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lunedì 29 dicembre 2014

Arcane Colleges D&D 5th Wizards new option

This two Arcane Colleges introduce a new option for Wizards in D&D 5th edition.

The idea is to make wizard focused on different things than spell school, in some way this two colleges divide between themselves some of the bardic college of lore advantages.

The two Arcane Colleges are the College of Knowledge and the College of the Weave, they give features to the wizard when they would have taken Arcane Tradition features

The College of Knowledge is specialized in studying lore of every type, in copying ancient books, exploring ancient ruins and trying to make sure that knowledge will not be lost.

The College of the Weave is specialized in magical research and trying to use all kind of magics as manifestation of the weave of magic.



College of Knowledge
2nd level
Lore Prodigy
You gain proficiency in three skills chosen between Arcana, History, Investigation, Medicine, Nature and Religion.

Language Prodigy
You can chose three additional languages

6th level
Language Savant
You add the Comprehend Languages spell to your spellbook, if it is not there already. You can cast Comprehend Languages without expending a spell slot or needing material component. Once you cast Comprehend Languages this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

10th level
Tongues Savant
You add the Tongues spell to your spellbook, if it is not there already. You can cast Tongues without expending a spell slot or needing material component. Once you cast Tongues this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

14th level
Lore Savant
You add the Legend Lore spell to your spellbook, if it is not there already. You can cast Legend Lore without expending a spell slot or needing material component. Once you cast Legend Lore this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.


College of the Weave
2nd level
Weave Initiate
When you chose this college you learn two cantrips of your choice from any class (you have 2 additional cantrips)

6th level
Magical Secrets
By 6th level you have plundered magical knowledge from a wide spectrum of disciplines. Choose three spells from any class, including this one. A spell you choose must be of a level you can cast.
The Chosen spells count as wizard spells for you (and only for you) and can be added to your spellbook and prepared normally.

10th level
Magical Arcana
Choose four spells from any class, including this one. A spell you choose must be of a level you can cast.
The Chosen spells count as wizard spells for you (and only for you) and can be added to your spellbook and prepared normally.

14th level
Magical Mysteries
Choose six spells from any class, including this one. A spell you choose must be of a level you can cast.
The Chosen spells count as wizard spells for you (and only for you) and can be added to your spellbook and prepared normally.

martedì 2 dicembre 2014

Fighter-Mage a missing old school touch to the 5th edition

  The new D&D edition has a lot of nice element of OSR. One that I feel missing is a proper treatment of the old fighter-mage.

  This article propose a new class for D&D 5th that tries to build a Fighter-Mage similar to the classical elf fighter-mage of AD&D 1st edition (or the elf of D&D Holmes or red-box).

  In the new rules (excellent by the way) the most similar character to the Elf F/M is the Bard or some knowledge/magic version of the Cleric.

  This class will be a very basic class, with few options since its versatility resides in spell selection.

  This class will mix the feature of the Fighter with no martial archetype and that of the Wizard with no arcane tradition benefits, some features of both classes will be gained at later levels.

Class Features
Hit Points
Hit Dice: 1d8 per Fighter-Mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 6) + your Constitution modifier per Fighter-Mage level after first

Proficiencies
Armor: medium and light armor
Weapons: simple weapons, martial weapons
Tools:

Saving Throws: Strengh, Intelligence
Skills: choose two skills from either fighter or mage list

obviously this is just a draft, but I was missing the old Fighter-Mage.

Roll that dice and keep gaming