DM Talomyr's The Lost City

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Grand Lodge

Bear with me a day or so.


Hey guys, really sorry to do this again, but I need to take a break from the boards. I will let you know when things settle down...I will probably be back in a few months.

I know this is especially hurtful here in this game with the small party, and doubly apologize.


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Unfortunate, but it is what it is. Hope everything settles down soon for you.


HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight

I have a few things of my own going on.

I AM NOT DROPPING OUT. I will just be logging around 3 times a week.

I you don't see a post in line with my regular tempo of game play? Please bot me or leave it another day or two. If you think replacing me is the safer bet for the health of the game, I totally understand.


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Okay 3 times a week can be dealt with, the bigger issue is Utsuri being out for "a few months".

I don't want to kill the game, but with half the party unavailable or having limited availability, the only other option I see is to put the game on pause.

Thoughts?


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

I'm inclined to agree at this point.

The only thing I might add is that we just have the party return to the upper level. That'll give the group the long rest it needs along with an opportunity to share what we've learned so far with our allies. Then if/when folks are able to return (or if you want to try and recruit one or two more) we can start fresh to tackle the next level down.


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Okay, this evening I'll put a post in the game thread returning you to the upper levels to take a long rest and discuss things with the three factions.

From there I'll put the game into holding pattern until at least Aethorduil is able to post daily again.

For all intents and purposes, you've covered just about everything of note on the level, so at the completion of your long rest, go ahead and level up to level 3.


HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight

I've an on the job assessment end of the week and a very rare weekend off. I'll have another crack on Monday.


Female Half-Elf Warlock (DJinni Pact) 3 HP 15/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

That makes sense.


HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight

Back, thanks for your patience


Female Half-Elf Warlock (DJinni Pact) 3 HP 15/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Will level to 3 shortly. Just realized I missed that part


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Okay we've got 3 of the 4 of you here. Do we want to continue on or delay until Utsuri hopefully returns?


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

I'm okay trying to make a bit of progress if others are. Also okay if you want to recruit one or two more. That's totally GM's call though.

Since we've been 'on pause' I've delayed leveling up, but will do so soon. I think I'm going to go ahead and give Phantom a try.


HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight

I'd love another recruiting drive but am okay to continue.


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Level 3 HP Roll: 1d8 + 1 ⇒ (7) + 1 = 8


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Okay. All finished leveling up. For my Whispers of the Dead skill I've gone ahead and boosted Investigation to give a little help on that front. If folks have suggestions for another skill to bump just let me know.


HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight

That was a cool post there Tek!


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Okay, looks like you (at least all of you still here) are leveled up. Do any of you know of anyone who might be interested in joining in on this game?

I would have one minor requirement for any new character - that they be a Cynidicean. Mechanically, they aren't really much different from humans beyond having 120 ft Darkvision.

They could be part of any of the three factions so class restriction isn't really an issue.


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

I'll throw an invite out to those in the 5E game I'm GMing.

And thanks Aethorduil. Glad you liked it.


Hello! Heard you were looking for meat. What roles do you need filled?

cheers

Dark Archive

Hi everybody!

Tareth hath sent the call and I thought I might answer. :)

It looks like we got a magic knight, a rogue and a warlock?

How's a druid sound?


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Atlas2112 wrote:

Hi everybody!

Tareth hath sent the call and I thought I might answer. :)

It looks like we got a magic knight, a rogue and a warlock?

How's a druid sound?

A druid would be fine, with the caveat mentioned above. You will be one if the Cynidiceans. Your race is essentially human, but have 120 ft darkvision. Your race as been trapped under the sands for a couple thousand years.

If you are still interested, please build a character with point buy (30 pts)

Allowed Resources:

For classes and archetypes - PHB, Xanathar's, and Tasha's. NOTE: For a number of the archetypes I have updated the earlier published ones to match the power level of the archetypes in Tasha's

Backgrounds - Any WotC published source save for Strixhaven or the Dragonlance UA article.


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Jubal Breakbottle wrote:

Hello! Heard you were looking for meat. What roles do you need filled?

cheers

Hi Jubal!

I'll let the players chime in on that question, but divine magic and versatile arcane magic seem to be lacking. I'm sure our fighter would be upset by another front liner...

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

If you have need of a third addition, let me know. My posts can’t rival Tareth’s, but I do what I can.

Grand Lodge

DM Talomyr - The Lost City wrote:
Atlas2112 wrote:

Hi everybody!

Tareth hath sent the call and I thought I might answer. :)

It looks like we got a magic knight, a rogue and a warlock?

How's a druid sound?

