Wednesday, June 20, 2018

Have You Talked With Your Totem Lately?


The idea of totem creatures or, similarly, "spirit animals," can be a touchy one. The word "totem" comes from a culture indigenous to the Americas, and sometimes it seems like the implementation of totem spirits, power animals, or spirit animals borrows a little too heavily from sacred Native mythologies.
The idea behind totems is animism, that everything (or almost everything) possesses a spirit, and it is not unique to the Americas. Animist beliefs can be found in different forms and spiritual practices all over the world. It is no surprise that this mysticism has found its way into fiction and into Dungeons & Dragons.

3.x had the spirit shaman, a divine caster similar to the druid who interacted with spirits rather than focusing on animals and plants. The spirit shaman's "guide" can take one of many animal forms, and has characteristics listed for each form. Ostensibly, it is the spirit shaman's connection with this guide that lives within their mind and soul that grants them their power. However, the guide is not like the 3.x druid's animal companion, nor is it like a familiar that grants different benefits depending on which creature is selected. There is nothing about choosing one spirit guide over another that makes them unique in terms of game mechanics.

Dis mah spirit animal. (Photo by Vadim B from Pexels)
5e codified the "totem barbarian" archetype, which had probably been kicking around for a while, and I believe showed up in the 3.x Unearthed Arcana book. You do gain different benefits depending on which animal is chosen as your spirit guide, but the spirit itself means almost nothing.
Totem spirits are too often, in my opinion, used either as justifications for abilities or are simply seen like a tool. Use them to overcome some task, and put them away when you're done. I've seen jokes about wizards forgetting that their familiars even exist until they're needed to sneak into a place or deliver a touch spell or whatever familiars can do these days. Spirit guides or spirit animals are often treated the same way.
Why?
The premise of a spirit, as far as I can understand, is that it represents a consciousness, an intelligence. If a player has a spirit animal or totem animal, what this means to me as a GM is that I have a ready-made NPC, with a natural connection to that character!
In the day-to-day, the spirit guide might not have much of a presence, staying to the sidelines the way a cleric's deity doesn't directly interact with a cleric. However, in times of crisis, why not have the spirit guide reach out to the character? Or, better yet, why not have the character reach out to their spirit guide?

In the 5-year (off and on) campaign that I ran, things like trance and meditation were common. We had a barbarian with the Altered State feat (Dragon Magazine #332) that allowed him to commune with the spirit realm. We quickly changed the benefit of the feat when it turned out he was mostly interested in it thematically and not in having an animal spirit.
We had a monk who used to meditate, and sometimes his meditation would allow him to transcend his physical body and travel spiritually, even engaging in spiritual battles.
We were in the Eberron setting, and though the characters were transplanted from Greyhawk (interdimensional airship, it's a long story), they each began to manifest complex dragonmarks. In Eberron, each dragonmarked house has an associated magical beast. Some of the creatures are embraced in a metaphysical way, while some simply serve as mascots.
The half-orc barbarian manifested the Mark of Finding, associated with House Tharashk. Since he had no interest in an animal totem, I eventually had him encounter a dragonne, the beast of Tharashk, on one of his spiritual journeys. The spirit dragonne served as a guide and companion, and it was not until near the end of the campaign that he actually tried speaking with it in Draconic. The dragonne became like a mentor to the character.

It is easy to accept the flashy, overt magic in Dungeons & Dragons. Wizards and other casters sling spells, and clerics receive divine guidance that gives them +X to this, or +Y to that. But does magic always have to be so overt?
The quiet trance, the whispered prayer, the subtle spirit guide, these things can all have a role in your game as well, and my world, at least, was richer for it.

Tuesday, June 19, 2018

Inspirations: College of Treachery (Psionic Bard Archetype)

This is part of my Inspirations series: works that will potentially be forever untested or incomplete, but serve as ideas or inspiration to players and GMs of D&D and other TTRPG systems.

Today's article focuses on a psionic archetype for the bard class, similar to the way the Circle of the True Communion adds psionics to the druid class.

Photo by Ozan Safak on Unsplash


College of Treachery

The College of Treachery is not likely a real or formal name, but rather is the common term for one or many hidden organizations that teach these secret techniques. Rumors abound of hidden psionic houses or lineages that demand a heavy price to learn such talents.
These bards often specialize in spycraft and lead double lives. For some, it is a calling to king and country. For others, perhaps their roots tie back to the hidden masters that trained them. More sinister bards of this college may be surface agents for ancient mind flayer cabals. While bards of this "college" may not fare well in a physical fight, you are unlikely to ever get them in such a position.
They are terrifying and merciless, and are not to be underestimated.

