Tuesday, July 25, 2017

New Catamaran Class: Unraveler


In my 5E Catamaran campaign there are only twenty-five wizards in the world at one time; each time one is killed their "mage spark" goes to a mortal of suitable intelligence and knowledge (the specifics of this have been left purposefully vague), allowing that mortal to become a wizard. It is possible for a wizard to use so much of their power that they weaken their spark or force it to leave entirely, or for others to forcefully harvest a mage spark from a wizard given the right knowledge and willingness to commit acts of terrible torture. So of course one of the bad guy groups in the campaign, the Stormfeather order, is going around harvesting all the mage sparks it can and cramming them into the order's leader. Those who survive this removal process become what is called an unraveler; the void left by the mage spark allows them to actively consume and destroy magic, and the Stormfeather order brainwashes those poor unfortunates who survive the harvesting process into anti-magic footsoldiers that are really effective against spellcasters. These unravelers started out as a monster type, but a player got his mage spark weakened by being part of a ritual to cast a really high level spell, so I gave him the option to become an unraveler as it made a lot of sense for his character (he is a wizard who hates the Stormfeather order for killing his family). That led to me writing up unraveler as a base class unto itself, presented below.

This class would only work in campaigns where the players run into enough spellcasters to feel useful. The weird decision for obviously supernatural monster abilities to not be "magic" makes unravelers pretty focused on actual spellcasters, but I think it could work out. It certainly is not as universally useful a base class as fighter or rogue, but I think in the right campaign it could be a lot of fun.

My continuing design concerns:

  • Not all the abilities are finished, as denoted by the TBD sections.  
  • Some of the dedication abilities are really specific, such that they may not come into play much.  
  • Originally the class was designed such that getting hit with spells gave you points to spend to do cool stuff, but that was not fun as you had to wait for others to act in order to be awesome and gave the class a completely different power curve in combat than other classes (i.e. the longer the fight goes on, the more powerful I get, rather than the reverse).  Thus it now uses a system where doing cool stuff gets you points, but getting too many points is bad, and getting hit with spells (among other things) reduces your point total.  Thus far this seems to be more fun.  
  • It is a defense heavy class... which is weird.  


Unraveler

A human bounty hunter carves his way through the cultists of the dark god that tried to sacrifice him years before, now able to nullify their magics if not turn them to his own use.

An elf knight charges across a battlefield, turning aside spell and cantrip alike, as she closes on the dark elf archmage that has invaded her people’s territory. His vast arcane power will not avail him against her unravelling.

An orc warrior forces a druid to return to her humanoid form from that of a direbear, cutting her off from the primal forces that power her magic. The orcs tribe will not be pushed off their land again.

All these warriors are unravelers, able to marshal their total lack of magical power to confound and defeat their enemies. Found in all races and cultures, unravelers are extremely rare, but highly prized by those who know how to put their unique skills to use.

Born Without Magic

Not all sentient beings possess the innate spark that allows them to pursue the wizardly arts, or the touch of the divine that gives rise to clerics. Some simply have no magical talents, instead spending their days in more mundane pursuits, but others have the opposite of magical talent. They do not have even the barest spark of magic in their spirit, instead having a void. A lack. A missing piece of their being has left them forever unable to wield magic power of any stripe, opening the path of the unraveler to them. These unravelers learn to put their special status to use for their own ends; power, wealth, defending family, the same things that drive us all.

Unraveled by Mortal Deeds

Other unravelers come to their powers later in life due to events that strip them of all magic essence. Some of these unravelers are normal people who suffer extraordinary events, such as arcane torture, exposure to dead gods, or a deal with a devil gone wrong. These individuals often take up the path of the unraveler in the hopes of getting revenge for what was done to them; they can never be complete again, but now they have the tools to be the best hunters possible of those who did them wrong. Due to their rarity and the pain that often accompanies their creation, unravelers are rare and are often the tools of others instead of being masters of their own fate. In these situations where unravelers are used as tools, unravelers that manage to free themselves often wreak terrible vengeance on those who thought them the unravelers master.

Creating an Unraveler

When creating an unraveler, the most important thing to consider is how your unraveler came by their abilities. Were they born without any spark of magic, and if so why? Or did they suffer some fate later in life that removed their natural magical energies? Do they welcome their abilities, or regret them? What led you to become an adventurer, and what are your goals as an adventurer?

Note: You cannot multiclass into unraveler if you have levels in any class with spellcasting abilities, a race with innate spellcasting abilities, or have a feat that grants spellcasting abilities without some event that strips you of these abilities. If you have levels in a class with spellcasting abilities but somehow are stripped of those abilities, you can convert those class levels into unraveler levels. Similarly, if you have a feat that grants spellcasting abilities but are stripped of your magic, you may choose a new feat. Once you take levels in unraveler you cannot take levels in any class with spellcasting abilities or take feats that grant spellcasting abilities.


