Author Topic: Microbrews  (Read 1563 times)

Garryl

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Microbrews
« on: June 23, 2017, 01:50:42 AM »
ACFs and Variants



Armored Sage
Level: Swordsage 1st
Replaces: Quick to Act, AC Bonus.
Benefit: Your Swordsage HD increases from d8 to d10 and you gain proficiency with shields (other than tower shields). At 2nd level, you gain proficiency with medium armor, and medium armor counts as light armor when determining your movement and which class features you can use, where beneficial. At 10th level, this also applies to heavy armor.
Special: You cannot combine this alternative class feature with other Swordsage variants and alternative class features that remove your light armor proficiency.



Ascetic Swordsage
Level: Swordsage 2nd
Replaces: Your AC Bonus ability only applies while you are unarmored, instead of while wearing light armor. You do not gain proficiency with light armor.
Benefit: Your AC Bonus ability grants a +2 armor bonus to your Armor Class in addition to its normal effects. This armor bonus increases by 1 at 4th level and every 4 levels thereafter.
Special: You can combine this alternative class feature with the Unarmed Swordsage variant, despite it also removing your light armor proficiency.



Battlefield Commander
Level: Warblade 1st
Replaces: You do not gain any of the Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class features. In addition, you know and can ready one fewer maneuver than normal.
Benefit: You can learn and project auras similar to a marshal of your class level, using your Intelligence modifier in place of your Charisma modifier. You know 2 minor auras at first level and learn a new one at each of 3rd, 7th, 11th, 15th, and 20th level. At 4th level, 10th level, and 16th level, in place of learning a new stance, you can choose to instead learn a major aura of your choice, treating it as a stance aura. Stance auras count as stances (from the White Raven discipline and of a level equal to your aura bonus, if relevant), and count against the number of stances you can be in at once.
Special: You cannot combine this alternative class feature with other Warblade variants and alternative class features that remove your access to the White Raven discipline.
Note: This is designed for use with the auras of my revised marshal as much as with the original Miniatures Handbook marshal.



Discipline Specialization
Level: Swordsage 1st
Replaces: You lose access to any two Swordsage disciplines of your choice, other than your specialized discipline. In addition, you do not gain the second instances of Discipline Focus (insightful strike and defensive stance) at levels 12 and 16, and the ones at levels 1, 4, and 8 must be with your specialized discipline. Your stance and at least one maneuver at 1st level must come from your specialized discipline, and when you learn a new maneuver from attaining an even Swordsage level, at least one maneuver learned must come from your specialized discipline.
Benefit: Choose a martial discipline available to you as a Swordsage. You specialize in using that discipline's maneuvers. You gain an extra maneuver readied, which must be a maneuver from your specialized discipline, at levels 1, 8, and 16. You gain a +2 bonus on Martial Lore checks related to your specialized discipline. You can recover an expended maneuver of your choice from your specialized discipline as a swift action, or all expended maneuvers from your specialized discipline as a standard action.



Divine Retribution
Level: Crusader 1st
Replaces: Furious Counterstrike, Indomitable Will, Mettle.
Benefit: You can channel your fury and resolve into divine power. Once per round while you have at least 1 point of damage in your delayed damage pool, you can cast a spell from the cleric spell list as a spell-like ability as a swift action with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell must have a casting time of no more than one standard action, and must and can only target an opponent that damaged you within the last 1 round. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment.



Favored Nemesis
Level: Ranger 1st
Replaces: Favored Enemy.
Benefit: Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class. This ability otherwise functions as and counts as Favored Enemy.
  • Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
  • Divine Spellcaster: Any class that grants the ability to cast divine spells.
  • Manifester: Any class that grants the ability to manifest powers.
  • Binder: Any class that grants the Soul Binding ability.
  • Meldshaper: Any class that grants the ability to shape soulmelds.
  • Invoker: Any class that grants the ability to cast invocations.
  • Martial Adept: Any class that grants the ability to initiate martial maneuvers.
  • Skillful: Any class that grants at least 6 + Int skill points per level.
  • Warrior: Any class that grants full Base Attack Bonus.


Furious Assault
Level: Crusader 1st
Replaces: Steely Resolve, Furious Counterstrike.
Benefit: You can voluntarily take any amount of damage as part of making an attack to gain a bonus on all attack and weapon damage rolls made as part of that attack. The bonus is equal to the amount of damage you take in this way, to a maximum of 1 + 1 per 4 Crusader levels. You cannot choose to deal more damage to yourself than is necessary to gain the maximum bonus.



Instinctive Combatant
Level: Warblade 1st
Benefit: Your Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery abilities use your Charisma modifier in place of your Intelligence modifier when determining their effects.



Redoubled Passion
Level: Crusader 6th
Replaces: Smite.
Benefit: Once per day as a free action, you can recover all of your Crusader maneuvers, determining granted maneuvers anew as though at the start of an encounter. At 18th level, you can use this ability a second time each day.