Level Cantrips Psi Points Psi Limit Disciplines Known College Powers
1 2 -- -- -- --
2 2 -- -- -- --
3 2 2 1 1 Psionics, Talent, Sleeper Agent, Thought Spy
4 2 4 2 1 --
5 2 8 2 1 --
6 2 13 2 2 Talent, Beneath Notice
7 2 15 3 2 --
8 2 18 3 2 --
9 2 18 3 2 --
10 3 22 4 3 Magical Secrets or Psionic Secrets
11 3 22 4 3 --
12 3 22 4 3
13 3 22 5 3 --
14 3 27 5 3 Talent, Persona Immersion, Magical Secrets or Psionic Secrets
15 3 27 5 4 --
16 3 27 6 4 --
17 3 27 6 4 --
18 3 36 6 4 Magical Secrets or Psionic Secrets
19 3 36 7 4 --
20 3 36 7 5 --

Psionics:

Upon choosing this archetype at 3rd level, your mind awakens to its psionic potential. All the aspects of psionics described in the Mystic class now apply to you. You gain the ability to apply a psionic focus and to learn psionic disciplines. As your mystic powers come through a deep understanding of your own self and your relationship to others, Charisma is your relevant ability score for determining save DCs and psionic attack rolls.

Talent:

Upon choosing this archetype, you learn a psionic talent. Your talent selection is limited due to the specialized nature of your training. You can choose one talent from the following list:
  • Blade Meld
  • Blind Spot
  • Delusion
  • Mind Meld
  • Mystic Charm
  • Mystic Hand
You do not learn a new bard cantrip at level 4. You continue to know two cantrips until 10th level, at which point you learn a third cantrip. You do, however, learn a second psionic talent at 6th level and a third talent at 14th level. (For a lower-powered version of this archetype, consider one new talent at around 10th level, and none beyond that.)

Disciplines:

Due to your specialized training, you can select psionic disciplines only from the following list:
  • Aura Sight
  • Crown of Despair
  • Crown of Rage
  • Intellect Fortress
  • Mantle of Awe
  • Mantle of Command
  • Mantle of Fear
  • Nomadic Chameleon
  • Nomadic Mind
  • Precognition
  • Psychic Inquisition
  • Psychic Phantoms
  • Telepathic Contact
  • Third Eye
  • Treacherous Truth*
*New discipline, available to bards of the College of Treachery, detailed below.

Sleeper Agent:

At 3rd level, you begin to lead a double life and can alter your mind to help you blend in. You gain proficiency with the Disguise Kit and in a skill of your choice. When you finish a long rest, you can lose proficiency in that skill and exchange it for proficiency in another skill.

Thought Spy:

You learn to use a variant of the spell detect thoughts at 3rd level. Add the spell to your list of spells known; it does not count against your normal amount of spells known.
If you choose, you can cast a lesser version of detect thoughts that only detects surface thoughts.
You may cast this lesser version a number of times equal to your Charisma modifier (minimum 1). If you are concentrating on this lesser version and you wish to probe deeper, you must expend a spell slot as if you were casting detect thoughts. When you cast the spell detect thoughts, or use this lesser version, the duration of the effect doubles and you can concentrate on the ability for up to two minutes. You regain all uses of lesser detect thoughts when you finish a long rest.
You treat the spell (and this lesser version) as if it were a psionic discipline, meaning that you can invest your psychic focus and psi points into the spell as long as it is active. Any time you invest psi points into an ability of detect thoughts or its lesser version, you are still considered to be concentrating on detect thoughts. If your concentration is broken, both abilities end.
Psychic Focus. While you are focused on detect thoughts or the lesser version granted by this college, you can read the surface thoughts of targets without your targets being aware. Your target may make a Wisdom saving throw; if they succeed, their surface thoughts are prevented from being read, but they are still unaware that you attempted to probe their mind.
If you use your bonus action to invest your psychic focus in this way, you may do so on the same turn that you activate detect thoughts or lesser detect thoughts, and this benefit takes place when the spell is cast and supersedes the normal "surface thoughts" effect of the spell. 
Mass Detect Thoughts (1-7 psi, conc. spell duration). When you cast detect thoughts or use the lesser detect thoughts ability granted by this college, you can spend psi points as a separate action to read the minds of multiple creatures at once. If you are reading surface thoughts, you can choose to affect one creature plus two more for every psi point you invest in this power. If you are probing deeper, you can choose to affect one creature plus one more for every psi point you invest.
Telepathy (1-5 psi, conc. 1 hour). When reading the thoughts of a target, you can spend one psi point to open a two-way telepathic link with the target. If the target can see you, they are able to identify you as the origin point of the link. This telepathic link can be sustained even beyond the duration of detect thoughts or the lesser detect thoughts ability.
If you are using the above mass detect thoughts ability, then every one psi point you spend allows you to establish a telepathic link with up to three targets of your mass detect thoughts. The effect of telepathy supersedes the effect of mass detect thoughts; you cannot concentrate on both abilities.
Psychic Inspiration (2 psi). If you are in telepathic contact with a target, regardless of the source of that telepathy, to whom you have granted Bardic Inspiration, you can use this ability. When that creature uses its Bardic Inspiration die, you are made aware of the result of the roll. You can choose to use your reaction (before the DM says whether the roll succeeds or fails) and spend 2 psi points to allow that character to re-roll the Bardic Inspiration die. The character does not have to re-roll, but if they do, they must accept the result of the second roll.

