• 0 Votes
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    daermadmD
    https://dnd-wiki.org/wiki/Dark_Knight_(3.5e_Class)
  • Thundering Burst (name in progress)

    Rules Discussion magic effect in flux
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    ImmeralI
    Sonic: Upon command, a sonic weapon emits a low thrumming hum. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Thundering Burst: A thundering burst weapon functions as a sonic weapon that creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. In addition to the extra sonic damage from the sonic ability (see above), a thundering burst weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
  • Laputan - Player Race

    Rules Discussion races pc race in flux
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    daermadmD
    Laputan Names To be Determined Laputan Traits Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. The typical lifespan of a Laputan is 150 years. Alignment. Laputans tend to be Lawful, but spread across the spectrum from good to evil. Chaotic tendencies are heavily shunned ostracized, generally causing chaotic tending Laputans to become exiles. Size. Laputans are taller and heavier than humans, standing a bit over 6 feet on average and weighing in around 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see 30’ in dim light as if it was bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Manatherealverse Native. You have an innate connection to the Manathereal Plane. You are able to cast a single 0 level cantip that you innately learn sometime during your childhood years. You have no power points. The spell can be cast once and is recovered after a short rest as your body naturally absorbs mana from the Manathereal Plane. Language. You can speak, read, and write Common and Laputan. Subrace. Ancient Laputan society learned ot prize the connection to the Manathereal Plane and thus spell casting was a desirable trait. Over the millinia, two base subraces formed, called NAME the casters and NAME the warriors. Casters Ability Score Increase. Your Wisdom or Intelligence score increases by 1. Enhanced Manathereal Absorbtion. You recover spell points at an increased rate. To be determined. Warriors Ability Score Increase. Your Constitution or Dexterity score increases by 1. Manathereal Protection. You have the ability to expend your innate mana as a Bonus action in order to avoid any single melee hit or targeted spell effect that you are aware of.
  • Feat progression

    Rules Discussion house rule in flux
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    halfgiantH
    To be clear that is all class’s, not to be confused with bonus feats earned by specific class features, I assume.
  • Manacite

    Rules Discussion house rule in flux
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    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • The Spell Storm

    Rules Discussion house rule in flux
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    daermadmD
    Basic spell storm will simply negate spell effects 3rd level or less. Permanent magic items get caster save or go inert for 1d6 rounds.
  • True Thief - Class

    Rules Discussion house rule 5e in flux
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    daermadmD
    The True Thief Level… Proficiency Bonus… Sneak Attack… Class Features 1 +2 2d4 Sneak Attack, Expertise (Alchemical), Chameleon Cloak 2 +2 2d4 Cunning Action 3 +2 2d6 Combo I 4 +2 2d6 Ability Score Improvement 5 +3 3d6 Shadow Walk 6 +3 4d6 7 +3 4d8 Weaponstrike 8 +3 4d8 9 +4 6d8 Improved Chameleon Cloak 10 +4 6d8 11 +4 6d10 12 +4 8d10 13 +5 8d10 14 +5 8d10 15 +5 10d10 Join Strike 16 +5 10d10 17 +6 10d10 18 +6 12d12 19 +6 12d12 20 +6 12d12
  • Ohm Gems and other Gem Magics

    Unsolved Rules Discussion needs discussed in flux
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    halfgiantH
    @halfgiant said in Ohm Gems and other Gem Magics: Rechargeable (Big Ohm - Heal) - 6 spell points per refill, Cost: 5000gp Regenable (Big Ohm - Heal) - 2 spell points per refill, Cost: 25,000gp So what are the costs (gp’s) for the following? Costs for both Market, and costs for an Ancient to make. twinned regennable big ohms (1000 hp max, 10th lvl efx, 4 pp to refill) magnified 2x twinned regennable (2000 hp max, 16th lvl, 6 pp to refill) magnified 3x twinned regennable (3000 hp max, 22nd lvl, 8 pp to refill) magnified 4x twinned regennable (4000 hp max, 28th lvl, 10 pp to refill) magnified 5x twinned regennable (5000 hp max, 34th lvl, 12 pp to refill) I am not sure if I am remembering wrong or not, but I think we said we can’t make our own regennable’s until becoming an Ancient; we were limited to having the Obelisk making them for us at the going rate.
  • Sleep

    Rules Discussion spells house rule official in flux
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    daermadmD
    Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points hit dice (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points hit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points hit dice from the total before moving on to the creature with the next lowest hit points hit dice. A creature’s hit points hit dice must be equal to or less than the remaining total for that creature to be affected. Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d12 1d6 hit dice for each slot level above 1st.