Uncanny Warcraft
Level: Warblade 2nd
Replaces: Uncanny Dodge, Improved Uncanny Dodge.
Benefit: Once per day as a free action, you can change one of your readied, unexpended Warblade maneuvers, replacing it with another unreadied Warblade maneuver you know. The new maneuver is unexpended and is available for use immediately, and remains readied until you change it. Starting at 6th level, you can instead use this ability once per encounter.



Change Log
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TODO:
- ACFs summary table.
- Elf Fighter racial subs - http://www.minmaxboards.com/index.php?topic=243.0;msg=45384
A Guide to Free D&D
Handbooks Index
My Homebrew Compendium
1001 Homebrew Ideas to Flesh Out Sometime

Garryl

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Re: Microbrews
« Reply #1 on: June 23, 2017, 01:50:53 AM »
New Feats



Bloodied Death Throes [General]
Prerequisite: Con 15, death throes ability.
Benefit: Your death throes ability does not only trigger when you die. When you are reduced to less than one-half of your maximum hit points, your death throes occur, just as if you had died. You and your equipment are not damaged, destroyed, or otherwise affected by your own death throes when they occur in this way. If your death throes would cause your body or parts of it to disappear, disintegrate, or otherwise be destroyed, your body remains intact. Any other gross alterations to your body, such as turning to stone, still take effect but revert at the start of your next turn. Once your death throes have been triggered in this way, they cannot occur again as a result of being reduced to the same hit point threshold until you are healed to your maximum hit points, or for 24 hours, whichever comes first. Your death throes still occur normally when you die.

A single damage source or other hit point reduction can only trigger your death throes once. For example, if a single damage source kills you while you were above one-half of your maximum hit points, your death throes would occur only once (rather than for both one-half hit points and for death).

As long as you are still alive and conscious, you may suppress your death throes if you so choose.



Breathe Weapon [Breath]
Prerequisite: Con 13, breath weapon.
Benefit: As the same action as drawing a weapon would take, you can channel your breath weapon into the form of a weapon you can wield. This can be any weapon with which you are proficient, chosen when you use this ability. The breathed weapon functions in all ways as a masterwork weapon of its type, except that instead of dealing damage, any creature you hit with it is subject to your breath weapon (a saving throw may reduce the effects, as normal).

Being made of energy, your breathed weapon cannot be sundered. It can be disarmed, but you add your Constitution modifier as a bonus on the opposed attack roll to avoid being disarmed of it. Any creature other than yourself who holds the breathed weapon is subject to your breath weapon once per round as though struck.

Using this ability counts as a use of your breath weapon. A breathed weapon lasts for 1 minute or until you use your breath weapon again before dissipating.



Born of the Three Thunders [Metamagic]
Prerequisite: Energy Substitution (electricity), Knowledge (nature) 4 ranks.
Benefit: Half of any electricity or sonic damage dealt by a three thunders spell is dealt as electricity damage, with the other half dealt as sonic damage. The spell gains both the electricity and sonic descriptors.

In addition, the spell concludes with a mighty thunderclap as it strikes. Each creature takes any electricity or sonic damage from the spell immediately as it is cast is stunned for 1 round unless it succeeds on a Fortitude save. A creature that is stunned this way is also knocked prone unless it succeeds on a Reflex save. Both saves are against the spell, and thus use the spell's normal save DC (even if the spell doesn't normally allow a save against its effects).

Channeling the three thunders is costly, though. You are dazed for 1 round after casting a three thunders spell.

You can apply this metamagic feat to any spell with either the electricity or sonic descriptors that deals electricity or sonic damage. A three thunders spell uses a spell slot of the spell's normal level.
Note: This is intended to replace the Born of the Three Thunders feat printed in Complete Arcane.



Crippling Overspecialization [General]
Prerequisite: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage. On a critical hit, the subject must also make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for 1 round.
Special: A Fighter can select this feat as a Fighter bonus feat.



Dirty Brawling [General]
Prerequisite: Base Attack Bonus +1, Improved Unarmed Strike.
Benefit: You can use any part of your body (fists, feet, elbows, knees, head butt, shoulder tackle, etc.) to make an unarmed strike. In addition, you can make an unarmed strike as a secondary natural attack. This allows you to make an extra unarmed strike (at your Base Attack Bonus -5 and adding 1/2 Str to damage) as part of a full attack, among other benefits. You can make unarmed strike natural attacks alongside and without interfering with your ability to make unarmed strike attacks as though wielding a manufactured weapon. For example, if your Base Attack Bonus were +12, you could make 3 normal unarmed strikes (at +12, +7, and +2) and a special secondary natural attack unarmed strike (at +7) as part of a full attack.

Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Special: You can select this feat up to 4 times. Each time beyond the first, the Base Attack Bonus requirement is +5 higher (+6, +11, and finally +16) and you gain one additional secondary natural attack unarmed strike.



