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Dungeons & Dragons 2024: Difference between revisions

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Created page with "{{Breadcrumb Dungeons & Dragons}} =Overview= This section describes how to adapt Dungeons & Dragons (5th Edition) rules for this setting. =Classes= * Artificer ** Called ''Paragon of Craft'' ** Requires an Integral origin ** Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed * Barbarian ** Variety of ''Paragon of War'' ** Requires an Integral origin ** Path of Berserker, Path of Totem Warrior allowed * Bard ** Called ''Orison of the Thir..."
 
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*** 6th level domain spells: ''mass suggestion'', ''sunbeam'', ''true seeing''
*** 6th level domain spells: ''mass suggestion'', ''sunbeam'', ''true seeing''
*** 7th level domain spells: ''mordenkainen's sword (radiant)''
*** 7th level domain spells: ''mordenkainen's sword (radiant)''
*** Warding Flare (1st level): as the feature, but includes Improved version
*** Gain proficiency with insight and persuasion
*** Channel Divinity: Radiance of the Dawn (2nd level): as the feature
*** Channel Divinity: Radiance of the Dawn (2nd level): as the feature
*** Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
*** Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
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** Destiny Domain
** Destiny Domain
*** Can only cast spells that appear on their domain list
*** Can only cast spells that appear on their domain list
*** Domain cantrips: ''blade ward'', ''guidance''
*** Domain cantrips: ''blade ward'', ''guidance'', ''mage hand'', ''true strike''
*** 1st level domain spells: ''bane'', ''bless''
*** 1st level domain spells: ''bane'', ''bless''
*** 2nd level domain spells: ''augury'', ''locate object''
*** 2nd level domain spells: ''augury'', ''locate object''
*** 3rd level domain spells: ''blink'', ''clairvoyance''
*** 3rd level domain spells: ''blink'', ''clairvoyance''
*** 4th level domain spells: ''arcane eye'', ''locate creature''
*** 4th level domain spells: ''freedom of movement'', ''locate creature''
*** 5th level domain spells: ''legend lore'', ''scrying''
*** 5th level domain spells: ''legend lore'', ''scrying''
*** 6th level domain spells: ''find the path'', ''true seeing''
*** 6th level domain spells: ''find the path'', ''true seeing''
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*** 8th level domain spells: ''demiplane''
*** 8th level domain spells: ''demiplane''
*** 9th level domain spells: ''foresignt'', ''time stop''
*** 9th level domain spells: ''foresignt'', ''time stop''
*** Gain proficiency in perception
*** Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
*** Gain advantage on saving throws
*** Favored Fate: Gain advantage on saving throws
***  
*** Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
*** Anchored (6th level): You are immune to forced movement
*** Ageless (8th level): You no longer age
*** Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
** Form Domain
*** Can only divine information about the domain
*** Cannot use spells that deal damage unless they deal force or physical damage which deal +1 die of damage
*** All summoned creatures are elemental servitors
*** Gain the ''mending'' cantrip
*** 1st level domain spells: ''animal friendship'', ''create or destroy water''
*** 2nd level domain spells: ''barkskin'', ''spike growth''
*** 3rd level domain spells: ''conjure animals'', ''meld into stone'', ''water breathing''
*** 4th level domain spells: ''control water'', ''stone shape''
*** 5th level domain spells: ''insect plague'', ''wall of stone''
*** 6th level domain spells: ''move earth''
*** Gain proficiency in animal handling, nature, and survival
*** Channel Divinity: Charm Animals and Plants (2nd level): as the feature
*** Dampen Elements (6th level): as the feature
*** Hardened Strike (8th level): Your weapon attacks ignore physical resistance
*** Master of Nature (17th level): as the feature
** Night Domain
*** Cannot use spells from Day Domain unless they are also in Night Domain
*** Can only divine information about the domain
*** Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 die of damage
*** All summoned creatures are devils
*** 1st level domain spells: ''burning hands (acid)'', ''hex (poison)''
*** 2nd level domain spells: ''darkness'', ''darkvision''
*** 3rd level domain spells: ''fear'', ''nondetection''
*** 4th level domain spells: ''evard's black tentacles'', ''phantasmal killer''
*** 5th level domain spells: ''dominate person'', ''hold monster''
*** 6th level domain spells: ''eyebite (panicked)''
*** Gain proficiency with insight and intimidation
*** Channel Divinity: Cloak of Shadows (2nd level): as the feature
*** True Darkvision (6th level): You can see in magical darkness
*** Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
*** Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
* Druid
* Druid
* Fighter
* Fighter

Revision as of 23:01, 28 June 2024

Template:Breadcrumb Dungeons & Dragons

Overview

This section describes how to adapt Dungeons & Dragons (5th Edition) rules for this setting.