A druid would be fine, with the caveat mentioned above. You will be one if the Cynidiceans. Your race is essentially human, but have 120 ft darkvision. Your race as been trapped under the sands for a couple thousand years.

If you are still interested, please build a character with point buy (30 pts)

Allowed Resources:

For classes and archetypes - PHB, Xanathar's, and Tasha's. NOTE: For a number of the archetypes I have updated the earlier published ones to match the power level of the archetypes in Tasha's

Backgrounds - Any WotC published source save for Strixhaven or the Dragonlance UA article.

I built my guy on 27... any chance I can shuffle in those extra 3 points?


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HP 21/[31] Init + 1, AC 19/21, S: +5, D,+1, Cn: +5, I: +2, W: +0, Ch: +1 Per +2, Invest +2, Insight +0 Fatigue 1 Male Elf Fighter 3/Eldritch Knight
DM Talomyr - The Lost City wrote:
Jubal Breakbottle wrote:

Hello! Heard you were looking for meat. What roles do you need filled?

cheers

Hi Jubal!

I'll let the players chime in on that question, but divine magic and versatile arcane magic seem to be lacking. I'm sure our fighter would be upset by another front liner...

Indeed I would NOT be upset :)


Level 1? I should have something together tonight.

Where do you have your updated archetypes to match Tasha's posted?

cheers


Goblin Caves Side View | Lost City Map | Roll20 Maps
Helaman wrote:
DM Talomyr - The Lost City wrote:
Atlas2112 wrote:

Hi everybody!

Tareth hath sent the call and I thought I might answer. :)

It looks like we got a magic knight, a rogue and a warlock?

How's a druid sound?

A druid would be fine, with the caveat mentioned above. You will be one if the Cynidiceans. Your race is essentially human, but have 120 ft darkvision. Your race as been trapped under the sands for a couple thousand years.

If you are still interested, please build a character with point buy (30 pts)

Allowed Resources:

For classes and archetypes - PHB, Xanathar's, and Tasha's. NOTE: For a number of the archetypes I have updated the earlier published ones to match the power level of the archetypes in Tasha's

Backgrounds - Any WotC published source save for Strixhaven or the Dragonlance UA article.

I built my guy on 27... any chance I can shuffle in those extra 3 points?

Sure


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Jubal Breakbottle wrote:

Level 1? I should have something together tonight.

Where do you have your updated archetypes to match Tasha's posted?

cheers

Level 3.

Unfortunately those are on my computer at home and I am traveling on business until late Friday night.


Human or Variant Human base with the 120 ft Darkvision?

Dark Archive

DM Talomyr - The Lost City wrote:

A druid would be fine, with the caveat mentioned above. You will be one if the Cynidiceans. Your race is essentially human, but have 120 ft darkvision. Your race as been trapped under the sands for a couple thousand years.

If you are still interested, please build a character with point buy (30 pts)

Excellent!

Are you able to also post some lore on the Cynidiceans? How long have they been emerged from the sand? Are they still mad about it? Do they have any racial-wide goals?

I have the basic outline in my mind:

Outline of character!:

S:8
D:16
Con:16
I:11
W:16
Cha:8

Human: +1 to Con and Dex.
Variant human Feat: Telepathic. +1 to Wis.

Skills: Perception. Survival
Background: Acolyte: Insight, Religion
Two Languages: TBD
Human skill: TBD


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Jubal Breakbottle wrote:
Human or Variant Human base with the 120 ft Darkvision?

Either or.


Goblin Caves Side View | Lost City Map | Roll20 Maps
Atlas2112 wrote:
DM Talomyr - The Lost City wrote:

A druid would be fine, with the caveat mentioned above. You will be one if the Cynidiceans. Your race is essentially human, but have 120 ft darkvision. Your race as been trapped under the sands for a couple thousand years.

If you are still interested, please build a character with point buy (30 pts)

Excellent!

Are you able to also post some lore on the Cynidiceans? How long have they been emerged from the sand? Are they still mad about it? Do they have any racial-wide goals?

I have the basic outline in my mind:

** spoiler omitted **

I can do that, but it might be a day or two. See comment about travel above.


Also Talomyr. Would you please provide some context for the newbies on appropriate backgrounds? Not much just a thumbnail would be great.

Thanks

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Here is a link for my character idea. Let me know if he is needed for this romp under the sands... Cayde


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Jubal Breakbottle wrote:

Also Talomyr. Would you please provide some context for the newbies on appropriate backgrounds? Not much just a thumbnail would be great.

Thanks

I'd be happy to do so, same timeframe mentioned above applies.