Hilt Smash [Fighter]
Prerequisite: Str 13, Dex 13.
Benefit: You can treat any non-double melee weapon you wield in two hands as a double weapon, using the hilt of the weapon as the second head. The hilt deals bludgeoning damage with a base damage of a weapon two sizes smaller. Enchantments and other effects applied to the weapon also apply to the hilt. Similarly, any other properties that the weapon is made with (such as weapon templates and masterwork) also apply to the hilt. Regardless of the weapon used, the hilt is not considered a reach weapon, nor do any other special bonuses of the base weapon apply to it (such as bonuses to disarm attempts or the ability to be used as part of a trip attempt). The hilt is not otherwise considered a distinct weapon from the normal weapon, and any effects that would specifically affect the hilt instead affect the weapon as a whole.



Improved Bloodied Death Throes [General]
Prerequisite: Con 17, Bloodied Death Throes, death throes ability.
Benefit: Your death throes ability triggers when reduced below two-thirds of your maximum hit points and again when reduced below one-third of your maximum hit points, in addition to when you die. This replaces the trigger at one-half your maximum hit points from Bloodied Death Throes, but otherwise functions the same way.



Looming Presence [General]
Prerequisite: Intimidate 4 ranks.
Benefit: You can attempt to demoralize any opponent within 100 feet, even if they cannot see you.
Normal: You can only attempt to demoralize an opponent that you threaten in melee combat and who can see you.



Mirror Mastery [General]
Prerequisite: Ability to cast mirror image or produce a similar effect.
Benefit: Your mirror images have Armor Class equal to your own. Special senses, barring those that specifically defeat illusions (such as true seeing), sense your mirror images just like you.
Normal: Mirror images from the mirror image spell have AC 10 + your size modifier + your Dex modifier.



Perfect Defense [General]
Prerequisite: Int 13, Combat Expertise.
Benefit: A natural 20 on an attack roll does not automatically hit you. It may still hit you if the total result is high enough to hit your Armor Class, as normal, but the attack does not automatically hit as a result of rolling a 20 on the die. This effect does not apply while you are denied your Dexterity bonus to Armor Class.

In addition, you can use your Intelligence score in place of your Dexterity score when determining the bonus you add to your Armor Class (subject to all of the normal limitations regarding adding your Dexterity bonus to Armor Class).
Normal: A natural 20 on an attack roll automatically hits, regardless of the target's Armor Class. You add your Dexterity modifier to your Armor Class.



Perfect Sense of Self [General]
Benefit: You have an absolutely perfect sense of what yourself is. Anything that is not you is instantly recognizable. This grants you the following benefits:
  • Observers automatically recognize any illusions of you.
  • Since illusions of you are instantly recognizable, the mirror image spell is useless for you as observers can always tell which image is the real you.
  • Other creatures that disguise themselves as you are automatically recognized by observers.
  • You automatically recognize any sort of trickery or illusion, be it mundane, magical, or otherwise, intended to convince you to act in opposition to your alignment, values, or personality.
  • You are automatically aware of any attempt to possess you or influence your mind. If you are possessed, charmed, or dominated, other observers automatically recognize it.
  • You gain a +2 bonus on all saves against possession and on saves against charm and compulsion effects.



Pinpoint Aim [General]
Prerequisite: Precise Shot.
Benefit: When making a ranged attack, you can choose to ignore both your size modifier to attack rolls and your target's size modifier to Armor Class.



Primal Fear [General]
Prerequisite: Intimidate 9 ranks
Benefit: Fear effects you use are not considered mind-affecting. Protections that function specifically against fear effects are still effective.

You gain a +4 bonus on saves against fear.



Raptor Grapple [Tactical]
Prerequisite: Balance 4 ranks, must have wings or the Battle Jump feat, must have a natural weapon or the Improved Unarmed Strike feat.
Benefit: Raptor Grapple grants you access to the following three tactical maneuvers:
  • Raptor Grasp: To use this option, you must make an unarmed or natural attack as your first attack at the end of a charge from above an opponent. If the attack hits, you can initiate a grapple as though with the Improved Grab ability for that attack, and you retain your Dexterity modifier to your Armor Class against opponents you aren't grappling as long as you are only grappling the creature you attacked.
  • Raptor Hold: Whenever an opponent attempts to escape from a pin or a grapple with you, you can use your ranks in Balance and your Dexterity modifier in place of your Base Attack Bonus and your Strength modifier when determining your grapple modifier. If you do, you gain an additional +4 racial racial bonus on your grapple check if you have wings.
  • Raptor Attack: To use this option, you must deal damage with a natural attack or an unarmed strike to an opponent during a grapple on your first turn. On your second turn, you do not take the normal -4 penalty on attack rolls for attacking with a weapon while in a grapple.