Level
Proficiency Bonus
Features
Cantrips Known
Dedication Spells Known
Unraveler Spells Known
1st
2nd
3rd
4th
5th
1
+2
Unraveling Dedication, Unraveling, Absorb Spell
-
-
-
-




2
+2
Unravelling Spellcasting, Unraveler Fighting Style
2
-
2
2




3
+2
Spellparry
2

2
2




4
+2
Ability Score Improvement
2

3
3




5
+3
Extra Attack, Arcane Sense
2

3
4
2



6
+3
Spell Evasion, Cannibalize Power
2

4
4
2



7
+3
Dedication Feature
2

4
5
3



8
+3
Ability Score Improvement
2

5
5
3



9
+3
Absorb Spell (5’)
3

5
5
4
2


10
+4
Channel Power
3
2
6
5
4
2


11
+4
Unsettling
3
2
6
5
5
3


12
+4
Ability Score Improvement
3
3
7
5
5
3


13
+4
Dedication Feature
3
3
7
5
5
4
2

14
+4
Drain Spells
3
4
8
5
5
5
2

15
+5
Consume Magic
3
4
8
5
5
5
3

16
+5
Ability Score Improvement
3
5
9
5
5
5
3

17
+5
Dedication Feature
3
5
9
5
5
5
4
2
18
+5
Absorb Spell (10’)
3
6
10
5
5
5
4
2
19
+5
Ability Score Improvement
4
6
10
5
5
5
5
3
20
+6
Spellbreaker
4
7
11
5
5
5
5
3

Class Features

As an unraveler, you gain the following class features.
Hit Points Hit Dice: 1d10 per unraveler level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per unraveler level after 1st
Proficiencies Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: As determined by your unraveler dedication.
Skills: Choose two from History, Intimidation, Investigation, Medicine, Persuasion, Perception. You get an additional skill proficiency from your unraveler dedication. 

