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Dungeons & Dragons 2024

From The Apparatus
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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