Beneath Notice:

At 6th level, your mind generates a kind of psychic feedback, and your target begins to see what they expect to see. If you maintain psychic contact (via the detect thoughts spell or the lesser detect thoughts ability) for one minute with a target or targets, you pick up surface thoughts and subconsciously understand what they expect to see, even if they are not actively thinking it. The target or targets must make a Wisdom saving throw. If they fail, they forget your previous appearance and instead see something that conforms to their expectations. If you are standing among a crowd of peasants for example, you will likely look like a peasant. If you are entering into a dwarven village and you engage with the dwarves at the gate, they will likely perceive you as a dwarf. If the target succeeds on its saving throw, it is not aware that you attempted to influence it.
Against any target affected in this way, you have advantage on Charisma checks, and the target has a disadvantage to saving throws against your enchantment spells, illusion spells, or psionic powers. This effect lasts for 1 hour. If a target succeeds on a saving throw against your enchantment, illusion, or psionic effect, this ability ends for that target immediately. If you fail a Charisma check against a target who is currently affected by this ability, then this ability ends immediately for that target.

Psionic Secrets:

If you wish, at 10th, 14th, and 18th level, you can choose (each time) to learn psionic secrets instead of magical secrets. If you choose to do so, your number of spells known does not increase by two, but instead you learn two powers from any psionic discipline, and potentially from separate disciplines. These powers must have a cost less than or equal to your psi limit.
Alternatively, one or both powers can be exchanged for a new psionic talent or a psychic focus ability.

Persona Immersion:

At level 14, you gain the ability to re-write your own mind and aura to avoid detection. First, you have advantage on saving throws against the charmed condition and against enchantment and divination spells. Advantage also applies to any effect that would sense your emotions or read your thoughts.
Second, you gain the ability to don a new persona, a psychic mask that displays false information. You can create two alternate personas, or masks, at the end of your next long rest. Each persona has a name, an alignment, and other information such as desires, goals, and emotions that are separate from your own. You can change personas when you complete a short or long rest. 
If you are subjected to a divination spell or other effect that would sense your emotions or read your thoughts, and you succeed on your saving throw, you can choose to project the false information of your persona and make it seem as if you had failed the saving throw.
If you invest your psychic focus into a given persona, you gain a partial mind blank effect, as per the spell. You are immune to divination spells as well as any effect that would sense your emotions or read your thoughts. You are aware of any attempt to magically gain information from you, and you can instantaneously choose to relay the false information of your focused persona, which includes a false image/location if you are fooling a scrying spell.
You can create new personas by "erasing" old ones. "Erasing" an old persona and "writing" a new one into your mind and aura takes a total of one week, during which time you must spend at least 4 hours each day in meditation. At the end of the week, you create a name, alignment, personality, and other information for the persona.

Treacherous Truth

Psionic Discipline
You hone your mind against the weapons with which you are most familiar: enchantment and illusion magic. This discipline helps you shatter illusions and break free of enchantments. 
Psychic Focus. While focused on this discipline, you gain advantage on Intelligence (Investigation) checks. 
Psychic Backlash (1-7 psi). As an action, target one creature who is exerting control over another via an enchantment spell or similar effect that causes the charmed condition. The target creature need not be actively issuing commands to the charmed creature.
The target creature must make a Charisma saving throw. On a failed save, it takes 1d8 points of psychic damage per psi point you spend on this ability, or 1d10 points of psychic damage per psi point if the target was concentrating on the enchantment/charm ability, which forces the target to make a Constitution check or lose concentration on the power. On a successful save, the target takes half damage. 
If, instead, the target is concentrating on an illusion spell or effect, it takes 1d6 points of damage per psi point spent on a failed save and must make a Constitution check to maintain concentration. On a successful save, the target takes half damage.
If you are mistaken, and the target is using neither an enchantment/charm effect or an illusion effect, the target must make a Wisdom saving throw or be incapacitated until the end of its next turn (or until it takes damage) as it stands dazed by your psionic effect. If the target succeeds on this saving throw, it suffers no effect.
Pierce the Veil (2 psi; conc. 1 min). As an action, you can use this power to create a 30 foot field around you. Any spell of the illusion school (of a level equal to or lower than your highest level of spells) that is active within that range triggers your awareness. If the spell is an illusion spell of a higher level than you are able to cast, you do not become aware of it unless you are within 10 feet of it. In either case, you are not aware of the location or the exact nature of the illusion, just that it exists. As an action on your turn, you can make an Intelligence (Investigation) check as if you were examining the illusion. On a successful check, you become aware of the illusion, the location of the illusion, and the nature of the illusory image or sound.
If there is an illusion active within range when you activate this power, you immediately recognize it and may make an Intelligence (Investigation) check as part of activating the power. You can only attempt to examine one illusion per round, if there are multiple. The DM should have your rolls apply to the closest illusions first. If two or more are equidistant from you, the DM should choose one at random. 
Break Enchantment (4 psi). As an action, target a creature that is under the effect of a spell from the school of enchantment, such as charm person, enthrall, or suggestion. This ability also functions against non-spell effects that induce the charmed effect. You immediately grant this creature a new saving throw with advantage, against the enchantment spell or charmed effect. If the creature succeeds, the enchantment is broken as if dispelled, or the charmed effect ends immediately.
Overpower Enchantment (5 psi). This ability functions as Break Enchantment, but can be used as a reaction, and can be used if you yourself are under the effect of the enchantment spell in question. If you use this power on yourself while you are charmed or otherwise affected by an enchantment spell, you immediately gain a new saving throw against the spell or effect. If you fail this second saving throw, you cannot use this ability again for the duration of the effect.
Seize Enchantment (7 psi). As an action, target one creature who is exerting control over another via an enchantment spell or similar effect that causes the charmed condition. The target creature need not be actively issuing commands to the charmed creature.
The target creature must make a Charisma saving throw. On a failed save, you gain control over the enchantment spell or effect, and the target loses control as if the spell or ability was dispelled. For all intents and purposes, you are the caster or originator of the effect, and anyone charmed or otherwise controlled by the effect is now under your control. This ability is subject to all the benefits and restrictions of the original spell or ability. 