Simmering Rage [General]
Your fury sits just beneath the surface, rather than being unleashed in short but violent bursts.
Prerequisites: Ability to rage, frenzy, or enter a similar enraged state.
Benefits: You gain lesser benefits of your raging state even when not enraged. You gain the following benefits and penalties of your enraged state:
  • Half the normal modifiers to your attack and damage rolls.
  • Half the normal modifiers to your ability scores.
  • Half the normal modifiers to your saving throws.
  • Half the normal modifiers to your skill checks and ability checks (including initiative checks).
  • Half the normal modifiers to your armor class.
  • Half the normal damage reduction, resistances, and hardness.
  • You cannot take 10 on skill checks that you cannot use while in your enraged state.
These effects only apply if you can still enter your enraged state. Thus, if you do not have any remaining uses of your enraging ability, or have already enraged this encounter, you may not gain these lesser benefits. If you can enter multiple such states, track whether or not each one applies independently, although their effects do not stack. The effects of this feat do not stack with the actual benefits of your enraged state.
Special: Effects that would modify your enraged state also influence the aspects of your rage that are maintained by your simmering rage, as indicated above.



Sudden Heighten Spell [Metamagic]
Prerequisite: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the Heighten Spell feat to any spell you cast, increasing it's effective spell level by 4, without increasing the level of the spell's slot or specially preparing it ahead of time. You can still use Empower Spell normally if you have it. This does not count as the ability to cast higher levels spells for the purpose of meeting prerequisites and other options.






Timid Berserker [Flaw]
You are meek and timid until you fly into a destructive frenzy.
Effect: When not in a rage, frenzy, or similar state, you suffer a -2 penalty your Strength, Constitution, and Charisma scores. This cannot reduce them below 1.
Special: You cannot take this flaw if any of your Strength, Constitution, or Charisma scores are less than 8.



Change Log
(click to show/hide)

TODO:
- Feat table.
- Spell Aura
- Swift Spell: Needs a balance pass.
A Guide to Free D&D
Handbooks Index
My Homebrew Compendium
1001 Homebrew Ideas to Flesh Out Sometime

Garryl

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Re: Microbrews
« Reply #2 on: June 23, 2017, 01:51:25 AM »
New Spells

Bard Spells
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Cleric Spells
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Druid Spells
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Sorcerer/Wizard Spells
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Life Domain
Granted Power: Once per day, you can cast a single Conjuration (Healing) spell targeting only willing subjects as a swift action instead of a standard action. Spells with longer casting times or with any unwilling subjects are not affected.
  • 1 Lesser Vigor: Creature heals 1 hp/round (max 15 rounds).
  • 2 Close Wounds: Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).
  • 3 Mass Lesser Vigor: Subjects gain fast healing 1.
  • 4 Panacea: Removes most afflictions.
  • 5 Revivify: Restore recently dead to life with no level loss.
  • 6 Greater Restoration: As restoration, plus restores all levels and ability scores.
  • 7 Fortunate Fate: Target immediately receives a heal if killed by damage.
  • 8 Mass Heal: As heal, but with several subjects.
  • 9 True Resurrection: As resurrection, plus remains aren’t needed.


Astral Snare
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Effect: An astral snare
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a magical trap that ensnares teleporting travelers. When you cast it, designate a location on another plane (other than the Astral Plane). Any attempt at teleportation to or directly through that location is at risk of being caught in the snare.

The snare covers an area up to a 100 foot radius around the chosen location. Any teleportation effect passing through the area is halted in the middle of its effect, leaving the travelers stranded on the Astral Plane in the general area in which this spell was cast. A successful caster level check (DC 11 + your caster level) allows a teleportation effect to bypass the snare. Additionally, you can specify a password or define certain criteria of teleporters that the snare selects for or ignores (such as by race, name, alignment, number of travelers, and so forth). If any of the travelers within a given teleportation effect match the snare's criteria, the snare tries to catch all of the travelers.

In order to select a location to ensnare travelers, either you must have a strong, personal connection to the location (for example, your home or your place of birth), you must possess an object closely tied to the location (for example, a stone from a building's foundation), or it must be the last place you were at before entering the Astral plane. For each of these criteria the location meets beyond the first, the DC to bypass the snare increases by 5.

Teleportation effects that do not go through the Astral plane are not caught by this spell. Non-teleportation travel (such as shadow walk or astral caravan) is also unimpeded. Certain particularly powerful effects, such as the transport travelers option of the wish spell, are also capable of ignoring this spell.

This spell can only be cast on the Astral plane. It has no effect within other planes.

Astral snare can be found and disarmed as a magical trap, both at the chosen location and at the place of casting on the Astral Plane.

Astral snare can be made permanent with the permanency spell only if the location meets all three of the specified criteria (you have a personal connection to it, and you possess an object tied to it, and it was the place from which you entered the Astral plane. This requires a minimum caster level of 15th and a 3500 experience point cost.

