Sunday, November 26, 2023

Barbarian for Shadowdark (new class)

 Barbarian



 Brutal warriors of the wilds who are suspicious of arcane magic.


Weapons: Any.


Armour: No armor or shields


Hit Dice: 1d8


Agile Fighting. Your armor class is 10 + your dexterity and constitution modifiers.


Illiterate. Barbarians are unable to read.


 Rage. You may give in to your inner rage a number of times equal to half your level rounded up per day. Your rage lasts at most six rounds.


 When raging you do an additional weapon dice of damage and have advantage on strength checks and saves.


Suspicious. Barbarians will not willingly come under the effects of arcane spells.



Barbarian Talents

2d6 Effect

2 Your rage deals +1 dice of damage.

3-6 +1 to melee and ranged attacks

7-9 +2 to Strength, Dexterity or Constitution score

10-11 +1 to AC

12 Choose one option from the table

Saturday, November 18, 2023

Runesmith (new class)

 Continuing the exploration of potential dwarf subclasses here is the runesmith, a class for creating magic weapons and armour. This is still a work in progress so rune system to follow.


Runesmith


Requirements: Minimum CON 9

Prime requisite: STR and INT

Hit Dice: 1d6

Maximum level: 10

Armour: Any, including shields

Weapons: Small or normal sized blunt weapons

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold


Prime requisites: A runesmith with at least 13 STR and INT gains a 5% bonus to experience. A runesmith with at least 13 STR and at least 16 INT gains a 10% bonus.


Combat

Runesmiths can use all types of armour. Due to their short height, dwarves can only use small or normal sized weapons and as a runesmith they may only use blunt weapons.


Detect Construction Tricks

As expert miners, dwarves have a 2-in6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Detect Room Traps

Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching.


Infravision

Dwarves have infravision to 60’

.

Listening at Doors

Dwarves have a 2-in-6 chance of hearing noises.


Lore

 A runesmith has a 2-in-6 chance of knowing the lore pertaining to magic weapons and armour, this includes knowing their abilities.


Runesmithing

 Runesmiths may create magic weapons and armour using the runes they know. The time and cost of these items is decided by the referee.

 Rune book: Runesmiths carry rune books containing the formulae for runes. The level progression table (below) shows both the number of runes in the runesmiths’s rune book and the number they may learn, determined by the character’s experience level. Thus, a 1st level runesmith has one rune in their rune book, selected by the referee (who may allow the player to choose). The list of runes available to runesmiths is found below.


 After reaching 9th level

 A runesmith may found a master forge upon reaching 9th level attracting 1d6 apprentices of first level.



Saving Throws

Runes

Level

XP

HD

THAC0

D

W

P

B

S

T1

T2

T3

1

0

1d6

19 [0]

8

9

10

13

12

1



2

2,200

2d6

19 [0]

8

9

10

13

12

2



3

4,400

3d6

19 [0]

8

9

10

13

12

2



4

8,800

4d6

19 [0]

6

7

8

10

10

3

1


5

17,000

5d6

19 [0]

6

7

8

10

10

3

1


6

35,000

6d6

17 [+2]

6

7

8

10

10

3

2


7

70,000

7d6

17 [+2]

4

5

6

7

8

3

2


8

140,000

8d6

17 [+2]

4

5

6

7

8

4

3

1

9

270,000

9d6

17 [+2]

4

5

6

7

8

4

3

1

10

400,000

9d6+3*

17 [+2]

2

3

4

4

6

5

3

2














Saturday, November 11, 2023

Slayer (new class)

 Do you have a dwarf PC that has brought shame on themselves and their ancestors? Redeem them by seeking a worthy death after taking the slayer oath!


Slayer


Requirements: Minimum CON 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 12

Armour: No armour or shields

Weapons: Any small or normal sized melee

Languages: Alignment, Common, Dwarvish, Gnomes, Goblin Kobold.


 Slayers are dwarves who have shamed themselves and taken the slayer oath in an attempt to regain their honour. Slayers seek death against a worthy foe in battle.