Monday, June 18, 2018

Inspirations: Psionic Archetypes

Hello! Welcome back for the second article in my Inspirations series. These are ideas that are not fleshed out, may never be complete, and are definitely not playtested. But they are here for you to use as ideas in your own D&D or tabletop games!

Today's list is a list of psionic archetypes that either add psionic abilities to a class or are somehow related to psionics in the game world. Ability ideas are listed below the name of the archetype. Currently, only the Circle of the True Communion is written (mostly), and I will link to it below.

Barbarian - Path of the Wilder

  • Wild Surge (bonus to psychic powers)
  • Euphoric Rage (bonus to entering rage after using Wild Surge)

Bard - College of Treachery (Psychic Spy)

  • Sleeper Agent (create dual identity, limited immunity to divination)

Cleric - Mind Domain

  • Grant ability to use psychic focus as a Channel Divinity power??

Druid - Circle of the True Communion

Fighter - Psychic Warrior (similar to Eldritch Knight, but psionics instead of magic)

Monk - Way of the Avatar

Paladin - Oath of the Topaz Guardian

  • Limited-to-no psychic powers, perhaps abilities to defend against or dispel mind control?

Ranger - Mindhunter (Yeah it's not the best name, but I can't come up with better!)

  • Gain the Psionic Investigation ability from Mystic (Order of Awakened)
  • Ability to track via psychic emanations

Rogue - Lurk (psionic rogue)

  • Limited access to psionic disiplines
  • Learn the Blind Spot talent

Sorcerer - Savant

Warlock - The Overmind (Patron), Pact of the Mind

  • Overmind - Make a pact with an otherworldly entity of overwhelming psionic power
  • Pact of the Mind - burn the terms of the pact into your own brain, gain talents and psychic focus

Wizard - Cerebromancer

Inspirations: Circle of the True Communion

This is the first article in what I hope to be a series of "Inspirations." They will not be fully fleshed out or playtested but can be used for ideas for others to build from. This is more or less a "beta" version of a new druid archetype that combines the druid class with psychic abilities of the mystic.
A more "balanced" version might cap the Psi Limit at 5, or might limit the Circle to 3 psionic disciplines. It's a tough call, and I don't have time to really playtest it either way. But hey, it's a neat idea.

Circle of the True Communion

At level two you join the Circle of the True Communion, which teaches a mystical oneness with the natural world. You learn to draw strength and power from nature.

Level Cantrips Psi Points Psi Limit Disciplines Known Communion Powers
1 2 -- -- -- --
2 2 2 1 1 Psionics, Talent, Nature's Vitality
3 2 3 1 1 --
4 2 7 2 1 --
5 2 9 2 2 --
6 2 13 2 2 Talent, Mystic Synergy
7 2 15 3 2 --
8 2 18 3 2 --
9 2 18 3 3 --
10 3 22 4 3 Limited Telepathy, Wild Focus (Psionic Claw or Savage Mind)
11 3 22 4 3 --
12 3 22 4 3 Mystic Synergy
13 3 22 5 4 --
14 3 27 5 4 Talent, True Communion
15 3 27 5 4 --
16 3 27 6 4 --
17 3 27 6 4 --
18 3 36 6 4 Mystic Synergy
19 3 36 7 5 --
20 3 36 7 5 --

Psionics:

At 2nd level when you choose this circle, your mind awakens through communion with the natural world. All the aspects of psionics described in the Mystic class now apply to you. You gain the ability to apply a psionic focus and to learn psionic disciplines. As your mystic powers come through communion with nature, Wisdom is your relevant ability score for determining save DCs and psionic attack rolls.