Material Component: 25 gp of powdered silver and an iron bar.



Locate Death
Divination
Level: Cleric 2, Druid 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 1 mile/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When cast, locate death instantly reveals to you the exact distance and direction of the location at which the last creature within the spell's range died. This only detects the deaths of creatures with 1/2 or more HD that died within the past week; creatures with less HD simply do not register, and the metaphysical echoes of deaths more than a week past are too faded to detect. If multiple creatures died at the exact same moment, only the nearest is detected. This spell does not reveal any information about the dead creature other than the location of its death. A creature that died and was moved or even animated as undead or returned to life are still detected (as the event of their death is what registers to this spell, not the dead creature itself). Creatures that are not alive and thus do not die (such as Constructs and Undead) do not register to this spell. If no valid creatures within range have died within the past week, this spell indicates it by providing no location.

This spell is somewhat ineffective in the wilderness and in large cities where the natural predation of animals and larger vermin frequently occurs, masking the deaths of more important entities.

Material Component: A drop of blood.



Minor Shades
Illusion (Shadow)
Level: Sor/Wiz 1

This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 0th level or lower.



Miracle/Wish
Universal
Level: Cleric 9, Luck 9, Sor/Wiz 9
Components: V, XP; See text
Casting Time: 1 standard action; See text
Range: Medium (100 ft. + 10 ft./level); See text
Target, Effect, or Area: See text
Duration: Instantaneous; See text
Saving Throw: Will negates (harmless); See text
SR: Yes; See text

Miracle and Wish are actually the same spell, much like Geas and Quest. Divine spellcasters commonly refer to it as miracle, while arcane spellcasters call the same spell wish.

Miracle/wish fundamentally alters the fabric of the universe. While specific spells may offer more raw power in their focused field, miracle/wish can produce nearly any imaginable effect. A miracle/wish can do any of the following:
  • Duplicate a castable spell of 8th level or lower. You must know the spell and be able to cast it (have it prepared, have an appropriate unused spell slot, etc.).
  • Duplicate a known, uncastable spell of 7th level or lower. You must know the spell. This usage costs 50 xp per spell level.
  • Duplicate an unknown spell of 6th level or lower. You need not know the spell, but it must be on your spell list and may not be a prohibited spell (such as being from a banned school or having an alignment descriptor opposed to your deity's alignment). This usage costs 100 xp per spell level.
  • Duplicate any spell of 5th level or lower. This can be any spell on any spell list, even if it is prohibited to you. This usage costs 200 xp per spell level.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity. Such spells specifically call out miracle/wish as a method of undoing their effects. This usage targets a specific creature or spell aura.
  • Transport travelers. A miracle/wish can lift you and up to one creature per caster level within range and place those creatures anywhere else on any plane. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. This is not a teleportation effect. This usage costs 500 xp.
  • Undo misfortune. A miracle/wish can undo a single recent event. The spell forces a reroll of any roll made since the beginning of your last turn. Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. The spell targets the creature (or object) that made the roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
A duplicated spell functions in all ways as the duplicated spell (including range, area, saving throws, casting time, and components), but the save DCs are as for a 9th-level spell. Metamagic and other spell modifications can be applied to miracle/wish, but only affect the duplicated spell if they could be applied to the duplicated spell.

XP Cost: Certain uses of miracle/wish have XP costs, as described above. A miracle/wish that duplicates a spell with an existing XP cost uses the sum of both costs.



Summon Living Spell I
Conjuration (Summoning) [See text]
Level: Bard 1, Cleric 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
SR: No

This spell summons a living spell. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. The magic of this spell allows you to communicate basic commands to the creature, enabling you to direct it not to attack, to attack particular enemies, or to perform other simple actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Living Spell table. You choose which kind of living spell to summon, and you can change that choice each time you cast the spell. You do not need to be able to cast or even know the spell upon which the living spell is based.

A summoned living spell cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use summon living spell to summon a living spell, it is a spell of that school, in addition to being a Conjuration (summoning) spell, and it has all of that spell's descriptors.

Arcane Focus: A tiny facsimile of a spellbook.