 Agile Fighting

 Due to fighting without armour, slayers gain +1 AC at 4th, 6th, 8th and 10th level.


Combat

 Slayers use no armour or shields. Like dwarves they can only use small or normal sized weapons. Slayers can not use ranged weapons or two handed-swords.

 Oath: In battle a slayer must seek out the most powerful foe possible.


Detect Construction Tricks

 As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Detect Room Traps

 Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching.


 Infravision

Dwarves have infravision to 60’,


 Limited Possessions

 Slayers may only keep possessions which they can carry upon them and are limited to three magical items.


Listening at Doors

 Dwarves have a 2-in-6 chance of hearing noises.


 Slayer Oath

 All slayers take an oath to give up all other concerns and seek atonement by death in battle against a worthy opponent. Slayers who fail to live up to their oath are cursed by their ancestors.

 Leveling Up: A slayer with enough experience points to level up must slay a monster of hit dice equivalent to their current level to reach the next level.

 Title: A slayer is known by the creature they last slayed to advance, thus a slayer who leveled up by killing a Troll has the title Trollslayer.


 After Reaching 9th Level

 A slayer may only acquire a stronghold by freeing a fallen dwarf hold. Other dwarves will be drawn to the cause of reclaiming a lost hold and dwarf settlers will make their home the reclaimed hold.


 Slayer Level Progression

 Slayers use the same level progression table as regular dwarves.


Saturday, November 4, 2023

Dwarf Cleric (new class)

 With a few suggestions from people on the 3d6dtl discord server I've put together what a dwarf cleric class might look like, it includes a modified spell list with some new spells!


Dwarf Cleric




Requirements: Minimum CON 9 and WIS 9

Prime requisite: STR and WIS

Hit Dice: 1d6

Maximum level: 8

Armour: Any, including shields

Weapons: Small or normal sized blunt weapons

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold


Prime requisites: A dwarf cleric with at least 13 STR and WIS gains a 5% bonus to experience. A dwarf cleric with at least 13 STR and at least 16 WIS gains a 10% bonus.


Combat

Dwarven clerics can use all types of armour. Due to their short height and religious restrictions, dwarven clerics can only use small or normal sized blunt weapons


Divine Magic

Holy symbol: A dwarven cleric must carry a holy symbol.

Deity disfavour: Dwarven clerics must be faithful to the tenets of their alignment, clergy, and religion. Dwarven clerics who fall from favour with their deity may incur penalties.

Magical research: A dwarven cleric of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a dwarven cleric reaches 8th level, they are also able to create magic items.

Spell casting: The level progression table (below) shows the number of spells a dwarven cleric may memorize, based on their experience level. The list of spells available to dwarven clerics is found in Cleric Spells.

Using magic items: As spell casters, dwarven clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).


Detect Construction Tricks

As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Infravision

Dwarves have infravision to 60’.


Listening at Doors

Dwarves have a 2-in-6 chance of hearing noises.


Turning Undead

A dwarven cleric may turn undead in a manner equivalent to a character of the cleric class possessing the same level.


After Reaching 8th Level

A dwarven cleric may construct a stronghold. If the dwarven cleric is in favour with their deity, the construction costs are halved, due to divine aid.


When the stronghold is complete, 5d6 × 10 dwarves of level 1–2 will arrive to serve the dwarven cleric. These followers are completely devoted to the dwarven cleric, never checking morale. 



D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

† At 1st level, a dwarf cleric may only pray for the mending spell.




Spells




1st Level


Cure Light Wounds (Cause Lt. Wounds)

Detect Evil

Detect Treasure

Light (Darkness)

Mending

Protection from Evil

Remove Fear (Cause Fear)

Resist Cold


2nd Level


Ancestor’s Protection

Find Traps

Heat Metal

Hold Person

Know Alignment

Resist Fire

Silence 15’ Radius

Speak with Ancestors


3rd Level


Continual Light (Continual Darkness)

Cure Disease (Cause Disease)

Grudge (Remove Grudge)

Stone Shape

Locate Object

Striking


4th Level


Create Passage

Cure Serious Wounds (Cause Sr. Wounds)

Neutralize Poison

Protection from Evil 10’ Radius

Speak with Stones

Stoneskin


5th Level


Animate Object

Commune

Dispel Evil

Fabricate

Oath (Break Oath)

Stone to Flesh (Flesh to Stone)



Detect Treasure

1st level Dwarf Cleric Spell

Duration: 3 turns

Range: 120’


 The caster knows the direction of but not the distance to the largest deposit of precious metals and stones in range.