Unraveler Dedication

At 1st level you select your unraveler dedication, which determines what type of magic user you specialize in hunting. This is usually determined by what led you to becoming an unraveler; was your family killed by wizards, or did the cleric of a dark god wrong you in the past? Your chosen dedication grants you features at 1st, 7th, 13th, and 17th level.
Unraveling
At 1st level, you learn how to harness your interior magical void, using it to aid you against magical effects.  You can activate various abilities gained from this class, each of which adds unraveler points to your character.  At 1st level,unraveler points can be spent in the following ways:
  • As a bonus action, gain one unraveler point to give yourself temporary hit points equal to your spellcasting ability score bonus.   You can gain a number of unraveler points equal to your proficiency bonus in a single bonus action.   These temporary hit points are lost when you take a short rest.  
  • As a bonus action, gain one unraveler point and treat one weapon you wield as magic until the beginning of your next turn.
  • As a bonus action, gain one unraveler point and give yourself advantage on a saving throw against a spell or magical effect already active on you, such as hold person.  If you are under a spell that has inflicted the stunned condition on you, you may use this option despite the fact you are stunned, but it is your only action for your turn.  
  • As a reaction when making a saving throw against a spell or magical effect, you can gain one unraveler point to give yourself advantage on the saving throw.
You lose these unraveler points in the following ways:
  • When you are hit with spells you lose one unraveler point per spell level, but you can never have fewer than 0 unraveler points.  
  • As a bonus action you can either consume a use or charge of a magic item or render a magic item inert until your next long rest to reduce your unraveler points by 1d6.  You must be attuned to the item.  
If your unraveler points are greater than your spellcasting ability score at beginning of your turn, you suffer 1d6 necrotic damage that ignores resistances, immunities, and temporary hit points.  If your unraveler points are greater than the sum of your spellcasting ability score and your proficiency bonus at  the beginning of your turn, you suffer 2d6 necrotic damage that ignores resistances, immunities, and temporary hit points. If your unraveler points are greater than the sum of your spellcasting ability score, your proficiency bonus, and your level, you suffer one level of exhaustion.  
If you take a short or long rest, your unraveler points are reduced to 0.  
Absorb Spell
At 1st level you gain the ability to try to absorb spells that hit adjacent allies as a reaction.  Doing so gives the target advantage on their saving throw, and if they save successfully you lose unraveler points as if you had been hit by the spell.  
Beginning at 9th level, when you successfully save against a spell that has multiple targets, you may use your reaction to give all targets within 5’ advantage on their saving throws against that spell.  Beginning at 18th level, this expands to 10’.
Unravelling Spellcasting
Beginning at 2nd level, you have learned to harness your unravelling powers to effectively cast spells, mimicking common magical effects used by other spellcasters through destroying magical energy.  
Cantrips
At 2nd level, you know two cantrips of your choice from the unraveler spell list. You learn additional unraveler cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Unraveler table.
Spell Slots
The Unraveler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these unraveler spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the unraveler spell list. The Spells Known column of the Unraveler table shows when you learn more unraveler spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the unraveler spells you know and replace it with another spell from the unraveler spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Your spellcasting ability is determined by your dedication, as listed below.  You use that ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a unraveler spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your ability modifier
Spell attack modifier = your proficiency bonus + your ability modifier
Spellcasting Focus
You can use an unravelers totem as a spellcasting focus for your unraveler spells.
Unraveler Fighting Style
At 2nd level, you adopt a style of fighting that incorporates your unraveler abilities as your specialty. Choose one of the following options.
Bolt Slinging
You gain a +2 bonus to attack rolls you make with cantrips.  
Distraction
When wielding a melee weapon with two hands, you can specify one hostile creature adjacent to a you that you can see as a bonus action each round.  Until the end of its next turn, that creature suffers disadvantage on all spell attack rolls and targets of its spells have advantage on their saving throws against those spells.  
Interference
When you make a successful ranged weapon attack against a target maintaining concentration, the target has disadvantage on their Constitution save to maintain concentration.  If the target fails its Constitution saving throw, it takes takes force damage equal to your spellcasting ability score bonus.   
Spell Shield
When wielding a shield, as a reaction to an adjacent ally being hit by a spell attack roll made by an enemy you can see, you can impose a penalty on spell attack rolls against that character equal to your spellcasting ability score bonus until the beginning of your next turn.  If the attack still hits, your ally has resistance to that spell’s damage.    
Spellparry
Beginning at 3rd level, when you are targeted with a spell attack roll, you can spend your reaction to increase your Armor Class by your spellcasting ability score until the beginning of your next turn, but only against cantrips and spells.  
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the action on your turn.
Magic Sense
The presence of magic registers on your senses like the pressure of a storm about to strike. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any constructs, undead, fey, or elementals within 60 feet of you. You know the type (construct, undead, fey, or elemental) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place that has an active spell on it, such as a teleport circle, antimagic field, etc. You can use this feature a number of times equal to 1 + your spellcasting ability modifier. When you finish a long rest, you regain all expended uses.
Spell Evasion
Beginning at 6th level, you can use your unravel powers to deflect area of effect spells away from you. When you are subjected to an spell effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  
Cannibalize Power
Beginning at 6th level, you can consume your unraveler spell slots to reduce your unraveler points by the level of the spell consumed as a bonus action.
Channel Power
Beginning at 10th level, you know a limited number of spells drawn from the spell list for the class which your dedication specializes in, so at 10th level God Killers select two spells from the cleric list.  These spells cannot be higher in level than your highest unraveler spell slot.  Also you can gain unraveler points to take these additional actions.  
  • Cast a spell from your available dedication spells, following the normal rules for that spell,  gaining one unraveller point per spell level.  
  • Beginning at 15th level, gain 6 unraveler points to cast one of the following spells using the normal rules for that spell: Forbiddance, Globe of Invulnerability, True Seeing
  • Beginning at 17th level, gain 7 unraveler points to cast one of the following spells using the normal rules for that spell: Sequester
  • Beginning at 19th level, gain 8 unraveler points to cast one of the following spells using the normal rules for that spell: Anti-Magic Shell, Feeblemind, Mind Blank
Unsettling
Beginning at 11th level, your lack of innate magical spark is so striking that others find it disconcerting, if not out right frightening.  People can feel there is something “wrong” about you by just looking at you.  You can gain an unraveler point as a bonus action to get advantage on an Intimidation check.  
Drain Spells
Beginning at 14th level, you can drain spells from those you strike in combat.  When you hit an enemy who can cast spells with a melee or ranged weapon attack, you can spend a bonus action and gain an unraveler point to try and drain spells from the target.  The target must make a Wisdom saving throw against your spellcasting DC; if this save fails, the victim loses one of their lowest level unexpended spell slots and you gain lose one unraveler point per spell level.  If the Wisdom save is successful, no spells are lost.
Consume Magic
At 15th level you gain the ability to subsist on magical power alone.  If you lose three unraveler points due to spells being cast on you, you do not need food or water for that day.  If you lose six unraveler points due to spells being cast on you, you gain advantage on all Constitution saves against inclement weather, including extremes of hot and cold, until your next long rest.
Spellbreaker
At 20th level you become the incarnation of anti-magic, becoming permanently magic resistant. You have  advantage on all saving throws against spells, all spell attack rolls against you have disadvantage, and you reduce your unraveler point total by one at the beginning of each of your turns.