Talent: 

At 2nd level when you choose this circle, you gain one psychic talent from the Mystic talent list. You gain another talent at 6th level and a third talent at 14th level. You do not gain a new druid cantrip at 4th level, but you do gain a cantrip at 10th level.

Disciplines:

Due to your unique connection with the natural world, you are limited in which psionic disciplines you may select. Your disciplines may be selected from the following:
  • Adaptive Body
  • Aura Sight
  • Bestial Form
  • Brute Force
  • Corrosive Metabolism
  • Intellect Fortress
  • Mantle of Fury
  • Mastery of Air
  • Mastery of Fire
  • Mastery of Ice
  • Mastery of Water
  • Mastery of Weather
  • Mastery of Wood and Earth
  • Precognition
  • Psionic Restoration
  • Psychic Assault
  • Third Eye

Nature’s Vitality: 

You can spend psi points to gain temporary hit points. As long as you are at least 1 mile away from any large complex man-made structure such as a wall, house, castle, etc. (i.e. in nature), you can commune with nature during a short rest and draw upon the boundless vitality of the natural world. For every psi point you spend, you gain 1d8 temporary hit points. Your Wisdom modifier adds to the total amount of temporary hit points gained. The total amount of psi points you can spend is subject to your Psi Limit.

Mystic Synergy: 

At levels 6, 12, and 18, you learn a mystic synergy, a way to combine your psionic and magical talents. When using a psionic discipline effect followed on your next turn by a spell (or vice versa), you can achieve an extra effect.
THIS is the point where I would encourage players and GMs to come up with synergy effects. I can only imagine so much and unfortunately I am unwilling to let the rest of this go unpublished for the sake of this one ability.
Here are some ideas for combinations (I may come back and add more, but these are so you get the idea):
  • Call Lightning + Mastery of Air ability: generate thunderclap, dealing sonic damage
  • Mastery of Water (Water Whip) + Flame Blade: scalding lash of steam, stays in your hand, deals fire and bludgeoning damage, persistent damage from scalding
  • Mastery of Water (Water Sphere) + Flaming Sphere: Boiling Sphere, trap one creature inside and boil it alive
  • Mastery of Weather (Whirlwind) + Wall of Fire: Firestorm, bludgeons and deals fire damage, pushes enemies
  • Bestial Form (Bestial Claws) + Primal Savagery: claws are partially retained for acid attack, deal an extra 1d10 slashing with Primal Savagery
  • Shillelagh + Brute Force (Knock Back): If you hit with your shillelagh, target has disadvantage on Strength saving throw versus Knock Back.

Limited Telepathy:

You gain the permanent ability to communicate via telepathy. You can telepathically speak to any beast or plant creature you can see within 120 feet of you in this manner. You don't need to share a language with a creature for it to understand your telepathic messages. The knowledge and awareness of many beasts and plants is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast or plant creature to perform a small favor for you, at the DM's discretion.
You may use this spell to communicate with normal, non-intelligent plants, such as trees. They are extremely limited in their perspective and may respond in unusual ways. Communicating with non-intelligent plants is disorienting, and if you do so, you cannot use your telepathy again until you have completed a short rest. If you wish, instead of a short rest, you may spend one psi point to reawaken your telepathy.
You can reach out to a creature that is neither a beast or a plant, but doing so strains your mind, which is connected to natural things. If you choose, you can spend one psi point, and for that round, you are able to communicate with any creature, sending them a short message. What constitutes a short message is up to the GM, but a rule of thumb is that it should take no more than six seconds (one round) to speak aloud.

Wild Focus:

Choose one of the following options at level 10.

Savage Mind:

Psionic Claw:

You gain a new option for applying your psychic focus. You can channel your bestial mentality into your psychic powers. While focused on savage mind, you can double your Wisdom modifier when determining the saving throw DCs for your psychic talents. While focused on savage mind and in Wild Shape, you can apply your Wisdom modifier to damage for your psychic talents. While focused on the psionic claw technique, you deal an extra 1d4 psychic damage once on each of your turns when you hit a creature with a weapon on the druid proficiency list. If you are focused on psionic claw and in Wild Shape, you can deal an extra 1d8 psychic damage to the target when you hit with one of your Wild Shape form's natural attacks.