1st LevelSchool
Living acid splash (CL 1st)Conjuration (Creation) [Acid]
Living flare (CL 1st)Evocation [Light]
Living ray of frost (CL 1st)Evocation [Cold]
2nd LevelSchool
Living bane (CL 1st)Enchantment (Compulsion) [Fear, Mind-Affecting]
Living faerie fire (CL 1st)Evocation [Light]
Living hypnotism (CL 1st)Enchantment (Compulsion) [Mind-Affecting]
Living sleep (CL 1st)Enchantment (Compulsion) [Mind-Affecting]
3rd LevelSchool
Living burning hands (CL 2nd)Evocation [Fire]
Living color spray (CL 2nd)Illusion (Pattern) [Mind-Affecting]
Living entangle (CL 3rd)Transmutation
Living ray of enfeeblement (CL 3rd)Necromancy
4th LevelSchool
Living acid arrow (CL 3rd)Conjuration (Creation) [Acid]
Living glitterdust (CL 3rd)Conjuration (Creation)
Living scorching ray (CL 4th)Evocation [Fire]
Living silence (CL 3rd)Illusion (Glamer)
Living sound burst (CL 3rd)Evocation [Sonic]
Living web (CL 4th)Conjuration (Creation)
5th LevelSchool
Living deep slumber (CL 5th)Enchantment (Compulsion) [Mind-Affecting]
Living dispel magic (CL 6th)Abjuration
Living fireball (CL 5th)Evocation [Fire]
Living lightning bolt (CL 5th)Evocation [Electricity]
Living ray of exhaustion (CL 6th)Necromancy
Living searing light (CL 7th)Evocation
Living stinking cloud (CL 5th)Conjuration (Creation)
6th LevelSchool
Living chaos hammer (CL 8th)Evocation [Chaotic]
Living crushing despair (CL 9th)Enchantment (Compulsion) [Mind-Affecting]
Living dimensional anchor (CL 8th)Abjuration
Living enervation (CL 7th)Necromancy
Living fear (CL 7th)Necromancy [Fear, Mind-Affecting]
Living holy smite (CL 8th)Evocation [Good]
Living ice storm (CL 8th)Evocation [Cold]
Living order's wrath (CL 8th)Evocation [Lawful]
Living resilient sphere (CL 7th)Evocation [Force]
Living shout (CL 8th)Evocation [Sonic]
Living unholy blight (CL 8th)Evocation [Evil]
7th LevelSchool
Living cloudkill (CL 9th)Conjuration (Creation)
Living cone of cold (CL 9th)Evocation [Cold]
Living dispel magic (CL 10th)Abjuration
Living flame strike (CL 9th)Evocation [Fire]
Living mind fog (CL 9th)Enchantment (Compulsion) [Mind-Affecting]
Living symbol of pain (CL 9th)Necromancy [Evil]
Living symbol of sleep (CL 9th)Enchantment (Compulsion) [Mind-Affecting]
8th LevelSchool
Living blade barrier (CL 11th)Evocation [Force]
Living disintegrate (CL 11th)Transmutation
Living greater dispel magic (CL 11th)Abjuration
Living freezing sphere (CL 11th)Evocation [Cold]
Living repulsion (CL 11th)Abjuration
Living symbol of fear (CL 11th)Necromancy [Fear, Mind-Affecting]
Living symbol of persuasion (CL 11th)Enchantment (Charm) [Mind-Affecting]
9th LevelSchool
Living blasphemy (CL 13th)Evocation [Evil, Sonic]
Living delayed blast fireball (CL 13th)Evocation [Fire]
Living dictum (CL 13th)Evocation [Lawful, Sonic]
Living fire storm (CL 13th)Evocation [Fire]
Living holy word (CL 13th)Evocation [Good, Sonic]
Living prismatic spray (CL 13th)Evocation
Living reverse gravity (CL 13th)Transmuation
Living symbol of weakness (CL 13th)Necromancy
Living symbol of stunning (CL 13th)Enchantment (Compulsion) [Mind-Affecting]
Living sunbeam (CL 13th)Evocation [Light]
Living waves of exhaustion (CL 13th)Necromancy
Living word of chaos (CL 13th)Evocation [Chaotic, Sonic]



Summon Living Spell II
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 2, Cleric 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 2nd-level list or 2 living spells of the same kind from the 1st-level list.



Summon Living Spell III
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 3, Cleric 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 3rd-level list, 2 living spells of the same kind from the 2nd-level list, or 4 living spells of the same kind from the 1st-level list.



Summon Living Spell IV
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 4, Cleric 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 4th-level list, 2 living spells of the same kind from the 3rd-level list, or 4 living spells of the same kind from a lower-level list.



Summon Living Spell V
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 5, Cleric 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 5th-level list, 2 living spells of the same kind from the 4th-level list, or 4 living spells of the same kind from a lower-level list.



Summon Living Spell VI
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 6, Cleric 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 6th-level list, 2 living spells of the same kind from the 5th-level list, or 4 living spells of the same kind from a lower-level list.



Summon Living Spell VII
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 7, Cleric 7, Sor/Wiz 7
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 7th-level list, 2 living spells of the same kind from the 6th-level list, or 4 living spells of the same kind from a lower-level list.



Summon Living Spell VIII
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 8, Cleric 8, Sor/Wiz 8
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 8th-level list, 2 living spells of the same kind from the 7th-level list, or 4 living spells of the same kind from a lower-level list.



Summon Living Spell IX
Conjuration (Summoning) [See text for summon living spell I]
Level: Bard 9, Cleric 9, Sor/Wiz 9
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon living spell I, except that you can summon one living spell from the 9th-level list, 2 living spells of the same kind from the 8th-level list, or 4 living spells of the same kind from a lower-level list.