Unraveler Dedications

Your ability to undo magic comes with a particular focus, making you more effective against a specific type of magic.  This may be a result of how you gained your unraveler powers, such as gaining the dedication of a godkiller by bathing in the blood of a dead deity, or could be a product of specific training.  
Beast Slayer
Beast Slayers seek to end the power of the druids, seeing these magicians of the primal world as nothing but a threat to themselves, their people, mortalkind, etc. Some Beast Slayers are from urban areas and see druids as impediments to the growth of civilization, while others are from rural areas and have more personal grudges against druids; not every druid is a kindly nature guardian and more than a few subscribe to the power of blood sacrifices.  
Primal Hunter
At 1st level, you gain proficiency in the Nature skill and Wisdom and Intelligence saving throws.  Your spellcasting ability score is Wisdom.   
As a reaction to being hit, you can gain an unraveler point to gain resistance to any of the following damage types until the beginning of your next turnt: poison, lightning, fire.  
As a bonus action, you can gain unraveler points up to your proficiency bonus to gain +1d6 force damage per unraveler point to a single melee, ranged, or cantrip attack made against a target with druid spellcasting abilities or the beast or fey creature types. This damage bonus may be added to an attack after the attack hits.  
You lose 1d4 unraveler points when you reduce a target with druid spellcasting abilities or the beast or fey creature types to 0 hit points, but to use this ability you must kill the target.
Talonbreak
Beginning at 7th level, you can gain unraveler points to do the following:
  • As a reaction when hit by an attack using natural weapons (bite, claw, tentacle, beak, tail, etc), gain two unraveler point to gain resistance to slashing, bludgeoning, and piercing damage from natural weapons until the beginning of your next turn.  
  • As a bonus action, gain one unraveler point to ignore any difficult terrain created by magical effects until the beginning of your next turn.  
True Form
At 13th level you gain the ability to force creatures not in their true form to revert to their true form, whether they were changed by spell, monster ability, or by a druid’s wildshape ability.  As an action, you can gain three unraveler points to force a target within 60 feet not in their true form to make a Wisdom saving throw against your spellcasting DC; if they fail the saving throw they revert to their original form immediately as if the spell or ability used to change shape had ended and the target is stuck in its true form until it takes a short rest.  If the target succeeds at the saving throw, it retains its altered form.  If the creature is in its true form when this ability is used and it fails its save, it may not change shape until it completes a short rest.  
Primal Endings
Beginning at 19th level, as long as you have five or more unraveler points, allies within 30 feet of you are immune to magically created difficult terrain and have advantage on saving throws against poison and charm effects.  
God Killer
God Killers have been wronged by the gods or their agents and now seek to end their presence in this world.  Some God Killers only oppose a single god and its followers, while others hate the concept of divinity itself and seek to end the interference of any divine being in the mortal world.  
Divine Hunter
At 1st level, you gain proficiency in the Religion skill and Wisdom and Charisma saving throws.  Your spellcasting ability score is Wisdom.  
As a reaction to being hit, you can spend an unraveler point to gain radiant damage resistance until the beginning of your next turn.
As a bonus action, you can gain unraveler points to gain +1d6 force damage per unraveler point to a single melee, ranged, or cantrip attack made against a target with cleric spellcasting abilities or the fiend or celestial creature types.  This damage bonus may be added to an attack after the attack hits. You may gain up to your proficiency bonus in unraveler points in a single bonus action using this ability.  
You lose 1d4 unraveler points when you reduce a target with cleric spellcasting abilities or the celestial or fiend creature types to 0 hit points, but to use this ability you must kill the target.
Block Divinity
Beginning at 7th level, you can spend unraveler points to do the following:
  • As a reaction when the use of a channel divinity ability is declared within 30 feet of you, spend two unraveler points to attempt to block it.  This requires the creature trying to use channel divinity to make a Wisdom save against your spellcasting DC; if this save fails the channel divinity ability fails to activate but is still consumed.  
  • As a reaction to spells or channel divinity being used for healing within 30 feet of you, spend two unraveler points to reduce the effectiveness of all healing due to spells or channel divinity used within 30 feet of you by half until the beginning of your next turn.
Drain Divinity
Beginning at 13th level, when any clerical spell is cast within 30 feet of you but does not target you, you lose one unraveler point.  
Shield of the Godless
Beginning at 19th level, as long as you have five or more unraveler points, allies within 30 feet of you have advantage on saving throws against clerical spells and resistance to radiant damage.  
Line Ender
You hunt those born with the gifts of sorcerous blood, seeking those who abuse the powers of their ancestors for their own ends.  To this end you have some knowledge and power over those non-human entities that empowered the sorcerer’s bloodline in the first place, possibly adding them to your list of existences to end.  
Blood Hunter
At 1st level, you gain proficiency in the Arcana skill and Constitution and Charisma saving throws.  Your spellcasting ability score is Charisma.  
As a reaction, you can gain an unraveler point to gain resistance to any of the following damage types until the beginning of your next turn: fire, cold, lightning, acid, or thunder.   
As a bonus action, you can gain unraveler points to gain +1d6 force damage per unraveler point to a single melee, ranged, or cantrip attack made against a target with sorcerous spellcasting abilities or one of the following creature types, chosen at first level: dragon, celestial, fiend, elemental, fey.   This damage bonus may be added to an attack after the attack hits. You may gain up to your proficiency bonus in unraveler points in a single bonus action using this ability.  
You lose 1d4 unraveler points when you reduce a target with sorcerous spellcasting abilities or the creature type selected previously to 0 hit points, but to use this ability you must kill the target.   
Sorcerous Manipulation
At 7th level, you can gain unraveler points to do the following:
  • As a reaction, you can gain unraveler points to block the usage of sorcery points within 30 feet of you.  You must gain one unraveler point per sorcery point blocked.  
  • TBD
Sorcerous Drain
Beginning at 13th level, if sorcery points are expended within 30 feet of you, you lose one unraveler point per sorcerer point spent.  
19th level ability TBD