True Communion: 

You can combine your mystic talent with your druidic training and enter into a true communion with nature. This ability functions as a modified version of the Commune with Nature spell. The distance that you can observe is doubled, both outdoors and underground.
You can choose to maintain concentration on this ability. If you concentrate on True Communion, you have the following options:
  • Learn an additional fact about the land (1 action)
  • Conjure 3 elementals appropriate to the terrain (1 action)
  • Animate one tree (per the treant animate trees ability, 1 action)
  • Cast a modified version of Mirage Arcane (see below, 1 minute)
  • Cast a modified version of Wind Walk (see below, 1 minute)
Any summoning drains the power of the ability and no further powers can be used. Any summoned creatures are created at the appropriate point of origin (a water elemental would be summoned from a lake, for example) and can appear by your side within one minute. Alternatively, they can stay at their point of origin and can be directed by you as long as you maintain concentration on this ability (to a maximum of one hour).

Mirage Arcane (modified): 

You can alter up to one square mile of contiguous terrain within the range of True Communion. You can create the illusion of different terrain within that range, per the description of Mirage Arcane. You do not need to concentrate on Mirage Arcane once it is used, and the illusion lasts for 24 hours. Using the Mirage Arcane power does not end True Communion.

Wind Walk (modified): 

You can use a power to duplicate the effect of the Wind Walk spell. You and the affected creatures can fly anywhere within the limits of your True Communion for up to one hour, but once you land, True Communion ends.

You can use True Communion once, and it is usable again after a long rest.

Wednesday, June 13, 2018

Katodamas, the Masked One (Fantasy Deity)

Katodamas

Neutral Good (mostly)
Lesser Deity

Epithets:

  • the Masked (or Masked One)
  • the Bone Collector
  • the Keeper of Runes
  • the Lonely
  • the Reluctant Servant
  • the Weaver
  • the Jealous Learner
  • the Silent Seer
  • the Timid
  • the Tempest, Bound
  • They That Hear the Whispers

Patron of Weavers, Herbalists, Loremasters, Scribes, Oracles, Fortune-Tellers and Fortune-Seekers of all stripes

Katodamas is a collector of symbols and lore, of words, runes, and bones. Katodamas has a mask that is depicted with different shapes based on different interpretations, but it often takes the form of a deer or elk skull, complete with antlers. Katodamas can shift the mask to a different form with a wave of one of their four hands. No one is ever able to see the exact moment the mask changes. The mask(s) appears solid, but stories say that upon very close inspection, one can see that it is made up of glowing words and symbols, woven together into solid form. Katodamas writes, but does not speak. There are many different tales and legends that depict how Katodamas lost or was robbed of their voice.

Katodamas is a diviner, who casts lots with dice and bones. Katodamas obsesses over runes and symbols, and uses them in divination, frequently drawing complex diagrams, casting dice into them, and interpreting the results. Priests of Katodamas serve as diviners and interpreters within their communities; followers and travelers often seek out these priests to interpret symbols or omens. Katodamas is fascinated with the occult and with mystical properties of plants and frequently burns powders, leaves, and incense.

Katodamas seeks to commune with animal spirits and greedily calls animals and primordial creatures, such as daemons and elementals, that they might whisper secrets and knowledge to Katodamas. Katodamas collects bones, feathers, and furs from the deceased messengers and treats them with utmost care. Katodamas uses these things as paraphernalia during divinations (casting lots on animal skins, for example) and also uses them as ornamentation. Followers of Katodamas sometimes burn the bodies of dead animals that they find, believing that the animal’s spirit will go on to be a messenger for Katodamas, or that Katodamas will find use for the bones. Other offerings include herbs and feathers, which are sometimes burned and other times placed on outdoor altars, to be carried away by the wind.

Katodamas is said to be very cautious and guarded; prayers to Katodamas are made facing away from the statues/icons so as not to disturb or distress the god. Alternatively, sometimes icons or depictions are placed facing the wall, that Katodamas is not seen by their petitioners. Followers believe that Katodamas is a timid god who panics if confronted and can become destructively angry. Loss of sacred items can also send Katodamas into a frenzy, and sacred dice, bones, or incense must be treated with utmost care. Katodamas, being a collector of lore, is said to possess many ancient and terrible magicks; while Katodamas tries to be good and kind, their mask becomes horrifying and demonic when they are angered, streaked with blood and tears and twisted into rage, and Katodamas becomes capable of terrible acts of evil and cruelty.

Anyone who hears whispers in the woods is encouraged to turn away, lest they come upon one of Katodamas’ messengers. The timid god may not be far, legends say, and travelers risk Katodamas’ wrath if Katodamas is discovered. Katodamas’ messenger animals are depicted in art as having glowing eyes and sometimes three eyes. Foxes and ravens are commonly associated with Katodamas, but any small wild animal could potentially be a messenger. Followers of Katodamas are mindful of their behavior when they notice a bird or other wild animal is watching them. They believe the animal could be a messenger, and will report what it sees.

