Using My Monsters

Sunday, 30 November 2014

Playtest - Artificer Spell Conversions (5e)

As you are no doubt aware, I have created a 5e artificer class, which I will post it here once we have play tested it a bit, and know how broken it is  or isn't. However, I have converted a bunch of 4e artificer powers into 5e spells, and thought I would share them. They have not been play tested, so I can't be 100% sure they are balanced - use at your own discretion!


Transmutation Cantrip

Casting Time: 1 Action
Range: Special (one melee or ranged weapon)
Components: V
Duration: 1 Round

You enchant the weapon so that the next attack it hits with before the end of your next turn inflicts force damage instead of its normal type. The target must also make a Constitution save, or the next attack made against them has advantage.

Evocation Cantrip

Casting Time: 1 Action
Range: Self or one target within 50'
Components: V,S
Duration: 1 Round

You summon a field of protective force around the target, granting them a +1 bonus to their AC and Reflex saves until the end of your next turn. A single enemy adjacent to the target must make a Constitution save, or suffer 1d4 force damage, and be pushed 5' away from them.

The spell inflicts 2d4 force damage at 5th level, 3d4 force damage at 11th level, and 4d4 force damage at 17th level.

Evocation Cantrip

Casting Time: 1 Action
Range: Touch or 25'
Components: V,S
Duration: Instantaneous

Target must make a Dexterity saving throw or suffer 1d8 points of lightning damage, and suffer a -2 penalty on the next attack roll they make before the end of your next turn.

The spell inflicts 2d8 lightning damage at 5th level, 3d8 lightning damage at 11th level, and 4d8 lightning damage at 17th level.
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1st level Abjuration

Casting Time: 1 Action
Range: Self or 50'
Components: V, S

Target gains 1d6 temporary hit points. As long as these are in place, they also enjoy a +1 bonus to AC and Dexterity saving throws.
At Higher Levels: When you use a spell slot higher than 1st, this spell grants +1d6 more temporary hit points per slot level above 1st.

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2nd level Transmutation

Casting Time: 1 Bonus Action
Range: Self or 25'
Components: V

You can cast this spell when you, or an ally within range fails a saving throw. When this spell hits, they may re-roll the save with advantage.

2nd level Transmutation

Casting Time: 1 Action
Range: Touch (1 weapon)
Components: V, S
Duration: 10 minutes (concentration)

You shroud the weapon in a flickering field of force. When it hits a target it inflicts +2d8 force damage and the target must make a constitution save or be pushed 5'.
At Higher Levels: When you use a spell slot higher than 2nd Level you can enchant one more weapon (maximum of 5 weapons) per slot level above 2nd. If you use a slot of 5th level or higher, the bonus damage increases to +3d8 force, and you push the target 10'. If you use a slot of 8th level or higher, the damage increases to +4d8 force, you pushed the target 20', and they must make a Dexterity saving throw or be knocked prone. 

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3rd level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 10 minutes (concentration)

You touch a melee weapon, and imbue it with the semblance of life. It animates, gaining a fly speed of 6 and on your turns, as a bonus action, you may command it to move and attack. The weapon attacks as if you were wielding it. It can be attacked, and has the physical statistics of a Flying Sword, although it gains +8 hit points for every artificer level you possess. At the end of the spell, the sword drops to the floor wherever it is. You may enhance this weapon with your artificer spells and abilities if able.

3rd level Evocation

Casting Time: 1 Action
Range: 150'
Components: V, S, M (splinters of quartz and a marble)
Duration: Instantaneous

You hurl an empowered marble, which erupts in a 20' radius sphere, centred on the spot you designate within range, of lightning energy. This lightning inflicts 5d6 lightning damage to all creatures within it, and attacks against them have advantage until the end of your next turn. If the target manages to make a successful Dexterity saving throw when hit by this spell, they suffer half damage and attacks do not gain advantage against them.
At Higher Levels: When you use a spell slot higher than 3rd to cast this spell, it inflicts +1d6 more lightning damage for each spell slot level above 3rd

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4th Level Conjuration

Casting Time: 1 Action (Ritual)
Range: 100'
Components: V,S,M (small piece of brick, stone or similar building material)
Duration: 12 hours (concentration)

You create a bridge that connects two squares within range. The bridge can cover a number of 5'x5' areas equal to your artificer level + Intelligence modifier. It can be smashed, having a number of hit points equal to your level +1 x 10. It has resistance versus all forms of damage apart from force and disintegration, and is immune to poison and psychic. It shares all immunities common to inanimate items.

