Friday, May 17, 2013

DnDNext Eberron Changeling


Changeling
Traits
As a Changeling, you have the following racial traits.
Ability Score Adjustment: Your starting Constitution score increases by 1.
Size: Medium
Speed: 30 feet.
Organ Bypass: Once per day, when a critical hit is scored against you, you may choose for that attack to be resolved as a normal hit.
Minor Change Shape: As an action, you make yourself—but not  your clothing, armor, weapons, and equipment—look different.  You can become 1 foot shorter or taller and can appear thin, fat, or in between. You must adopt a form that has the same basic arrangement of limbs.  The spell lasts for 1 hour, unless you use your action to dismiss it sooner.  The effect lasts until you choose to take an action to change shape again.  If a changeling dies, they revert to their natural shape.  Anyone who observes you and succeeds on a DC 20 Wisdom check becomes aware that you are disguised.  A creature under the effect of a True Seeing spell can detect that you are a changeling.
Natural Linguist: At 7th, 12th, and 17th level, instead of increasing your skill die or learning a new skill, you may instead learn to speak, read, and write two additional languages.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Subrace: Choose a subrace. The two subraces of changelings presented here, passer and seeker, represent how a changelings’ personal views of their shape changing abilities affect how they practice and use those abilities.

Passers
Passers are changelings who wish to fit in with conventional society and live life in only one form or at the least suppress their shape changing abilities to better fit in with those around them.
Ability Score Adjustment: Your starting Charisma score increases by 1.
One Life, Many Faces: After using your Minor Change Shape and resting for 8 hours in that form, only another changeling that succeeds a DC 20 Wisdom check or a creature under the effect of a True Seeing spell can detect that you are a changeling.  This ability lasts indefinitely or until you use Minor Change Shape again.

Seekers
Seekers are proud of their shape changing ability and use it to their advantage whenever possible.  They prefer their natural form over any disguise.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Double Jointed: You have advantage on ability checks to resist or escape being tied up, shackled, grabbed, or otherwise physically restrained.  You also have resistance to damage from falls or from being crushed by falling objects.

DnDNext Eberron Kalashtar


Kalashtar
Traits
As a Kalashtar, you have the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Charisma score increases by 1.
Mindlink: You can telepathically communicate with any creature that has a spoken language.  The creature must be within 50 feet of you and you must be able to see the creature.  The creature cannot answer you telepathically.
Human Ancestry: You can choose to treat yourself as a human when selecting abilities such as feats.  You can also choose to be treated as human when you are targeted with an ability such as a spell.  You have advantage on all charisma checks made to appear human.
Soulknife: As part of an action, you can summon a weapon of psychic energy called a soulknife to appear in one or both hands.  A soulknife looks and functions very much like a short sword, but is made out of humming, faintly glowing psychic energy.  You are proficient with the soulknife.  A soulknife deals 1d6 piercing damage (plus any relevant ability modifier) and has the light, finesse, and thrown (20/60) properties.  A soulknife disappears after you let go of it or if you are disarmed, but remains in existence long enough to hit your target if you used it as a thrown weapon.
Dual Soul: You have advantage on ability checks made to resist being charmed, dominated, or frightened.
Languages: You can speak, read, and write Common.
Subrace: Choose a subrace.  The two subraces presented here represent the area of Eberron where you spent a large portion of your upbringing.

Riedra
Ability Score Adjustment: Your starting Intelligence score increases by 1.
Bonus Language: You can speak, read, and write Common, Riedran, and Quor.
Quori Menace: If an enemy deals psychic damage to you or succeeds on an ability check to charm, dominate, or frighten you, they automatically take 1d6+Int damage.

Khorvaire
Ability Score Adjustment: Your starting Wisdom score increases by 1.
Bonus Language: You can speak, read, and write Common and Quor.
Well Traveled Blade: When using your soulknife, if you have advantage on an attack roll or if you score a critical hit, you add your wisdom modifier to the damage roll.

Wednesday, April 17, 2013

DnDNext Eberron Shifter


Shifter
TraitsAs a Shifter, you have the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Low-Light Vision: In dim light, you can see just as easily as if you were in bright light.
Fighting Instincts: You gain the Martial Arts feat.  A shifter that takes a level in Monk may select a different Martial Feat in place of gaining Martial Arts as normal.
Beastly Movement: You have advantage on ability checks that involve Balance, Climb, and Jump.
Weretouched Ferocity: Twice per day, when you make a damage roll and get a result you dislike, you can reroll the damage and use either result.
Languages: You can speak, read, and write Common.
Subrace: Choose a subrace.   You may have disdain for or revel in your lycanthropic heritage.  Certain circumstances unleash an animalistic power within you.

