Because of life, chaos, and what have you, expect a minor delay on my stuff. More Eberron, Villain PC Options, and whatnot on the way. After that, I’ll probably be open for requests once more!
The Last War brought many devastating effects upon the domain once known as Cyre. Among the atrocities that dwell in this wasteland is spells that have taken a life of their own. These so-called “Living Spells” have the ability to channel raw arcane power into their attacks, functioning just like the spells that spawned them. Some are troublesome, like a Living Friends spell (since Living Spells rarely speak). Others are truly horrifying, such as a Living Horrid Wilting spell. As it shouldn’t come as a surprise, these “creatures” are quite resistant to the very magicks that spawned them.
Beyond the Eberron Campaign Setting, there is plenty of opportunity to utilize this arcane foe. For those planning on using the Spellplague setting for the Forgotten Realms, these can easily be accidental creations of said epidemic. If you’re someone like me who ignores the spellplague timeline, there are other alternatives. Take the mageocracies of Halruaa and Thay. By all means, these creatures can be failed experiments left to roam the wilderness outside of their civilization. Now, this would be something more akin to Red Wizard tampering, other societies are certainly capable of such abominations too. For a setting like Planescape, these are likely spells miscast in planes like the Positive Energy plane or even Limbo! Perhaps a wild surge quite literally brought the spell to life!
Diving into my old and new Dark Sun books (as well as replaying Baldur’s Gate) gives me an interesting idea, a weapon property that characters can obtain (BUT DON’T WANT!)
Feeble: “The quality of you weapon has seriously degraded overtime. Perhaps the materials that crafted for your weapon were either meant to be temporary or not intended for constant stress. While wielding this weapon, targets have resistance to its damage. Targets that have resistance to non-magical weapons are immune to attacks from this weapon. Furthermore, rolling a Natural 1 on the die destroys this weapon. In addition, armor with the feeble property grants -1 AC penalty upon any armor above leather. If a target scores a natural 20 against your armor, it shatters. However, if either the target or attacker is wielding a feeble weapon and the other has feeble armor, this quality is ignored. However, the Nat 1/Nat 20 rule still applies.”
Now, this is pretty damn harsh! How would it be applicable? Perhaps a recreation of the Iron Crisis/Bhaalspawn saga would work for this? Maybe the majority of weapons in Athas would carry this trait (considering they’re mostly made of rock and bone, something I can’t imagine taking too much abuse before breaking.)
On top of that, I’d probably replace the Rust Monster’s ability with the ability to make weapons feeble. Furthermore, if it attacks a feeble weapon, it is automatically destroyed. 5E Rust Monsters are a lot more intimidating than their 4E counterparts, but they’re still not scary. To be fair, the Tarrasque needs some fun buffs as well.
Here’s some alternatives to the Fighter’s Second Wind mechanic, for people (like me) who’d rather replace it with something else. Enjoy!
- Pain Mastery – Gain advantage on all attacks and strength and constitution checks and saving throws until the start of your next turn. Suffer fighter level damage. This damage cannot be reduced. Gain 10 + fighter level temporary HP. If you take damage these temporary HP are lost first and they go away after 5 minutes. 1/ Short Rest
- Intensive Training – Gain 6 (1d10) + Con Level bonus Maximum HP at1st level
- Healing Resolve – 1/Short Rest – Gain 1d10 + Con HP when healed by someone else
- Second Temp – Fighter gains Temp HP instead. Possibly make it so it DOESN’T exceed Fighter’s maximum HP.
- Damage Resistance – 1/Short rest, Subtract Con Mod from Bludgeoning/Slashing/Piercing damage for 1 round. This DOES stack with Heavy Armor Mastery.
- ALT Resistance – 1/Short Rest, use Second Wind to gain Resistance against the next attack to hit you.
- Parry – 1/Short Rest, use a reaction to deduct 1d10+Level damage from an attack.
- Incredible Resilience – You gain an extra d10+Level HP when taking a short rest (or long rest, if using a variant healing rule set). You do not have to spend a hit die when using this ability, but you still can on top of HP gained from the ability.
Source – Monty Python and the Holy Grail
So, I don’t have as much time to craft content. As a result, I’ll be sharing the house rules I originally posted on my tumblr blog in between regularly scheduled posts.
EDIT: These are due for a remake. I’ll probably get around to it soon.
“Come at me, Primer Berk!”
The World of Eberron faces no extraterrestrial menace so great as the Daelkyr! These alien beings may look uncanny and familiar, but they’re anything but. Fortunately, they’re sparsely seen. Those who have had contact with their home realm of Xoriat have ended up permanently mad, horribly mutilated, or warped by vile experiments. Among those experiments were the victims of the Daelkyr War; goblinoids and other such creatures that valiantly fought against these eldritch horrors. Those who failed were captured and mutated into unique horrors of their own. Countless hobgoblins, goblins, bugbears and more were destroyed beyond recognition. Their old identities were lost to history as their new horrid forms began to surface from dark depths and wicked wastes. Few understand the meanings behind these atrocities.
The original draft, which I consider to be quite unbalanced in one way or another, has been removed. The updated version of the crunch is available via “Zoanthropes – A Collection of Werebeasts” via DM’s Guild. It will likely receive a final revision though.