Dark Archive

1 person marked this as a favorite.
DM Talomyr - The Lost City wrote:
Jubal Breakbottle wrote:

Hello! Heard you were looking for meat. What roles do you need filled?

cheers

Hi Jubal!

I'll let the players chime in on that question, but divine magic and versatile arcane magic seem to be lacking. I'm sure our fighter would be upset by another front liner...

So, with the existing party being a magic knight, a rogue and a warlock, and the two newcomers of a Druid and Barbarian, then, yep, it looks like an Int-based spell slinger would be most welcome!


I was leaning toward an Arcana Cleric, but I’ll look at Talomyr’s menu of wizard improvements.


@Talomyr I found this Guide about Cynidgaz on the net, if it helps.

cheers


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That is useful. Pay particularly close attention the sections about the factions.


Ok. I think I’m landing on a Clizard Diviner from the magi faction. Will build and post this weekend. Cheers


Cayde Shadowstrider | Male Cynidicean | Barbarian 3 / Path of the Beast | Outlander | Hit Points: 35/35 | Initiative +2 | AC 19 | Str +5 / Dex +2 / Con +5 / Int +0 / Wis +2 / Cha +0 | Perception +4, Investigation +0, Insight +2 | Active Conditions:

Cayde’s backstory hints at a crucial run-in with two of the factions as he became an unwitting pawn of the Magi in their struggle against the Zargonites.

Grand Lodge

DM Talomyr - The Lost City wrote:
That is useful. Pay particularly close attention the sections about the factions.

Cool!!!


Just realized Arcana Domain is in SCAG. Any issues with taking it?


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No problem at all.


Cynidicean Arcana Cleric of Usamigaras & Diviner 2 | HP 3/24 | HD 1/1d8 & 1/2d6 | Recovery 0/1 | Portent 9,19 | 1st 1/4 | 2nd 0/2 | Inspiration! | Exhausted level 1
Stats:
AC 18 | Str +0, Dex +2, Con +2, Int +3, Wis +4, Cha +2 | Initiative +2 | Perception +4, Darkvision 120 ft

Hi team. Here's Jubal's cantrip monster for review.

His description and backstory are thin. Would appreciate any suggestions to elaborate. Haven't a clue what 3 languages that he should take.

Would appreciate if we could combine his arcane crystal focus and holy symbol into a single amulet, just cause.

Need a 100 gp Pearl for Identify. And would really appreciate more 1st level spells, because huzzah!

Grand Lodge

Nice work


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Most of the changes are to the Sorcerer in particular, given how drastically different the power level of the subclasses were between the PHB and TCoE subclasses. There are a few other changes here and there, but nothing to drastic. There is one potentially big option for the barbarian.

This is an excerpt from my list of house rules that I use in my home games. For this game, we've been playing pretty much by the book.

Class Adjustments:

Changes to Classes:
• Additional Subclasses Available

Beyond those available in official WotC published D&D 5E supplements, subclasses from the following sources will be allowed – others may be pending DM approval:

o From Unearthed Arcana articles
- Lore Mastery Wizard
- Theurgy Arcane Tradition Wizard
- Phoenix Origin Sorcerer
- Sea Origin Sorcerer
- Stone Origin Sorcerer
o Xanathar’s Lost Notes to Everything Else (Excluding: Cleric Domains, Noble Genie Warlock)
o Tasha’s Crucible of Everything Else. (Including Remastered Existing Subclasses, Excluding: Cleric Domains, Dark Trapper Ranger and Spellslinger Sorcerer)
o The Complete Arcanist Handbook (Excluding: College of Pantomime, College of Puppetry, Cursed Existence Origin, Reincarnated Warrior Origin, Theurgy Arcane Tradition, School of Golemancy Arcane Tradition)
o The Complete Devout Handbook (Excluding Shadow and Prophecy Domains)
o The Complete Martialist Handbook (Excluding: Gunslinger Fighter and Geomancer Ranger)
o Valda’s Spire of Secrets (Path of the Rage Mage, College of Cantors, College of Masks, Circle of Stones, Circle of Vermin, Oath of Storms, Oath of the Sun, Oath of Winter, Familiar Master, Mystic Savant, School of Chronomancy)
o Tome of Heroes (Excluding: Portal, Mercy and Shadow Domains, Way of the Dragon, Arcane Spellsmith, Gunslinger, All Sorcerers)
o Deep Magic (Darkness, Dragon, Hunting, Justice, Moon, Mountain, Ocean, Prophecy, Time, and Travel Domains)

Barbarian

Unarmored Defense becomes Barbaric Defense. Barbaric Defense can still function as Unarmored Defense in the PHB, but additionally, the barbarian can choose either DEX or CON to work alongside physical armor. If CON is chosen the limitations of DEX and armor apply to the CON modifier applied.