Rituals involve casting of lots, playing of music (rarely singing), and burning of incense. Priests and holy people of Katodamas are reserved and mysterious figures. They frequently wear robes that conceal their form and make masks out of carved wood or ceramic and engrave them with sigils and runes, sometimes inscribing personal secrets on the inside of the mask. Weaving is encouraged, as is creating intricate knots and sewing complex patterns or symbols into even everyday clothing.

Individual priests and followers are encouraged to create personal symbols or private names, and to write them on parchment and burn them so that they may be collected by Katodamas. These names may change over time, but new ones should always be offered to Katodamas. By offering one’s personal rune or name in this way, followers believe that Katodamas will be able to identify them and keep them safe in the afterlife. When a follower of Katodamas passes, their skin is painted with runes, symbols, and words of protection, and then the body is burned along with their most precious belongings.

Katodamas is frequently depicted in art with two hands weaving threads (akin to a cat’s cradle), and the other two hands holding dice, bones, feathers, or herbs. Katodamas has many symbols, including a rune-covered mask and a hand holding dice or other divination implements.

5e Domains: Ambition, Knowledge, Nature

3.5e Domains: Animal, Fate, Greed, Knowledge, Luck, Madness, Mask (as Trickery), Oracle, Pact, Pride, Repose, Rune, Wrath

You are more than welcome to use Katodamas in any of your personal writing/stories or tabletop games, but please ask before including them in any published or other material. 😊

Tuesday, June 5, 2018

Product Review: 5e Monster Hunter Class

Full Disclosure: I was approached by LootTheBoss and provided with a copy of the Monster Hunter class for review purposes.

I did not have the pleasure of playtesting the Monster Hunter class, but wow, is there a lot of content to work with! The PDF (which can be found here) weighs in at a hefty 41 pages and details the entire class (with three archetypes), but that is just the beginning. The rest of the book contains new rules for items, weapons, and armor that can be crafted from defeated monsters (or humans, if your game allows that sort of thing). The book even suggests, in the introduction, that DMs can use such material as inspiration for scaled or scalable magic items.

I love this class and I love the flavor. Obviously, the class is meant to evoke the Monster Hunter series of video games, especially, I believe, the most recent release, Monster Hunter: World. Fans of that series (or of fighting giant monsters in general) will thoroughly enjoy this class.

I do, however, have concerns. I'm not sure how well the class fits alongside other classes. It seems a tad on the powerful side. Let me explain:

At level one, you gain the ability to gather a clever resource called “scavenge” and more valuable trophies from defeated foes. Every corporeal foe that leaves a corpse has an amount of available scavenge equal to its Hit Dice. A trophy can be collected from any creature of at least CR 3, provided you, the Monster Hunter, have dealt damage to that creature before its death.

Scavenge is what Monster Hunters use to create/upgrade weapons and armor, and trophies are what they use to imbue those weapons and armor with special abilities. Monster Hunters can create new weapons and armor during an uninterrupted long rest. If I were running a game with Monster Hunters, I would be very careful with their encumbrance, because otherwise you are going to have a lot of powerful gear.

There are only a few limits to what a Monster Hunter can create. First, they must have enough scavenge to create the item. Second, if they want the item to have a special property, they must have a trophy. Third, they can only create “magical” items up to a certain power level, which increases as their Monster Hunter level increases. Those are the only restrictions.

This means, hypothetically, once you hit level 4-5 and are defeating CR 3 or higher monsters on a regular basis, a Monster Hunter could be carrying around a wide variety of weapons/gear. All they would need is a bag of holding or similar storage item, and they could swap out gear to fit the situation at hand. They could even make new gear in the field, as it were, since they can craft during a short or long rest and still gain the benefit of the rest. While they are not spellcasters, and therefore do not have the versatility of a spellcaster, they are still extremely versatile as long as they defeat and collect trophies from a large number of foes.

There does not seem to be any limit on trophies used to craft or upgrade items, either. For example, to craft a level 1 martial weapon, weapon, you need 15 scavenge (provided the item is not Light or Heavy) and one trophy to imbue it with special powers. To upgrade that weapon to level 2, you must have a high enough Monster Hunter level, and then you need 15 scavenge and another trophy. But the trophy can apparently come from any eligible monster of CR 3 or above. There is no mechanical reason to track down higher-level monsters to obtain “higher-level” trophies. I would change this, were I to run a game with the Monster Hunter class. It would be extra bookkeeping to be sure, but I would make it so that higher-level items required more powerful trophies.

There also seems to be a disparity between strength of the weapon/armor quality. This could be explained by a difference in rarity of that monster type (dragon weapons being more powerful than beast weapons, for example), but the DM would have to go to some effort to balance the class this way by figuring out what the Monster Hunter is exposed to. Otherwise, there's nothing stopping a Monster Hunter from seeking out, say, dragons and getting powerful equipment in return.