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5th level Conjuration

Casting Time: 1 Action (Ritual)
Range: 25'
Components: V,S,M (Small crystal figurine worth 10 gps, which is consumed by the spell)
Duration: 10 minutes

You summon a medium healing figurine in a square within range. It appears with 3 charges. You or an ally can, by standing next to the figurine and spending your bonus action, spend one or more of your hit dice as if you were resting (each use costs 1 charge regardless of how many hit dice you spend). Furthermore, each dice heals an additional amount equal to your Intelligence modifier. Once all the charges are expended, the figurine vanishes. The figurine cannot be attacked, although it can be brought down with a Dispel Magic or similar.
At Higher Level: When you use a spell slot higher than 5th to cast this spell, the figurine arrives with 2 additional charges per level of the slot higher than 5th. If you use a slot of 8th level or higher, you or your allies can access its healing when within 10' of the figurine.

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5th level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 1 minute

You touch a melee weapon, and enchant it so that it has a much higher chance than normal of striking an enemies vital areas. Whilst so enchanted, the weapon scores a critical hit on a natural 18, 19 or 20.
At Higher Level: If you cast this spell with a 7th level spell slot, it critically hits on a natural 17, 18, 19 or 20. If you use a 9th level spell slot, it critically hits on a natural 16, 17, 18, 19 or 20. 

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7th level Transmutation

Casting Time: 1 Action
Range: 25' sphere centred on you
Components: V, S, M (small piece of tempered steel)
Duration: 5 minutes (concentration)

You unleash a burst of bolstering energy. You, and all allies within the area, gain resistance versus bludgeoning, slashing, piercing and lightning damage, a +4 bonus to AC, and become immune to poison, exhaustion and disease. You no longer need to breathe, and appear to be plated in flexible sheets of gleaming iron.
Whilst you are under the effects of this spell, your speed drops by 10', and your weight increases by x2. You also suffer disadvantage on Dexterity checks. You may also suffer more damage from certain attacks, such as those made by a Rust Monster.

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8th level Evocation

Casting Time: 1 Action
Range: 25' Cone
Components: V,S,M (one of your artificer infusions or base mixtures)
Duration: Instantaneous

You destabilise a nascent infusion, and project the chaotic blast of energy out towards your foes. All creatures in the area suffer 3d6 acid, 3d6 cold, 3d6 fire, 3d6 lightning, 3d6 poison and 3d6 thunder damage; half if they make a dexterity save.
At Higher Level: If you cast this spell with a 9th level spell slot, it inflicts 4d6 of each damage type instead.

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9th level Transmutation

Casting Time: 1 Minute
Range: Touch
Components: V,S,M (a greater Healing Potion [10d4+20],which becomes the elixir)
Duration: 24 Hours or until used.

You imbue a healing potion with epic restorative energies. Anyone drinking the potion is restored to full hit points, and all ongoing negative conditions and effects on them are removed. They are also considered to have taken a short rest.

Saturday, 29 November 2014

Steel Horror - CR 6 Construct

Steel Horror
Medium Construct (Neutral)
Armour Class: 18 (Armour Plating)
Hit Points
: 75 (10d8+30)
Speed 40', Climb 10'
STR 15 (+3) DEX 12 (+1) CON 17 (+3) INT 5 (-3) WIS 11 (+0) CHA10 (+0)
Saving Throws: Constitution +6
Immunities: Lightning, Poison
Resistances: Fire
Condition Immunities: disease, exhausted, frightened, sleep, poisoned
Senses: darkvision 60', Passive Perception +10
Challenge: 5 (1,800 XP)
Lightning Feeder: When the Horror is hit by lightning damage, it heals a number of hit points equal to the amount of damage. If this would take it over its maximum hit points, it gains the remainder as temporary hit points, and gains a +1 bonus to AC and Dexterity saving throws as long as it has at least one remaining.
Multiattack: The Horror makes two Charged Spike attacks.

Charged Spikes: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 5 (1d8) piercing damage plus 7 (2d6) lightning damage and target must make a D.C. 14 Constitution save or be unable to use Reactions and suffer disadvantage on Dexterity saving throws for 1 minute. At the end of each of their turns, they may save again to try and end this effect early.

Lightning Bolt (Recharge 5, 6): Range 60' line; Creatures in the line take 21 (6d6) lightning damage; half if they make a D.C. 14 Dexterity save.