Cleric

Additional Domain Spell: Each domain grants one cantrip.
• Arcane DomainSCAG:
- Gain the Prestidigitation Cantrip

• Chaos DomainToH:
- Gain the Word of MisfortuneDM Cantrip

• Commerce DomainCDH:
- Gain the Mending Cantrip

• Darkness DomainDM:
- Gain the Douse Light DM Cantrip

• Death DomainDMG:
- Gain the Toll the Dead Cantrip

• Dragon DomainDM:
- Gain the Dragon Roar DM Cantrip

• Forge DomainXGE:
- Gain the Mending Cantrip

• Grave DomainXGE:
- Gain the Bless the DeadDM Cantrip

• Hunting DomainDM:
- Gain the Druidcraft Cantrip

• Justice DomainDM:
- Gain the : Fist of IronDM Cantrip

• Love DomainCDH:
- Gain the Friends Cantrip

• Moon DomainDM:
- Gain the Dancing Lights Cantrip

• Mountain DomainDM:
- Gain the Magic Stone Cantrip

• Knowledge DomainPHB:
- Gain the Guidance Cantrip

• Life DomainPHB:
- Gain the Spare the Dying Cantrip which can be used as a bonus action.

• Light DomainPHB:
- Gain the Light Cantrip

• Nature DomainPHB:
- Gain the Druidcraft Cantrip

• Ocean DomainDM:
- Gain the Shape Water Cantrip

• Order DomainTCoE:
- Gain the Resistance Cantrip

• Peace DomainTCoE:
- Gain the Spare the Dying Cantrip

• Prophecy DomainDM:
- Gain the Guidance Cantrip

• Tempest DomainPHB:
- Gain the Lightning Lash Cantrip

• Time DomainDM:
- Gain the QuickenDM Cantrip

• Travel DomainDM:
- Gain the Burst of Speed Cantrip

• Trickery DomainPHB:
- Gain the Minor Illusion Cantrip

• War DomainPHB:
- Gain the True Strike Cantrip

Ranger
Archetype Spells for PHB Archetypes

• Beastmaster Spells:
3rd: Beast Bond XGE
5th: Animal Spy DM
9th: Conjure Animals
13th: Guardian of Nature* XGE
17th: Awaken
* Primal Beast form only.

• Hunter Spells:
3rd: Hunter’s Endurance DM
5th: Hunter’s Cunning DM
9th: Potency of the Pack DM
13th: Heart-Seeking Arrow DM
17th: Conjure Volley

Sorcerer

These changes have been made to the following Sorcerous Origins to re-align earlier Origins with those presented in TCE.

• Arcane Prodigy Origin CAH
- Gain the Prestidigitation Cantrip
- Gain the Following as Origin Spells
1st: Detect Magic, Mage Armor
3rd: Arcane Lock, Magic Weapon
5th: Counterspell, Magic Circle
7th: Arcane Eye, Mordenkainen’s Private Sanctum
9th: Telekinesis, Teleportation Circle
• Divine Soul Origin XGE
- Select a Cleric Domain for Bonus spells only (including the bonus Cantrip)

• Draconic Bloodline Origin PHB
- Gain the Dragon Roar DM Cantrip
- Gain the Following as Origin Spells
1st: Cause Fear, Converse with Dragon DM
3rd: Dragon’s Breath XGE, Enhance Greed DM
5th: Draconic Majesty DM, Fly
7th: Draconic Senses DM, Leomund’s Secret Chest
9th: Geas, Rary’s Telepathic Bond

• Greenheart Origin CAH
- Gain the Druidcraft Cantrip
- Gain the Following as Origin Spells
1st: Entangle, Speak with Animals
3rd: Animal Messenger, Pass without Trace
5th: Conjure Animals, Speak with Plants
7th: Dominate Beast, Grasping Vine
9th: Commune with Nature, Tree Stride

• Fey Magic Origin XLNE
- Gain the Friends Cantrip
- Gain the Following as Origin Spells
1st: Disguise Self, Fey Glamer DM
3rd: Misty Step, Invisibility
5th: Bestow Curse, Summon Fey TCE
7th: Confusion, Conjure Woodland Beings
9th: Dream, Fey Crown DM

• Phoenix Origin UA
- Gain the Control Flames XGE Cantrip
- Gain the Following as Origin Spells
1st: Burning Hands, Faerie Fire
3rd: Healing Spirit XGE, Scorching Ray
5th: Fireball, Revivify
7th: Conjure Minor Elementals*, Fireshield
9th: Flame Strike, Raise Dead
* Unless you gain this spell from another source, you can summon only fire based elemental creatures with it.