Mage Hunter
You hunt those who study the arts arcane, putting an end to their abuse of power,
Arcane Predator
At 1st level, you gain proficiency in the skill Arcana and Wisdom and Intelligence saving throws.  Your spellcasting ability score is Intelligence.  
As a reaction, you can gain an unraveler point to gain resistance to any of the following damage types until the beginning of your next turn: fire, cold, lightning, necrotic, thunder, or acid.
As a bonus action, you can gain unraveler points to gain +1d6 force damage per unraveler point to a single melee, ranged, or cantrip attack made against a target with wizard spellcasting abilities or one of the following creature types, chosen at first level: elemental, construct, or undead.   This damage bonus may be added to an attack after the attack hits. You may gain up to your proficiency bonus in unraveler points in a single bonus action using this ability.  
You lose 1d4 unraveler points when you reduce a target with wizard spellcasting abilities or the creature type selected previously to 0 hit points, but to use this ability you must kill the target.   
Bastion Against Spells
Beginning at 7th level, you can gain unraveler points to do the following:
  • As a bonus action, gain an unraveler point to grant an ally within touch range an immediate saving throw against against one ongoing spell affecting the ally.   An additional point can be gained to give them advantage on that saving throw.  
  • As a reaction when you succeed in a saving throw against a spell that your Spell Evasion applies to, you may gain two unraveler points redirect that spell at another target that is in range of the original caster.  The target of the redirected spell is treated as if he were the original target of the spell.  You do not gain unraveler points for the redirected spell.  
Dimensional Lock
At 13th level you can gain three unraveler points to block any attempts to teleport into or out of a thirty foot radius around you, or summon creatures into that radius.  This block must be sustained by concentration. Characters wishing to teleport into or out of this radius, or summon a creature inside it, must succeed at a Intelligence save against your spell save DC.  Failure means the teleport ability used is consumed but it is not successful.  
19th level ability TBD

Pact Breaker
Kills warlocks.
At 1st level, you gain proficiency Insight skill and Wisdom and Charisma saving throws.  Your spellcasting ability score is Charisma.  
As a reaction, you can gain an unraveler point to gain resistance to any of the following damage types until the beginning of your next turn: fire, cold, lightning, necrotic, or acid.
As a bonus action, you can gain unraveler points to gain +1d6 force damage per unraveler point to a single melee, ranged, or cantrip attack made against a target with warlock spellcasting abilities or one of the following creature types, chosen at first level: celestial, fey, fiend, or abomination.   This damage bonus may be added to an attack after the attack hits. You may gain up to your proficiency bonus in unraveler points in a single bonus action using this ability.  
You lose 1d4 unraveler points when you reduce a target with sorcerer spellcasting abilities or the creature type selected previously to 0 hit points, but to use this ability you must kill the target.   
7th level ability TBD
13th level ability TBD
19th level ability TBD


