exploration for low level characters. 5/5
Theme or Fluff-This part is where expectations have to be set early. I honestly think the best way to play Call of Cthulhu is a one shot. People in a normal world, thrown into a crazy situation, damaged beyond repair, then left to deal with the horror for the rest of their lives. That’s good cosmic horror. This isn’t that, and the book is VERY up front with that. This is heroic fantasy with horror thrown in. This adventure isn’t written to be 20 levels of just sheer cosmic horror. You get to be awesome stomping a deep one. Also, some of the main characters are ghouls. Some players are going to miss this, but Lovecraft ghouls are not DnD ghouls. They are more dog men really. It’s things like that that will require your players and you to adjust expectations. Nothing is bad, but you have to read this and see exactly what the author intends. 4.5/5
Execution– PDF? YEP! Hyperlinked? no…That’s honestly my only gripe here. The layout is good. Text size is good. Art is well done. There is even a separate book that is the Farzeen Gazetteer that gives you background on the town and island. That’s an amazing value for 15 bucks considering this is a full length adventure and a whole small book on the island itself! Just hyperlink and this would be one of the best products this year. 4.75/5
Summary-Sandy Petersen’s team put out another top notch product here. It has solid crunch for the adventure. The story is good, but you HAVE to read what it is and what it is not. I also love the pieces of this thing. My gripes are small-I always want PDFs with hyperlinks now, and I went in expecting only cosmic horror all day long. If you can get past those small issues, then you have an incredible start to what is shaping up to be an amazing campaign with the resources you need to make a fun, in depth game for your players. 95%
For the next hour, when you enter a fight, immediately after you kill an enemy or critically strike an enemy with melee attack, you my make a melee attack as a free action.
Been playing the witcher lately, and this is a potion that comes comes in pretty handy.
Potion of Escalating Assault
Potion, uncommon
When you drink this potion, you feel the anger build in you.
For the next hour, when you enter a fight, after each melee hit, increase your melee damage by 1, up to double your proficiency bonus. The bonus to melee damage is reduced to zero if you miss an attack or do not make an attack in turn.