• Sea Origin UA
- Gain the Shape Water XGE Cantrip
- Gain the Following as Origin Spells
1st: Fog Cloud, Tidal Barrier DM
3rd: Summon Beast* TCE, Wall of Water XGE
5th: Water Breathing, Water Walk
7th: Control Water, Watery Sphere XGE
9th: Maelstrom XGE, Conjure Elemental **
* Water form only.
** Unless you gain this spell from another source, you can summon only water or cold based elemental creatures with it.

• Shadow Magic Origin XGE
- Gain the Douse Light DM Cantrip
- Gain the Following as Origin Spells
1st: Black Ribbons DM, Shadow Armor DM
3rd: Darkness, Shadow Blade XGE
5th: Shadow Tendrils DM, Summon Shadowspawn TCE
7th: Shadow of Moil XGE, Shadow Step DM
9th: Dark Dementing DM, Shadow Gateway DM

• Stone Origin UA
- Gain the Magic Stone XGE Cantrip
- Gain the Following as Origin Spells
1st: Earth Tremor XGE, Mud Pack DM
3rd: Dust Devil XGE, Maximillian’s Earthen Grasp XGE
5th: Erupting Earth XGE, Meld into Stone
7th: Conjure Minor Elementals*, Stone Shape
9th: Transmute Rock XGE, Wall of Stone
* Unless you gain this spell from another source, you can summon only earth based elemental creatures with it.

• Storm Sorcery Origin XGE
- Gain the Thunderclap Cantrip
- Gain the Following as Origin Spells
1st: Absorb Elements* XGE, Thunderwave
3rd: Gust of Wind, Warding Wind XGE
5th: Call Lightning, Thunderstep XGE
7th: Conjure Minor Elementals**, Storm Sphere
9th: Control Winds XGE, Thunderstorm DM
* Lightning or Thunder Damage only
** Unless you gain this spell from another source, you can summon only air or lightning based elemental creatures with it.

• Wild Magic Origin PHB/TCEE
- Gain the Word of Misfortune DM Cantrip
- Gain the Following as Origin Spells
1st: Chaos Bolt XGE, Unruly Item DM
3rd: Chaotic Vitality DM, Mist of Wonders DM
5th: Conjunction of Chaos TCEE, Enemies Abound
7th: Chaotic Form DM, Confusion
9th: Chaos Wave CAH, Reincarnate

• Psionic Soul Origin (Optional Variation of the Aberrant Mind Origin) TCoE/LDD
- Replace the Psionic Spells with the following:
Gain the Mind Sliver TCE Cantrip
1st: Catapult XGE, Comprehend Languages
3rd: Detect Thoughts, Tasha’s Mind Whip TCE
5th: Intellect Fortress TCE, Sending
7th: Arcane Eye, Confusion
9th: Synaptic Static XGE, Telekinesis
- Rename Revelation in Flesh as Mind Over Body
- Replace Warping Implosion with Psychic Aura:

Psychic Aura 18th Level Psionic Mind feature:
You can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot radius aura for 1 minute or until you’re incapacitated. Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, the creature must make a Wisdom saving throw. On a failed save the creature takes 3d10 psychic damage. A successful save halves this damage. If the creature takes any of this damage, its speed is halved until the start of its next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Warlock

• A slight modification to the warlock class comes as it pertains to the Patron. Rather than the generic patrons available (The Fiend, Archfey, Great Old One, etc.), a warlock must choose a specific patron from those categories. For example instead of choosing The Fiend, perhaps the pact was made with Baal or Baphomet. Instead of the Archfey, perhaps it is Lord Oberon or Lady Titania. When picking a specific Patron, I will work with you on modifications to some of the abilities gained from said Patron (at levels 1, 6, 10, and 14), including Expanded Spell lists. The Hexblade’s patron is the Chaos Lord Arioch as per Michael Moorcock’s Elric series.

• The Expanded Spell List feature changes so that the spells listed are additional spells known by the warlock, as opposed to additional options to select.


Do I read that correctly that the Arcana Domain would get an extra cantrip of Prestidigitation? So this character would have 10 cantrips! Huzzah!

Cheers


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Jubal Breakbottle wrote:

Do I read that correctly that the Arcana Domain would get an extra cantrip of Prestidigitation? So this character would have 10 cantrips! Huzzah!

Cheers

You read that correctly

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