Arcing Burst: When the Horror is first reduced to half hit points or less, all creatures within 20' take 14 (3d8) lightning damage; half if they make a D.C. 14 Dexterity save. 

Clickety click...

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Just a quick reminder, I am not one of the lucky ones who has an early copy of the DMG, so this beastie is made with me eyeballing the stats of similar levelled official monsters. I will revisit it and the others once I have the official rules, to check it is balanced. Anyway, here is a monster I have made as part of my conversion of the Artificer class - a spin off of the Clockwork Horrors. Hope you like it Enjoy! 

Thursday, 27 November 2014


As you may have read below, the guys playing in the Ormid et al game want to convert to 5e. This means that I am only running one 4e game now...and I suspect that we will eventually convert that to 5e as well.

This means that my focus will be moving away from 4e and more towards the newest version. I intend to keep posting to this blog, but its focus too will shift more towards 5e (though obviously, as I create stuff for the Shnecke's Wolves games, which is still 4e, I will post it).

So, if you are converting to the newest verison of D&D, this is still the blog for you! Alas, if you are sticking with 4e, you may find that the amount of raw crunch on here becomes less and less. I do feel really bad about this, but with three kids, a job with loooong hours, and a wife, planning gaming time is a strategic operation worthy of the greatest warlords.

I hope you understand, and intend to keep coming. Hell, if you like my rubbish, tell your friends.

Coming soon - my 5e Artificer, and a TON of stuff that is being converted over for the Ormid et Al game!

5e Warforged Sub-Race

The Ormid et Al game is going 5e!

This means that I need to spend a lot of time converting stuff over (though my artificer class is coming along nicely, and I think, will be great fun to play). Part of this has been adding a Veteran sub-race for the Warforged, and this is what I have come up with!

1) +1 Strength
2) A base AC of 16 - though you suffer Disadvantage on Stealth checks
3) Continue functioning when reduced to below 0 hit points. Whilst in this state, you suffer disadvantage on all attack rolls, skill checks and saving throws, and your speed is reduced by 50%. Enemies have advantage against you. You can continue to function in this state until you reach a negative sum equal to half your total hit points (so in the case of a warforged with 20 hit points, -10). At that state you shut down and become unconscious (though auto-stabilize due to your other racial benefits).
4) You unarmed attacks inflict 1d6 bludgeoning instead of 1d4

Friday, 21 November 2014

Ancient Huecuva - CR 3 Undead (5e)

Ancient Huecuva 
Medium Undead Evil
Armour Class: 16 (Chainmail)
Hit Points
: 44 (8d8+8)
Speed 30' (20' armoured)
STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 15 (+2)
Saving Throws: Wis +5, Cha +4
Skills: Religion +4
Damage Resistances: slashing and piercing if not made with a silvered weapon.
Damage Immunities: necrotic, poison
Damage Vulnerability: bludgeoning if made with a silver weapon
Condition Immunities: disease, frightened, sleep
Senses: darkvision 120', Lifesense 60'
Language: Dundiir, Gorgorthian
Challenge: 1 (200 xp)
Resist The Divine:
The Huecuva gains advantage when saving to resist effects made using the Channel Divinity power.

Flesh Mirage:
The Huecuva can weave a potent illusion around itself, which makes it appear to
be alive. It takes a D.C. 13 Wisdom (Insight) save to see through this, and realise what lurks beneath

Diseased Claws:
Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 12 (1d10+6) slashing damage, and the target must make a D.C. 13 Constitution save or Contract Cackle Fever.

Bane (Recharge 4,5 or 6): Spell Like Ability, 30' range, Up to 3 creatures in range, D.C. 13 Charisma save or -1d4 on next attack roll or saving throw.

Ok, so bear in mind that at the time I have made this, we do not have any official D&D rules for monster creation yet! Here is a monster that will be turning up in one of my games soon (so spoilers to my players...urrr...a bit late I know), which you might want to stick in your own games...or not!

Remember kids, stay in school...errr....nyahahahaha!

::EDIT [8/12/2014] - I have the DMG, and have adjusted the CR to reflect the rules within it.::

Sunday, 9 November 2014

RL - Bane of Fantasy


So, nearly moved into our new home, but alas, back at work tomorrow. I am hoping, now that things are settling down a little in Real Life, that I will get chance to get more written and to post more stuff.

But we all know how life has a habit of not playing ball!

Anyway, just wanted to let you know that I am neither dead 'nor giving up - just really, really busy!