Dreamsight Shifter
Ability Score Adjustment: Your starting Wisdom score increases by 1.
Blessing of the Moon: Hidden and invisible creatures do not gain advantage on attack rolls against you.  If a hidden or invisible creature hits you with an attack, you gain advantage against them if you target them with your next attack roll.

Razorclaw Shifter
Ability Score Adjustment: Your starting Strength score increases by 1.
Lycanthropic Hands: When you make a melee attack, if you deal maximum damage on a normal attack roll or if you score a critical hit, you can make a single unarmed attack as part of that same action after the first attack is resolved.  The second attack may target any creature within range.

Tuesday, April 9, 2013

DnDNext Eberron Warforged



Warforged
Traits
As a Warforged, you have the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting constitution score increases by 1.
Composite Plating: Your AC increases by 1 even if you are wearing armor, under the effect of a spell such as mage armor, using an ability like wild shape, or have a class feature like the barbarian’s Thick Hide and the monk’s Thoughtful Defense.
Attached Weapon: You can wield an attached weapon.  This weapon is part of your body, either as part of your creation or as a choice later in your life.  This weapon takes the place of one of your hands and is an extension of your forearm.  An attached weapon may be any one handed weapon and functions the same as if you were wielding it in one hand.  You have proficiency with any attached weapon.  All attempts to disarm an attached weapon automatically fail. An attached weapon cannot be detached against your will, but you can spend one minute detaching or replacing an attached weapon if you wish.
Big, Good, Strong Hands: You have advantage on all checks to Break an Object.
Tireless Sentry: Warforged do not need to sleep. Instead, they stand or sit, motionless and quiet, for 4 hours a day.  You still have the ability to observe your surroundings without ending your rest period.  You may react to your surroundings if you feel it is necessary, but taking any actions ends your rest period.  After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common.
Subrace: Choose a subrace.  Both the juggernaut and the vanguard were designed and constructed as machines of war, but filled different rolls in battle.

Juggernaut
Ability Score Adjustment: Your starting strength score increases by 1.
Front Line Infantry: You gain Charge and Bull Rush as bonus feats.

Vanguard
Ability Score Adjustment: Your starting intelligence score increases by 1.
Arcane Warfare: You know one cantrip from any spell list.  This cantrip must be a spell that is offensive in nature and causes direct hit point damage.  You may choose intelligence, wisdom, or charisma as your magic ability for this cantrip.  This choice must be made at character creation and cannot be changed.

Sunday, March 31, 2013

DnDNext Mounted Combat Rules


These rules seemed like a pretty major oversight in the 3/20/13 playtest packet, especially since the Paladin and his special mount was introduced.  These are some pretty basic, commonsense rules.

Other rules are in place based on my philosophy on mounts.  A high level or low level fighter who is built to be excellent at sword combat can reasonably buy a mundane long sword for 15 gp and use it effectively throughout combat. A high level or low level fighter who is built to be excellent at mounted combat should be granted the same level of effectiveness if he buys a 400 gp heavy warhorse. In 3.5 the only decent mounts to ride into combat were animal companions and Paladin mounts, because they scaled with level.  A mundane mount just died after a hit or two, at most.  In 4e this problem was solved by just removing mounted combat altogether.

The general idea is that a mount should be a useful tool that doesn't get killed one round into combat.  If you make it hard or unappealing to hit a mount with an attack, it will last longer in combat.

Targeting Mounts
-Attacks that target a mount with a rider have disadvantage.  Attacks that target a rider on a mount are resolved normally.

-Abilities, spells, and attacks that target an area that includes a mount and rider treat the mount and rider as two separate targets.  The attack targeting the mount still has disadvantage.

-When a mount is forced to make an intelligence, wisdom, or charisma ability check, make the check using the rider's ability score and relevant class features (such as Divine Grace) instead of the mount’s.

Moving
-A rider may direct the mount to move using the mount’s movement.

-A rider may dismount to any unoccupied space adjacent to the mount as part of a move by spending 5 feet of movement.  The rider may continue moving using his own movement if he has any remaining movement.

-A rider may mount when adjacent to the mount as part of a move by spending 5 feet of movement.  The mount may be directed to continue moving using its own movement if it has any remaining movement.

-Any forced movement that targets the rider or mount affects both individuals together.  The rider stays mounted.

Actions
-A rider may use his action to direct the mount to perform one of its actions, such as attack or use a special ability such as a Paladin Mount’s multiattack.