Mending

1st level Dwarf Cleric Spell

Duration: Permanent

Range: 10’

 

A single non-magical object is returned to working order. The maximum size of the object is 1 cubic foot per level of the caster.


Ancestor’s Protection

2nd level Dwarf Cleric Spell

Duration: 6 turns

Range: 60’


 All allies in a 20’ square not currently in combat gain +1 to saving throws and morale rolls.


Heat Metal

2nd level Dwarf Cleric Spell

 

As per the druid spell of the same level.


Speak with Ancestors

2nd level Dwarf Cleric Spell

Duration: 1 turn

Range: The Caster


 The caster receives a positive or negative reaction to one question based on the wisdom of their ancestors.


Grudge (Remove Grudge)

3rd level Dwarf Cleric Spell

Duration: Permanent/Instant

Range: Touch


 If the subject fails their save vs spell their name magically inscribed in the fabled book of grudges marking them as an enemy of all dwarven kind.


 Effects: The subject can not use any items of dwarven make, is unwelcome in all dwarven communities, has a -6 on all reaction rolls with dwarves and dwarves have a +2 to their attack rolls against the subject.


Reversed: Removes the subject's name from the book of grudges.


Stone Shape

3rd level Dwarf Cleric Spell

Duration: Permanent

Range: Touch

 

Reshapes an area of stone or rock as the caster desires. Area affected is 3 cubic feet per level of the caster.


Create Passage

4th level Dwarf Cleric Spell

Duration: 3 turns

Range: 30’


 A 4’ diameter hole is temporarily opened in a solid rock or stone, forming a passageway up to 10’ deep.


Speak with Stones

4th level Dwarf Cleric Spell

Duration: 3 turns

Range: 30’


This spell has two usages:

Normal stones: Communication with normal stones or rocks. The caster may ask simple questions and the stones or rocks will reply with a general feeling or memory of something they witnessed .

Monstrous stones: Communication with stone-like or stone-based monsters.


Stoneskin

4th level Dwarf Cleric Spell

Duration: 6 turns

Range: Touch

 

A willing creature’s skin is turned to stone protecting it from non-magical attacks for the duration of the spell.


Animate Object

5th level Dwarf Cleric Spell

Duration: Concentration

Range: 120’


 A non-magical object of up to 12 cubic feet in size is brought to life under the casters command.

Movement: the object moves at 30’ per round.

Concentration: If the caster moves or loses concentration the spell ends.

Hit points & damage: Should be determined by the referee based on the type of object.



Fabricate

5th level Dwarf Cleric Spell

Duration: Permanent

Range: 120’

 You transform up to 10’ cubes worth of material into any non-magical object.


Oath (Break Oath)

5th level Dwarf Cleric Spell

Duration: Permanent/Instant (Break Oath)

Range: 30’


 The caster binds the subject to an oath. Oaths are usually undertaken to repay a debt such as sparing a life or as penance for an offense or shame.


Examples: Exile, seeking death against a worthy foe, recover an important artifact, free a lost hold or service to the caster.

Saving throw: The subject may save versus spells, with success indicating that the quest has no effect.

Refusal: Subjects who refuse or break their oaths come under a grudge.


Reversed: Break Oath

 By reverse casting the spell the original caster or a member of the same order can end an oath spell.


Stone to Flesh (Flesh to Stone)

5th level Dwarf Cleric Spell


 As per the 6th level Magic User spell.


Fuzanglong Legionnaire (new class)

 It has been a while, here is some lore and a new class. Fuzanglong Legion  Sallying forth under the banner of a green dragon the Fuzanglong...