For example, the Beast-themed weapon allows you to charge opponents and deal 1d8 extra damage. As you level up the weapon, you can also knock them prone (level 2), get a bonus attack (level 3), and finally deal 2d8 bonus damage to prone opponents (level 4). The Dragon-themed weapon starts small with a +1 bonus to attack and damage, then grants 1d6 energy damage per hit (level 2), then grants 1d6 of an additional energy type (level 3), and then allows a once-per-24-hour ability that deals a total of 10d10 damage (5d10 per energy type) on a failed Dex save.

Another question on balance... is a DC 13 Wisdom save pretty low? Because it seems pretty low for a level 3 (10th-level-minimum) ability like that of the Humanoid-themed weapon. It radiates a permanent fear aura out to 20 feet. Maybe it is balanced, because the aura is permanent (as long as the weapon is wielded) but it seems low to me, and it only affects humanoids. I personally would rather be using the Ooze-themed weapon, which poisons targets and deals 2d6 acid damage per hit at level 3.

One thematic question I have: the book makes it clear that dismembering a celestial is a pretty “rare and horrible thing” to do. And yet, having done so, the Monster Hunter is capable of wielding such a weapon using only gloves, despite the fact that the weapons “glow hot in the hands tainted by evil.” As a DM, I would have a problem thematically with having a player:
  • kill a celestial
  • harvest its corpse
  • fight evil with a weapon that deals radiant damage, OR
  • gain celestial powers (resist radiant damage, healing, flight) by wearing armor made from celestials?
If you couldn't hold a weapon without burning your skin, how can you wear a full suit of armor? I suppose you'd have undergarments and things, but still. All the other enemies/trophies/equipment make perfect sense, but the Celestial-themed ones are the only ones that I'd have a problem with.

If I were using this book either to introduce Monster Hunters or as an inspiration (what with all the items and such), I would have it so that Celestial “essence” must be given willingly, because killing a celestial would basically make it impossible for you to wield the resulting armor without it being horribly corrupted (which could potentially be cool for an angel-hunting villain).

The other thing the Monster Hunter can do, starting at 2nd level, is craft items from the “Monster Hunter Kit.” This includes traps, tools, small potions or balms called “remedies,” and “pitch” items, which are thrown weapons. With three scavenge and a short rest, a Monster Hunter can create an item that heals 2d4+4 damage. With four scavenge and a short rest, a 2nd level Monster Hunter can create an explosive keg trap that weighs only 3 lbs and deals 5d6 damage in a five-foot-radius burst. With twice the scavenge (eight), they can create a large explosive keg that deals 8d6 damage and weighs 6 lbs.

This class is very cool. Tons of new mechanics, the ability to dodge-roll to avoid attacks, the ability to grapple/climb atop large monsters... this whole class is all about gathering resources from defeated foes and crafting weapons, armor, and items to support the Monster Hunter as they hunt bigger and more powerful monsters. Fans of the Monster Hunter games will probably love how well this class has captured the feeling of the game.

Thematically, I feel that the Monster Hunter changes the dynamics of D&D when compared to other classes. I suppose how well it fits into a particular game depends on how that game is run and the focus of that game. The book even announces early on that “some campaigns may be incompatible with a Monster Hunter.” One thing that I think would be fun would be to run a campaign or even a one-shot game where every player was a Monster Hunter. I would also love to see Monster Hunter-style archetypes for other classes, so that base classes could integrate more into the Monster Hunter style of play.

Overall impressions:

Presentation: 4.5/5

The book is extremely professional in terms of presentation and quantity. It is well-edited and well-organized.

Value: 5/5

In my opinion, this book is an amazing value. For $0.99, you get a 41-page illustrated PDF with lots of new material, a full class with three archetypes, and plenty of inspiration for new weapons, armor, and equipment.

Balance: 3/5

I DID NOT GET TO PLAY THIS CLASS, SO THIS IS BASED OFF OF MY READING OF THE TEXT. I'm very skeptical about how well this class balances with other 5e classes. Most other classes are balanced in terms of powers per day, or abilities that reset after short or long rests. The Monster Hunter seems to be primarily balanced in terms of resources, meaning that as long as you can keep acquiring resources, you can keep expanding your options and “powers.” Many of the items in the Monster Hunter Kit are easily as functional as spells and again, as a Monster Hunter, you're only restricted by how much scavenge you can collect from dead enemies, which, if you're playing this class, there are going to be a lot of dead enemies.


OVERALL SCORE: 4 Dragon Skulls out of 5 

This is an excellent class that will surely please fans of the Monster Hunter games as well as people (like me) who are wondering where all the cool trophy-hunting options are for 5e. WotC left the Leviathan Hunter back in 3.5e, and I haven't seen anything like it in the current edition. The idea of collecting trophies from defeated foes and having those trophies imbued with power is such a trope in fantasy that the concepts and material of the Monster Hunter fit right in. As I said, I would definitely love to see these ideas expanded upon (archetypes for other classes), but this does an excellent job standing on its own.

The Monster Hunter class is available for purchase on DMs Guild.