Unraveler Spell List

  • Cantrips
    • Disenchanting Bolt
    • Extinguish
    • Resistance
    • Shredding Ray
    • Unravelling Bolt
  • 1st Level
    • Bane
    • Detect Magic
    • Dispelling Strike
    • Inflict Wounds
    • Mage Armor
    • Magic Missile
    • Piercing Strike
    • Protection from Evil and Good
    • Sense Magician
    • Shield
  • 2nd Level
    • Golembreaker Strike
    • Hold Person
    • Lesser Cleanse Mind
    • Lesser Restoration
    • Magic Weapon
    • See Invisibility
    • Silence
  • 3rd Level
    • Counterspell
    • Dispel Magic
    • Feign Death
    • Magic Circle
    • Nondetection
    • Protection from Energy
    • Remove Curse
    • Track Magician
  • 4th Level
    • Banishment
    • Freedom of Movement
    • Invisibility Purge
  • 5th Level
    • Antilife Shell
    • Banishing Smite
    • Circle of Power
    • Dispel Good and Evil
    • Greater Cleanse Mind
    • Greater Restoration
    • Hold Monster
New Unraveler Spells
Disenchanting Bolt
  • Cantrip
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components:
  • Duration: Instant
You fire a bolt of unraveling energy, inflicting 1d6 force damage on the target with a successful ranged attack roll.  If the target is a construct, undead, fey, celestial, fiend, or other innately magical creature, it takes 2d6 force damage.  The damage increases to 2d6/4d6 and 5th level, 3d6/5d6 at 11th level, and 4d6/6d6 at 17th level.  
Dispelling Strike
  • 1st level Abjuration
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, they are struck with a burst of unraveling energy.  The target has disadvantage on Concentration checks resulting from the attack, and suffers +1d6 force damage.  Any 1st level spells active on the target end; if these spells are triggered by an attack, they end before they can activate.  
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Extinguish
  • Cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components:
  • Duration: Instant
You end the effect of any of the following cantrips if the caster fails a Wisdom save against your spellcasting DC: druidcraft, light, minor illusion, prestidigitation, thaumaturgy.
Golembreaker Strike
  • 2nd level abjuration
  • Casting Time: 1 bonus action
  • Range: self
  • Components: S
  • Duration: Concentration up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the target is struck with a burst of unraveling energy that tries to unmake their very being.  If the target is a construct, it suffers +1d12 force damage and ignores any damage resistances; otherwise the target suffers +1d6 force damage..  
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12/1d6 for each slot level above 1st.
Lesser Cleanse Mind
  • 2nd Level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
Remove the charmed, stunned, or frightened condition from the target.
Greater Cleanse Mind
  • 5th level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
Remove the charmed, stunned, and frightened condition and end all of the following spells affecting the target: confusion, modify memory, feeblemind.  
Invisibility Purge
  • 4th level abjuration
  • Casting Time: 1 action
  • Range: 120 feet radius
  • Components: V, S
  • Duration: Instantaneous
Any creature in range at the time of casting that is invisible must make a Wisdom saving throw against your spellcasting DC or become visible.  The source of the invisibility does not matter; invisibility, greater invisibility, or a monster ability are all purged.  
Sense Magician
  • 1st level divination
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration up to ten minutes
While this spell is active, you can use a bonus action to determine if a target in range has spellcasting abilities.  The target can resist the attempt if they are aware of it with a Wisdom save against your spellcasting DC.  If the save fails or the target does not resist you learn if the target has spellcasting abilities, the source of their spellcasting ability, and their highest level spell slot.  
Shredding Ray
  • Cantrip
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components:
  • Duration: Instant
You hurl a penetrating ray of unraveling power at the target.  With a successful ranged attack, you inflict 1d8 force damage and remove all temporary hit points from the target.  The damage increases to 2d8 and 5th level, 3d8 at 11th level, and 4d8 at 17th level.  
Track Magician
  • 3rd level divination
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration up to one hour
While this spell is active, you can use a bonus action to determine if a target in range has spellcasting abilities or if such a target has passed through the area within the last 24 hours.  if the target is still present in range, they can resist the attempt if they are aware of it with a Wisdom save against your spellcasting DC.  If the save fails, the target does not resist, or the target is not present, you learn if the target has spellcasting abilities, the source of the spellcasting abilities, and their highest level spell slot.  If the target is not present, you learn the direction they left by and can track them duration of the spell.  You do not know their final location, only what direction they went they left the range of this spell at any given point.  
Unraveling Bolt
  • Cantrip
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instant
You throw a bolt of unraveling force at the target, ripping at their natural magic aura.  With a successful ranged attack, you inflict 1d8 force damage and cause the target to have disadvantage on spell attack rolls until the end of its next turn.  The damage increases to 2d8 and 5th level, 3d8 at 11th level, and 4d8 at 17th level.  


Thursday, April 6, 2017

Catamaran - Glory



I've made some posts about the Glory system previously, but its been in practice in the Catamaran campaign and seems to be working out pretty well. We're on session... ten?

Player characters can earn glory through deeds of great importance and heroism, allowing them to empower items, abilities, or other aspects of their identity through the might of their legend. Players earn Glory points when indicated by the DM and they can be spend in the following ways, but only if the bonus gained ties into the heroic deed that earned the character the Glory. If you received a Glory for fighting a dragon in a volcano, investing that Glory in making your weapon more effective against dragons or your armor fire resistant is totally valid, but making your weapon more effective against goblins is not.

In Catamaran none of the magic items found by the players have been bonus items with the exception of a ring of protection +1 (which I should not of given them but I had a brain fart) and the mechanical bonus from items made of unusual materials (i.e. metal, the party paladin got an iron shield and longsword that he carries around and are effectively +1 items, but everyone looks at him sort of weird for it). Instead their items have primarily been items they activate that give them a short term ability, such as a broach that can be used as a reaction to give resistance to one damage type until the end of the player’s next turn. All bonus items have come from investing Glory, and that is the rule going forward as well. The goal of this rule is to make the campaign about getting power and items by being awesome, not looting the dead or spending lots of time in research to manufacture magic items. The game is pretty epic in feel and scope with the deaths of gods being a major element from first level, so players getting magic weapons off dead foes seems or long abandoned tombs seems… off. It’s a very non-loot focused game; they don’t really get much in the way of money or stuff. Their goals are much more story oriented (heal my people’s god, find the wizards who killed my family, serve the Bone Witch, etc).

