Saturday, December 16, 2023

Wayfinder (new class)

 The dwarves who spend their lives ranging out from their holds exploring the world below are known as wayfinders, here is a class for them!


Wayfinder


Requirements: Minimum CON 9, minimum WIS 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 8

Armour: Leather, chainmail, shields

Weapons: Any of appropriate size

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


 Wayfinders are dwarves who roam the world below marking the way for their compatriots.


Awareness

 While underground a wayfinder is only surprised on a 1-in-6.


Combat

 Wayfinders rely on stealth so are unable to use plate armour. Their stature means they can only use small or normal sized weapons. They cannot use longbows or two-handed swords.


Detect Traps

Wayfinders have a 2-in-6 chance of detecting non magical traps when searching in the wilds of the underworld.


Foraging and Hunting

When below ground wayfinders have a 2-in-6 chance when foraging and a 5-in-6 chance of finding prey while hunting.


Infravision

Wayfinders have infravision to 90’


Limited Possessions

 A wayfinder has the same possession limits as a Ranger.


Listening at Doors

Wayfinders have a 2-in-6 chance of hearing noises


Pursuit

When a party containing a wayfinder pursues a group underground there is a 10% lower chance of evasion.


Surprise Attack

When below ground a wayfinder has a 3-in-6 chance of sneaking up on a target, if successful the target is surprised.


Tracking

When below ground a wayfinder may track as a ranger of the same level.


After Reaching 8th Level

 Upon reaching 8th level the wayfinder gains 2d12 followers who may be other wayfinders or other demihumans of the deep as the referee sees fit.



Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d8

19 [0]

8

9

10

13

12

2

2,200

2d8

19 [0]

8

9

10

13

12

3

4,400

3d8

19 [0]

8

9

10

13

12

4

8,800

4d8

17 [+2]

6

7

8

10

10

5

17,000

5d8

17 [+2]

6

7

8

10

10

6

35,000

6d8

17 [+2]

6

7

8

10

10

7

70,000

7d8

14 [+5]

4

5

6

7

8

8

140,000

8d8

14 [+5]

4

5

6

7

8


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

Saturday, December 9, 2023

Battle Chanter (new class)

  Another dwarf subclass this week, this time the dwarf battle chanter!


Battle Chanter


Requirements: Minimum CON 9

Prime requisite: STR and CHA

Hit Dice: 1d6

Maximum level: 10

Armour: Any including shields

Weapons: Small or normal sized

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


Entering into battle chanting the sacred hymns of the dwarves the battle chanter bolsters their allies.


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


Combat

Battle chanters may use any type of armour. Their stature means they can only use small or normal sized weapons. They cannot use longbows or two-handed swords.


Infravision

Battle chanters have infravision out to 60’.


Listen

Battle chanters have a 2-in-6 chance of hearing noises when listening at doors.


Lore

From 2nd level, a battle chanter has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.


Warchant

 While the battle chanter chants in combat, allies within 30’ gain a +1 to all melee attack rolls, at third level they also gain a +1 to armour class, at seventh level they also gain +1 to saving throws and at tenth level +1 to damage rolls from melee attacks. The warchant lasts for three rounds or until the battle chanter takes damage.


After Reaching 10th Level

 Upon reaching 10th level a battle chanter may establish a chantry attracting 2d6 first level apprentices.



Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d6

19 [0]

8

9

10

13

12

2

2,200

2d6

19 [0]

8

9

10

13

12

3

4,400

3d6

19 [0]

8

9

10

13

12

4

8,800

4d6

17 [+2]

6

7

8

10

10

5

17,000

5d6

17 [+2]

6

7

8

10

10

6

35,000

6d6

17 [+2]

6

7

8

10

10

7

70,000

7d6

14 [+5]

4

5

6

7

8

8

140,000

8d6

14 [+5]

4

5

6

7

8

9

270,000

9d6

14 [+5]

4

5

6

7

8

10

400,000

9d6+3*

12 [+7]

2

3

4

4

6



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.


Saturday, December 2, 2023

Thane's Guard

A dwarf who is somewhere between a knight and a guard.


 Thane’s Guard


Requirements: Minimum CON 9, WIS 9, CHA 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 12

Armour: Any armour,  shields

Weapons: Any small or normal sized

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


Sworn to defend the thane of their hold, thane’s guard only leave their home on the orders of their liege, usually on a mission of great importance, occasionally serving as diplomats or emissaries.


Alignment: A thane’s guard must have the same alignment as their thane. Thane’s guard who bring dishonour upon their liege are cast out, losing their class benefits, their only hope of redemption being to take the slayer oath.


Awareness

 Thane’s guard can only be surprised on a 1-in-6.


Combat

Thane’s guard can use all types of armour. Their stature means they can only use small or normal sized weapons. They cannot use longbows or two-handed swords.


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 Invisible

 Vigilant in their watch thane’s guard have a 1-in-6 chance to detect invisible creatures and a 2-in-6 chance to detect hidden creatures.


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

Thane’s guard have a 2-in-6 chance of hearing noises rising to 3-in-6 at 4th level, 4-in-6 at 7th level and 5-in-6 at 10th level.


After Reaching 9th level

 To advance to 9th level a thane’s guard must defeat the existing captain of their liege’s guard in single combat at which point they become the new captain of the thane’s guard with all the rewards and responsibilities involved.


Thane’s Guard Progression

 Thane’s guard use the same progression table as regular dwarves.


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

Fallen Dwarf Hold Generator

 I am putting together a series of tables for those who wish to create a Moria or Erebor for their own campaign. Reclaiming fallen dwarven h...