Precognitive Jaunt
Conjuration (Teleportation)/Divination
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: None
Spell Resistance: No

This spell combines a constant divination that looks ahead a moment into your future for any harm that may befall you, plus a repeated conjuration that teleports you slightly out of the way of oncoming attacks. You gain a +1 insight bonus to your Armor Class and on all saving throws, as the divination warns you of incoming attacks, and a +2 competence bonus to your Armor Class and on Reflex saves as you are shunted away from them (for a total +3 bonus to AC and Reflex saves, and +1 to Fort and Will saves).

Additionally, when you cast this spell, you can specify a single criterion that will discharge the spell, ending its effects in order to teleport you entirely out of harm's way. This criterion must only involve observable effects of an attack (for example, an area spell or an acid effect) or its effects on you (for example, paralyzing you or killing you). If you would be subject to such an attack, this spell discharges to teleport you up to 30 feet out of danger. If you were subject to an area attack, the spell attempts to teleport you to just outside the nearest edge of its area. If you were subject to an individually-targeted attack, it attempts to teleport you out of range or to outside your attacker's line of effect, whichever is closer. This will never attempt to teleport you into an environment that is obviously even more dangerous (such as under lava or inside a solid object).



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Garryl

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Re: Microbrews
« Reply #3 on: June 23, 2017, 01:51:35 AM »
Items and Equipment

Table: Melee Weapons
Melee WeaponsCostDamageCriticalRange IncrementDamage TypeSizeWeightSpecial
Martial Weapons
Shield razors+15 gp**--Slashing*+6 lb.*
Weighted shield+10 gp**--Bludgeoning*+10 lb.*



Shield Razors: Shield razors function just like shield spikes, except that they deal slashing damage instead of piercing damage on shield bash attacks.

Weighted Shield: Weighted shields function just like spiked shields, except that they deal bludgeoning damage instead of piercing damage on shield bash attacks.



Wondrous ItemsBody SlotCostEffects
Cloak of the PyreShoulders9000 gpSets wearer and adjacent creatures on fire as a swift action.
Shadow's CloakShoulders22000 gp+2 AC, protects from sunlight, improved incorporeality.
Tome of True Lies--15000 gp3/day, ask two questions, one is likely true, the other always false.
Minor ArtifactsBody SlotCostEffects
Tome of Battle----Grants a martial adept a new level.



Cloak of the Pyre
Price: 9000 gp
Body Slot: Shoulders
Caster Level: 7th
Aura: Moderate evocation
Activation: Swift (command word)
Weight: 1 lb.

As a swift action, the wearer can cause the cloak to burst into flame, setting the wearer and any adjacent creatures and flammable unattended objects on fire. Other creatures, although not the wearer, are allowed a Reflex save (DC 15) to avoid catching fire. The cloak itself (although not the wearer or the rest of her equipment) is immune to fire. The cloak cannot be activated while it is already on fire, nor for 1 round after being put out.

Prerequisites: Craft Wondrous Item, fireball.
Cost to Create: 4500 gp, 360 xp, 9 days.



Shadow's Cloak
Price: 22000 gp
Body Slot: Shoulders
Caster Level: 15th
Aura: Strong transmutation
Activation: --
Weight: --

This enchanted cloak is woven from black silk. It feels nearly weightless, yet never seems to billow in the wind.

Shadow's cloaks were designed to be used by shadows, wraiths, and other incorporeal undead. They are semi-solid to both corporeal and incorporeal creatures, much like ghost touch weapons. While worn, the cloak confers a +2 deflection bonus to Armor Class, or increases the wearer's existing deflection bonus granted by being incorporeal by 2 (other sources of deflection bonuses are not improved). The wearer is also protected from any detrimental effects of exposure to sunlight or bright light. Finally, an incorporeal wearer can use the cloak to manipulate physical objects as though with a Strength score of 3, and can cause the cloak to become fully incorporeal while passing through physical objects (or when physical objects would pass through them, such as a swinging sword).

Prerequisites: Craft Wondrous Item, mage hand, ghostform.
Cost to Create: 11000 gp, 880 xp, 22 days.



Tome of True Lies
Price: 15000 gp
Body Slot: --
Caster Level: 10th
Aura: Moderate divination
Activation: Standard (command word)
Weight: 3 lb.

Three times per day, the user can ask two questions. The book answers them as per a divination spell. The answer to one of the questions has a 90% chance of being accurate (and is otherwise misinformation), while the answer to the other is always misinformation. Determine which question has a chance of a correct answer randomly.

Prerequisites: Craft Wondrous Item, divination, glibness.
Cost to Create: 7500 gp, 600 xp, 15 days.



Tome of Battle (Minor Artifact)
Body Slot: --
Caster Level: 19th
Aura: Strong divination
Activation: See text
Weight: 3 lb.