Thus far the players have gotten a Glory point approximately every two levels. I’m not sure if this is too fast, but I think it may be. We’ll see how they invest them. So far the group has done the following:
  • Hanu the Monk Scalefolk: In the group boat, giving him advantage on proficiency (water vehicle) checks when using it
  • Mokoa the Human Barbarian: Making Witchsplitter, his great sword, a +1 weapon
  • Akara the Dragonborn Bard: Yukele, giving her +1 when attacking with spells or +1 to her spell save DC when other people make saves against her spells
  • Pele the Earth Geasi Rogue: Gun, allowing him to reroll 1s on damage and get +1 to attacks (since he actually makes attacks now)
  • Kel the Human Paladin: Making his armor +1
  • Argus the Barbarian/Wizard: Spelljamming helm, either advantage on proficiency (spelljamming helm) checks, get an increase to movement when flying, or an increase to AC/Dex saves while 
  • Krah the Human Cleric of the Bone Witch, God of Death: Bone knife, which she uses as a holy symbol. It gives her +1 to attack with spells and +1 to saving throw DCs. 
The current uses for Glory I have been using:
  • Add an enhancement bonus to a weapon or suit of armor. Adding a +1 bonus requires 1 Glory point, a +2 bonus requires 2 Glory points, and adding a +3 bonus requires 3 Glory points.
  • Bonuses on weapons against specific types of foes (so one point of Glory gets you a +2 bonus against the specified creature), such as fiends or sahaugin, get double the normal bonus for the Glory invested and grant a +1d6 damage against attacks made against those creatures. 
  • Armor can be made to grant resistance to a damage type for 1 Glory.
  • Armor can grant advantage on saving throws against one condition, school of magic, or energy type. 
  • Choose a damage type or a spell school: when using abilities that use that damage or that spell school you gain +1 to attack rolls, +1 to your Spell save DCs, and get to reroll 1s on damage rolls. You can increase this bonus to +2 by spending two additional Glory, and to +3 by spending three additional Glory. 
  • Choose an item used in casting spells, such as a holy symbol. When you have it you gain a +1 bonus on attack rolls and +1 on your spell save DCs when casting spells through that item. You can increase this bonus to +2 by spending two additional Glory, and to +3 by spending three additional Glory. 
  • Choose a spell of 3rd level or lower. You can cast that spell once per long rest as a bonus action as if you were using a 3rd level slot. You can select your spell save DC ability score. 
  • Gain a feat appropriate to your Glory deed. The first feat costs 1 Glory, the second costs 2 Glory, etc. 
  • Bind and NPC to your fate. They begin gaining levels on their own and will have a more prominent role in the story going forward. 
  • Invest in a vehicle, selecting three of the following:
    • +1 Dex save and AC
    • +10% hit points and +1 Con save
    • +10 ft. per round
    • +1 cargo unit

Saturday, February 18, 2017

Catamaran Classes, Revised



I've gone through the class options for my Catamaran Campaign I posted previously and revised them a bit based on comments and experiences in game. For example, I have a shark totem barbarian and a scientist rogue in the campaign currently and so far neither feel particularly over or under powered, though time will tell as they advance in level.


Shark Totem Barbarian
The following additional selections are available to barbarians on the Path of the Totem Warrior.

Totem Spirit
Shark:
While raging, you gain advantage in melee combat when attacking enemies that are at half their maximum hit points or less. The spirit of the shark makes you a fearsome killer when you detect the scent of blood. 

Aspect of the Beast
Shark:
You gain the speed of the shark. You gain a swim speed equal to your normal movement speed. 

Totemic Attunement
Shark:
While raging, you have advantage on will saves and you gain blindsense with a 10 foot range.
 
Voice of Keruna Bard
In the Catamaran setting, Keruna is the mother god of creation who was killed by other, jealous gods and whose corpse formed the islands that dot the Sea of Keruna. While dead, she still plays a vital role in the culture of the inhabitants of the sea that bears her name Bards who choose this path seek to develop the power of the words of Keruna instead of more worldly skills, seeking to inhabit the powers of the dead goddess. These are rare among the people of the Sea of Keruna and are universally treated with respect.

Bonus Proficiencies
At 3rd level, you gain proficiency in three of the following: Deceit, Intimidation, Persuasion, or a language of your choice. 

Voice of Creation
Starting at 3rd level, when you inspire an ally they also gain a number of temporary hit points equal to a roll of your inspiration die. Note this occurs when they get the inspiration die, not when they use it. The hit points remain until the target takes a short rest. 

Voice of Thunder
At 6th level, you gain immunity to thunder damage and can ignore the thunder resistance or immunity of any creatures you strike with thunder damage. You are immune to the deafen and silence conditions. You are always considered to have thunderwave as a prepared spell.

Voice of All
At 14th level, You are always considered to have speak with animals, speak with plants, speak with dead, and tongues as prepared spells. You may cast any of these spells by expending a bardic inspiration die; the level of the spell slot used to cast the spell is equal to half the maximum value of the inspiration die (so using a d10 will cast the spell with a 5th level spell slot). You gain resistance to radiant damage.

Dirge Singer Bard
Not all bards sing of the victory and glory of their allies; some sing of the defeat and shame of their enemies. These are the dirge singers, able to harness their magical powers to influence others towards failure as much as their own allies towards success. While many dirge singers are all evil, not all are; some are just pragmatists or possessed of a more pessimistic than melodic mind.

Gravesong
Beginning at 3rd level, you may use your inspiration dice to penalize your enemies in addition to aiding your allies. This ability consumes an inspiration die, requires a bonus action, and the target must be within thirty feet and able to hear you. The target gets one gravesong die placed on it that is equal in size to your inspiration die type. This die may be applied as a penalty to any saving throw or attack roll the victim makes as long as the saving throw is triggered by an ally or the attack targets an ally. Once used, the gravesong die is lost.

Tune of the Fearsome Dead
At 3rd level you gain proficiency in martial weapons, Intimidation, and History. If you are already proficient in either of these skills, you double your proficiency bonus when using them.

