Messengers, representatives, and ambassadors, those who have studied at the college of heraldry (known as Heralds) have great knowledge of nobles, history, and those in charge. They are invaluable assistants and charming companions to nobles and knights alike, and have the capacity to participate in thrilling heroics themselves.
Bonus Proficiencies From 3rd level, when you select this college, you gain proficiency in one gaming set, one musical instrument, and one language of their choice, as well as the History skill. When making a skill check with History, you may add double your proficiency bonus. In addition, you may add your proficiency bonus to any saving throws to avoid becoming frightened. Cheer and Jeer From 3rd level, as a reaction when an opponent you can see within 30 feet rolls a natural 1, you can spend your reaction to grant them disadvantage on their next d20 roll. As a reaction when an ally you can see within 30 feet rolls a natural 20, you can spend your reaction to grant them temporary hit points equal to 1d6 + your proficiency bonus. Inspired By Example From 6th level, when an ally you can see within 30 feet succeeds on a saving throw against which you also need to save, you gain advantage on the saving throw. Allies within 30 feet who can see you gain a bonus equal to your proficiency bonus, on saving throws to avoid becoming frightened. Renewing Inspiration From 14th level, when you or an ally uses one of your bardic inspiration dice, they also regain hit points equal to double the number rolled on the bardic inspiration die. Some warriors prefer caution and careful tactics to win the day- but not the gallant. Throwing caution to the wind, the gallant is one who lives their life to the fullest, dancing a line between bravery and foolhardiness narrower than a thread. A gallant is one whose prowess is undoubted and unfettered.
Unfettered From 3rd level, when you select this archetype, you gain the Dueling fighting style. If you already have this fighting style, you may choose another fighting style of your choice. Reckless Swashbuckling From 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack in a turn, you can decide to attack recklessly. If you do so, your melee weapon attacks inflict an additional amount of damage equal to your proficiency bonus until the start of your next turn, but all attack rolls against you until the start of your turn have advantage. Joyous Guard From 7th level, when you take the Dodge action, you gain advantage on your next weapon attack roll. In addition, you gain proficiency in Dexterity saving throws. Action Surge From 10th level, you can use your action surge twice before a rest, but only once on the same turn. When you reach 17th level, you can use this three times before a rest, but still only on the same turn. Counter-Attack From 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat that attack against another creature (other than itself) of your choice. Relentless Attack From 18th level, your probing attacks lead your foes into errors, and none can hope to hold out against you for long. If you miss an opponent with one of your attacks, your next attack against that opponent before the start of your next turn is made with advantage. Also posted on Game Masters Stash on 9 July 2021, and modified after feedback. A famed and feared pirate, 'Laughing' Loretta is a reaver, a murderer, and a desecrator of sacred places. Once a privateer of the King's Navy, she was left to die on the flaming decks of her ship by her less-than-loyal crew, and the monster that survived swore vengeance on every mother's son who sailed under the King's flag. Over the last fourteen years she has raised a fleet of four of her own ships, and used them to sink no less than sixteen of the Navy's vessels, sacked four ports, burned two temples to the ground, and been responsible for hundreds of associated deaths. Her deeds are legendary, and the King's Navy set a price of 5,000 gold pieces for her death or capture over a decade ago.
Now, she has committed an act which has dramatically escalated the urgency- Loretta has staged an assault on the King's Port itself, shredding his prized galleon and sinking it to the bottom of the harbour in flames, demolishing a part of the palace with cannon-fire, and looting the treasury, which included relics of the royal family itself. The crown has increased the offer to 10,000 gold pieces and a noble title, payable immediately upon delivery. This prize has attracted ne'er-do-wells, other pirates, and bold merchant-warriors keen to make their fortune, but the wily and power-drunk pirate has made her lair in an old fort on the distant Isla Aratoria. There, she is defended by her wild and dangerous crew, flush with success and vicious in their revels. Rumour says she has also made some sort of pact with a sea serpent to defend the waters surrounding her island. But perhaps some of her past crew, abandoned in a prison complex some years ago, can be persuaded to share the secrets they knew? The quest to find the Pirate Queen will be a long and dangerous one, but perhaps one worth a noble sum? Also posted on Game Masters Stash on 8 July 2021. The Necromerchant is a disquieting and unsettling trader, one who travels by magical means and appears in places unexpected. Their stock in trade is necromantic objects and materials, and their offers are sometimes startling- the price sometimes involves the body (or parts thereof) of someone recently deceased, oftentimes only moments beforehand. They might request a lock of hair of someone who has died, the ashes of someone who was disintegrated, the head of a king, the fingers of an archer, or something similar.