These tomes are greatly prized by martial adepts. Each one describes the history and practices of a single martial discipline. Simply skimming it from cover to cover grants the reader the ability to make Martial Lore checks to identify maneuvers and stances and the capabilities of martial adepts as though she had ranks in the skill equal to her character level + 5. This enhanced knowledge fades over time, and if the character does not reference the tome for at least a full week, her insight is lost and her abilities return to normal. This benefit only applies to the discipline described in the tome read, not to any other martial disciplines.

A martial adept who knows any maneuvers or stances from the tome's discipline and who takes the time and effort to thoroughly study the tome learns much more. If the character spends one week reading through the tome and practicing the techniques described inside, she gains experience points sufficient to place her halfway into the next level of experience and permanently gains the knowledge of a single martial martial maneuver that she qualifies for from the tome's martial discipline. A maneuver learned this way functions just like a bonus maneuver known gained from a prestige class. Once so studied, the book vanishes, reappearing somewhere far away. The same character can never benefit from reading a similar tome a second time, nor from reading a Tome of Battle describing a different martial discipline.



Armor PropertiesBase Price ModifierDescription
Deep Sea+2 bonusWearer fights and is attacked as though underwater.
Objectbane+1 bonusAdditional +2 bonus and +2d6 damage against objects.



Deep Sea Armor
Price: +2 bonus
Body Slot: -- (armor property)
Caster Level: 9th
Aura: Moderate transmutation
Activation: --

This suit of armor is inlaid with coral. Light always seems to play upon it as though the armor were underwater.

While wearing deep sea armor, the wearer's attacks, along with any attacks made against the wearer, are resolved as though they were made underwater.

Prerequisites: Craft Magic Arms and Armor, freedom of movement.
Cost to Create: By armor.



Weapon PropertiesBase Price ModifierDescription
Berserker's+2 bonusWielder enters a rage in combat, or improves existing rage.
Objectbane+1 bonusAdditional +2 bonus and +2d6 damage against objects.



Berserker's
Price: +2 bonus
Body Slot: -- (weapon property)
Caster Level: 10th
Aura: Moderate enchantment
Activation: --

A refined version of the cursed berserking sword, a berserker's Weapon throws the wielder into a slightly more controlled rage. The first time in each encounter that the wielder of a berserker's weapon uses it to attack an enemy, she enters a rage, as per the barbarian class feature, which she cannot voluntarily leave while any enemies are apparent. The wielder becomes enraged before resolving the attack, so the bonuses to her Strength score apply when determining its effects.

If the wielder is already enraged due to her own class features (not due to another magic item or the rage spell), the benefits of that rage instead improve. The rage grants an additional +2 bonus to Strength and Constitution (stacking with any such bonuses it already grants), and the wielder can reroll a single saving throw during the rage's duration. The choice of which saving throw to reroll may be made after the results have been determined, but the result of the reroll must be kept, even if it is worse than the original. The wielder cannot voluntarily end the rage while any enemies are apparent.

Prerequisites: Craft Magic Arms and Armor, rage.
Cost to Create: By weapon.



Objectbane
Price: +1 bonus
Body Slot: -- (weapon property)
Caster Level: 8th
Aura: Moderate evocation
Activation: --

An objectbane weapon excels at attacking objects. Against objects, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the object. These benefits apply on disarm attempts as well as sunder attempts and direct attacks, although the additional damage is not relevant when disarming. Bows, crossbows, and slings so crafted bestow the objectbane quality upon their ammunition.

Objectbane piercing weapons can be used to sunder.

The damage from an objectbane ranged weapon is not halved when attacking an object.

Prerequisites: Craft Magic Arms and Armor, shatter.
Cost to Create: By weapon.



Augment CrystalsCrystal TypeCostEffects
Spellforge CrystalWeapon1000 gp plus enchantmentsTransfers enchantments to conjured weapons.



Spellforge Crystal
Price: 1000 gp plus enchantments
Body Slot: -- (weapon crystal)
Caster Level: 1st
Aura: Faint universal
Activation: --
Weight: --

...

A spellforge crystal can be enchanted as if it were a masterwork weapon. When attached to a weapon temporarily created, called, or summoned by a spell, power, supernatural ability, or other magical effect, the weapon gains the crystal's properties. Properties that could not be applied to the weapon (such keen on a bludgeoning weapon) do not apply. If the weapon already has an enhancement bonus or other properties that the crystal grants, the crystal's properties do not stack with them. Spellforge crystals can be attached to weapons regardless of whether they are masterwork or not.

Any abilities that have a limited number of uses or charges are tracked across the crystal and all weapons that the abilities are transferred to. No one weapon can ever benefit from more than one set of enchantments granted by a spellforge crystal or a similar item at any given time.

Prerequisites: Craft Magic Arms and Armor, magic weapon.
Cost to Create: 500 gp, 40 xp, 1 day, plus enchantments.



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