Sunday 24 October 2021

Sunbolt

Sunbolt is a new 3rd level spell for Dungeons & Dragons 5th Edition for use by Clerics, Druids, Sorcerers, and Wizards.



Blinding Flash

Blinding flash is a new cantrip spell for Dungeons & Dragons 5th Edition available to clerics, druids, sorcerers, and wizards.





Mercury Draconic Bloodline

The Mercury Draconic Bloodline is a homebrew subclass for the Sorcerer class in Dungeons & Dragons 5th Edition. Unfortunately these rules cannot be published for use on DnD Beyond as it is considered too close to the normal Draconic Bloodline.


Dragon Ancestor

You have a mercury dragon as your ancestor. You are associated with the radiant damage type, which is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Mercury Dragon

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Mercurial Spells

1st-level Mercury Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Mercurial Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or evocation spell from the sorcerer, warlock, or wizard spell list.

Mercurial Spells
SORCERER LEVEL SPELLS
1st Blinding Flash (Homebrew Spell), guiding bolt, absorb elements
3rd blindness/deafness (Blindness effect only), invisibility
5th daylight, Sunbolt (Homebrew Spell)
7th sickening radiance, polymorph
9th control windswall of light

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals radiant damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to radiant damage for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Mercury Dragonborn

I love mercury dragons, and it is disappointing not to have Mercury Dragonborn, so here is my homebrew for them. For the most part it follows other Dargonborn but with changes that fit a Mercury Dragon's build, abilities, and temperament. This race has been published on DnD Beyond for your use there.


Mercury Dragonborn

Dragonborn that share ancestry with Mercury Dragons are incredibly rare. They are visibly different from other Dragonborn, with a lithe frame and fine, mirror-like scales that reflect even the faintest of light. When young their eyes are purple with yellow irises, which change as they mature to take on the same colour as their scales, making Mercury Dragonborn look like moving statues of liquid metal. While other Dragonborn are strong and hardy, the Mercury Dragonborn are agile creatures. With their unusual and vibrant appearance they cannot help but draw attention to themselves.

The differences are not all physical. Mercury Dragonborn share their draconic ancestor's connection to the Elemental Chaos, making them chaotic by nature. They often find it difficult to keep to one task for long lengths of time, finding themselves getting bored and searching for new experiences. They are almost always good, but their often strange and unpredictable nature may find this, at times, difficult to convey.

These Dragonborn rarely share their cousins' desire for gold and gems. To Mercury Dragonborn collecting such wealth has little meaning. They are far more likely to hoard strange trinkets, and dislike duplicates of trinkets they already possess. This in no way means that they are not aware of the value gold and gems have for others, and have been known to use such wealth to exchange for items that take their interest.

Mercury Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase

Your Dexterity score increases by 1, and your Charisma score increases by 2.

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. Mercury Dragonborn are usually Chaotic Good.

Size

Echoing their Mercury Dragon heritage, Mercury Dragonborn are shorter and more slender than other Dragonborn, averaging around 6 feet tall and 200 pounds. Your size is Medium.

Radiant Glow

You know the light cantrip.

Speed

Your base walking speed is 30 feet.

Draconic Ancestry

You have mercury draconic ancestry.

Breath Weapon

When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 Radiant damage on a failed save, and half as much damage on a successful one. Undead and oozes have disadvantage on this save. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Damage Resistance

You have resistance to radiant damage.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Metallic Breath Weapon

At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:

  • Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
  • Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

D&D 5th Edition Mounts & Mounted Combat

 It's been a long time since I have posted anything here. I've been playing D&D regularly and it has reawakened the rules writing part of my brain.

Here is the first document I will be uploading. D&D 5th Edition Mounts & Mounted Combat replaces and expands on the rules contained in the Player's Handbook to address several points that the published rules either don't cover or aren't clear on.

Download the PDF here.

Sunday 7 October 2018

Age of Sigmar Tale of Gamers - Month 5

My choices for Month 5 and 6 are going to be more Skeleton Warriors to build up my other two units of skeletons to 20-strong each. This will also allow me to save up from my budget for a big purchase in the new year.


Saturday 29 September 2018

Age of Sigmar Tale of Gamers - Month 4 Finished

With my Month 4 choices finished I have been able to boost one of my Skeleton Warriors units up to a more survivable 20-strong, and having Vlad brings in that great dynamic with him and Isabella.