Classes

  • Artificer
    • Called Paragon of Craft
    • Requires an Integral origin
    • Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed
  • Barbarian
    • Variety of Paragon of War
    • Requires an Integral origin
    • Path of Berserker, Path of Totem Warrior allowed
  • Bard
    • Called Orison of the Third Court (or just Orison)
    • Requires a Strange origin or Strange Pact
    • College of Lore, College of Valor allowed
  • Cleric
    • Called Herald of [[Domain]] where the domain is one of the nine Integral designs
    • Requires an Integral origin
    • All domains gain proficiency with heavy armor and martial weapons
    • Autumn Domain
      • Cannot use spells from Spring Domain unless they are also in Autumn Domain
      • Can only divine information about the domain
      • Cannot use spells that deal damage unless that damage is necrotic, which is increased by 1 die size
      • All summoned creatures are wraith servitors
      • Learn chill touch in addition to other cantrips
      • 1st level domain spells: inflict wounds, ray of sickness
      • 2nd level domain spells: blindness/deafness, ray of enfeeblement
      • 3rd level domain spells: animate dead, speak with dead, stinking cloud
      • 4th level domain spells: death ward, blight
      • 5th level domain spells: antilife shell, contagion, cloudkill, raise dead
      • 6th level domain spells: harm
      • 7th level domain spells: finger of death
      • Reaper (1st level): Learn all necromancy cantrips, your necromancy cantrips can instead target a 10' square
      • Channel Divinity: Touch of Death (2nd level): You can spend a channel as a bonus action to deal extra damage on a melee attack equal to 5 + 2 x level
      • Inescapable Destruction (6th level): Your necrotic damage ignores necrotic resistance and you reroll 1s on necrotic damage dice
      • Autumn Strike (8th level): Your melee attacks deal +1d8 necrotic damage
      • Improved Autumn Strike (14th level): Your melee attacks deal +2d8 necrotic damage
      • Improved Reaper: All of your necromancy spells that effect a single target can instead target a 10' square
    • Day Domain
      • Cannot use spells from Night Domain unless they are also in Day Domain
      • Can only divine information about the domain
      • Cannot use spells that deal damage unless that damage is radiant, which is increased by 1 die size
      • All summoned creatures are angel servitors
      • Learn light in addition to other cantrips
      • 1st level domain spells: charm person, faerie fire
      • 2nd level domain spells: hold person, see invisibility, suggestion, zone of truth
      • 3rd level domain spells: daylight, hypnotic pattern
      • 4th level domain spells: guardian of faith, dominate beast
      • 5th level domain spells: dominate person, geas, hold monster
      • 6th level domain spells: mass suggestion, sunbeam, true seeing
      • 7th level domain spells: mordenkainen's sword (radiant)
      • Gain proficiency with insight and persuasion
      • Channel Divinity: Radiance of the Dawn (2nd level): as the feature
      • Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
      • Potent Spellcasting (8th level): as the feature
      • Corona of Light (17th level): as the feature, but only applies to radiant damage
    • Destiny Domain
      • Can only cast spells that appear on their domain list
      • Domain cantrips: blade ward, guidance, mage hand, true strike
      • 1st level domain spells: bane, bless
      • 2nd level domain spells: augury, locate object
      • 3rd level domain spells: blink, clairvoyance
      • 4th level domain spells: freedom of movement, locate creature
      • 5th level domain spells: legend lore, scrying
      • 6th level domain spells: find the path, true seeing
      • 7th level domain spells: reverse gravity, sequester
      • 8th level domain spells: demiplane
      • 9th level domain spells: foresignt, time stop
      • Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
      • Favored Fate: Gain advantage on saving throws
      • Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
      • Anchored (6th level): You are immune to forced movement
      • Ageless (8th level): You no longer age
      • Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
    • Form Domain
      • Can only divine information about the domain
      • Cannot use spells that deal damage unless they deal force or physical damage which deal +1 die of damage
      • All summoned creatures are elemental servitors
      • Gain the mending cantrip
      • 1st level domain spells: animal friendship, create or destroy water
      • 2nd level domain spells: barkskin, spike growth
      • 3rd level domain spells: conjure animals, meld into stone, water breathing
      • 4th level domain spells: control water, stone shape
      • 5th level domain spells: insect plague, wall of stone
      • 6th level domain spells: move earth
      • Gain proficiency in animal handling, nature, and survival
      • Channel Divinity: Charm Animals and Plants (2nd level): as the feature
      • Dampen Elements (6th level): as the feature
      • Hardened Strike (8th level): Your weapon attacks ignore physical resistance
      • Master of Nature (17th level): as the feature
    • Night Domain
      • Cannot use spells from Day Domain unless they are also in Night Domain
      • Can only divine information about the domain
      • Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 die of damage
      • All summoned creatures are devils
      • 1st level domain spells: burning hands (acid), hex (poison)
      • 2nd level domain spells: darkness, darkvision
      • 3rd level domain spells: fear, nondetection
      • 4th level domain spells: evard's black tentacles, phantasmal killer
      • 5th level domain spells: dominate person, hold monster
      • 6th level domain spells: eyebite (panicked)
      • Gain proficiency with insight and intimidation
      • Channel Divinity: Cloak of Shadows (2nd level): as the feature
      • True Darkvision (6th level): You can see in magical darkness
      • Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
      • Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Sorcerer
  • Warlock
  • Wizard