Here are some of the goods that the Necromerchant might offer in trade: 1. Thief's Hand: The mummified hand of a thief, guaranteed to open any lock. By lighting one finger of the hand, the user can cast Knock. Once all five fingers have burned down, the grisly relic loses its power. 2. Ghoul Throat: The throat of a hanging victim, to be wrapped like a scarf around the wearer's throat. While worn, it allows them to speak perfectly with the previous owner's voice and idioms. After an hour, it shrivels and withers to dust. 3. Dead Eyes: These flexible lenses filter the world in shades of wispy grey, and confer disadvantage on any Perception checks which rely on sight, while worn. However, the user is immune to any gaze attacks which rely on making eye contact. 4. Saint's Fingerbone: If used as an additional material component while casting a spell which inflicts radiant or necrotic damage, the target has disadvantage on saving throws against your spell. 5. Unearthly Femur: The thighbone of an ancient hero, able to absorb one last spell. On a failed saving throw against a spell which would damage or cause a condition to affect the user, this bone can be used to counter the spell's effects, crumbling away to glittering dust in the process. 6. Corpse Britches: Made from the flayed skin of a willing victim, these thin leather pants adhere to the wearer's skin permanently. Thereafter, a single gold piece can be drawn from the 'pocket' of the britches. Once this ability has been used, the wearer must finish a long rest before the ability can be used again. Also posted on Game Masters Stash on 7 July 2021. This innovative spell conjures a momentary rift to the infernal planes inside the target's body, causing catastrophic damage to the, even if they are not instantly destroyed. Its use is horrific, cruel, and immediately outlawed by any right-thinking society.
REAVE 6th-level Conjuration (Sorcerer, Warlock spell) Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth 500 gp) Duration: Instantaneous You tear a momentary planar rift within the body of a target you can see within range. A creature targeted by this spell must make a Constitution saving throw. On a failed save, the target takes 10d8 + 20 force damage. On a successful save, the target takes half damage. If this damage reduces the target to 0 hit points, the target is immediately slain. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Also posted on Game Masters Stash on 6 July 2021. At the end of the day, what we're all here for is sharing some fun with our friends. It's what I look forward to every Friday night- geting together, sharing a meal, catching up on the week- and then getting back to our adventures through fantasy worlds.
Through my writing for Game Masters Stash, I was reached out to by Obsidian Portal, who I posted about previously. They've generously offered a full year's membership at Ascendant level as a giveaway for one lucky reader. So what I'm going to do is ask people to to tell me a story of your adventuring party or your game world in the comments here, or over on Game Masters Stash, by midnight Friday next week 9 July 2021 (Australian Eastern Standard Time, or GMT +10). I'll note everyone down and randomly draw a winner, who'll be announced next Saturday, and then put you in touch with Obsidian Portal to collect your winnings. So, think about the best tales you can tell (edit for appropriateness of audience, if you'd be so kind- something a company won't mind using for publicity), and you could be the very lucky winner of your own Obsidian Portal account! Also posted on Game Masters Stash on 3 July 2021. The Starcleaver Blade is a jagged, heavy, asymmetrical shortsword with a bulky, disc-shaped handle. Its blade hums oddly, and the spherical gems placed in the handle and pommel sparkle and wink at odd times. It is said that the blade was forged by some alien race, and it seems to strike sparks when it cuts through magical energies.
STARCLEAVER BLADE Weapon (shortsword), unique You gain a +1 bonus to attack and damage rolls made with this magic weapon. This shortsword has the Versatile (1d8) quality. If the target has spells active on them, you have advantage on attack and damage rolls made with this weapon. Also posted on Game Masters Stash on 2 July 2021. Quests with magical causes can make for some of the more interesting and exciting adventures.
Here are a few you can use for your game: 1. Archmage's Labyrinth: An archmage renowned for their intricate traps and tricks has died, seemingly of natural causes. One minute after their funeral, an arcane message appears on every street corner across the continent in fiery letters, promising the path to the archmage's hidden library of spells if they can only solve the riddles included. The messages burn out after a minute, leaving only what people have written down or can remember, and leaving an entire continent's worth of mages and treasure-hunters trying to race each other to the destination. 2. Redemption: A captured prisoner from the Wytch Clans has promised to make amends for her actions in the war. However, her behaviour leads others to believe she may have some ulterior motive, and the members of her clan are gathering outside the city. In the meantime, she stalks the confines of her cell, a confident snarl on her face. 3. Discovery: Rumours of a new lethal kind of magic spell are sweeping the streets. An orphan is the only survivor of the spell's aftermath, and several factions, including the worshippers of a demon cult, the apprentices of a powerful mage, and magic-hating nihilist barbarians are all on the lookout for the child, and the PCs may be the key. 4. Electromagical Pulse: A brilliant star-flare of magical light appears over the city, and all of the magical effects in the city blink out. While this is inconvenient for those wielding magic in the short term, long-term effects protectin the city and ancient wards alike are gone too, and perhaps long-imprisoned foes are able to escape their bindings... 5. Divine Death: The ground quakes and the minds of worshippers are thrown into anguish as they feel the murder of a deity itself. Its energy is consumed utterly, leaving a gaping hole in the pantheon, and escalating tensions as the gods themselves struggle to understand such an unthinkable murder. 6. Network Connectivity Issues: A network of portals is discovered, each leading to strange and curious locations. A team of explorers is assembled to map the network as thoroughly as they can, and discern the meaning for the network itself. Also posted on Game Masters Stash on 1 July 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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