Ballad of the Fallen
Beginning at 6th level, whenever an ally within 30 feet of you reduces an enemy to 0 hit points and chooses to kill them, you can use your reaction to grant that ally a number of temporary hit points to a roll of your inspiration die type.

Sealed Fate
At 14th level, if an ally’s attack hits using an inspiration die you gave him, the ally can also add the inspiration die to the damage for the attack. If you expend a gravesong die to penalize a saving throw, you also get to add the gravesong die to the damage of the spell, if any.

Scientist Rogue
You use learning and observation to your advantage, taking the materials of the natural world and bending them to your will through science. Others may see your skills as being akin to magic, but your work is not based on any power arcane or divine. Instead you use chemistry, physics, and other fields of study left ignored by most, finding power in rarely held knowledge.

Master of Science
At third level the rogue gains proficiency with the alchemist’s and tinker’s kit. If you are already proficient in these kits, you may apply double your proficiency bonus when using them.

Gadgets
When you choose this archetype at 3rd level, you learn gadgets that are fueled by special dice called cunning dice. You learn three gadgets of your choice, which are detailed under “Gadgets” below. Using a gadget requires an action, but the specific type of action varies from gadget to gadget.

You learn two additional gadgets of your choice at 9th, 13th, and 17th level. Each time you learn new gadgets, you can also replace one gadget you know with a different one.

Cunning Dice.
You have four cunning dice, which are d8s. A cunning die is expended when you use it. You regain all of your expended cunning dice when you finish a short or long rest. You gain another cunning die at 9th level and one more at 17th level. 

Saving Throws.
Some of your gadgets require your target to make a saving throw to resist the gadget’s effects. The saving throw DC is calculated as follows: Gadget save DC = 8 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice)

Invention
At 9th level, you have developed a unique invention that does what others can only do through magic. Choose one spell of 2nd level or lower from any spell list; you can recreate that spell’s effect through science twice per long rest with a spell level equal to your Intelligence bonus (minimum 2). The selected spell is considered to only have a somatic component, thus making you immune to silence, and this ability is not affected by anti-magic fields or similar effects. You should work with your DM to select a spell that makes sense and to craft the fiction that explains how it works, such as home brew healing potions for cure wounds spells or some manner of explosive for thunderwave.

Scientific Breakthrough

At 13th level your cunning die increase in size to d10s. At 17th level they increase to d12s and if you have no cunning die when you roll initiative, you gain one cunning die.

Gadgets
Antidote

You use some general poison antidotes to help an adjacent ally fight off the effects of poison. As a bonus action you can give one of your cunning dice to the ally you assist and they can add it to a saving throw against any manner of poison made on their next turn.

Armor Piercing Shot

As part of an attack action, You use a specially devised arrowhead or bullet with your ranged weapon, adding your cunning die to your attack roll. The target must be wearing at least medium armor or have a natural armor bonus of +3 or more.

Bomb
As an attack action, you toss a primitive explosive device into up to 30 feet away. Creatures within 5 feet of the device take fire damage equal to three of the the cunning die spent on the attack, but can make a Dexterity save to take half damage.

Fire Bomb
As an attack action, you throw a flammable bomb that lights all creatures within 5 feet on fire. They must make Dexterity saves or take fire damage equal to your cunning die each round until they succeed at the Dexterity save, or take an attack action to extinguish themselves.

Glue Bomb
As an attack action, you throw a stick glue bomb, affecting all creatures within 5 feet of the device. The targets must make a Dexterity save or suffer a penalty on all Dexterity saves equal to your cunning die until the next round.

Poison Strike
As a bonus action, you coat your weapon in one of your personally made poisons. You may add a cunning die to the damage of your next attack made with that weapon. If the attack is successful, the target must make a Fortitude save or become poisoned until the beginning of your next turn.

Scatter Shot
As part of a ranged attack, you use a specially designed fragmenting round to do additional damage to an enemy. You may spend your cunning die to add it to the damage of a ranged attack.

Smelling Salts
You use some smelling salts to help an adjacent ally regain their senses. As a bonus action, you can give one of your cunning dice to the ally you assist and they can add it to a saving throw to break free of any manner of mind-affecting spell or ability made on their next turn.

Smoke Bomb

As an attack action you release a smoke bomb at a point within 30 feet, releasing a cloud of smoke ten feet in diameter. Creatures in that smoke suffer a penalty to Perception and ranged attack rolls equal to your cunning die. Ranged attacks passing through this smoke suffer the same penalty. The smoke lasts for until the beginning of your next turn.

Stimulant
You dose an ally with a stimulant that reduces pain and increases alertness. As a bonus action, you grant an adjacent ally temporary hit points equal to the amount rolled on your cunning die and a bonus to all Perception checks equal to your cunning die as long as those hit points remain. These hit points fade after a short rest.

Weak Point
As a bonus action you can point out the weak points of creatures that have physical forms to an ally, granting that ally a bonus to an attack roll made during their next turn equal to your cunning die and allowing their weapon to count as magical for that attack.