ROBOTIC RUNES AND RADIOACTIVE RITUALS – High Technology Spells for 5th Edition Dungeons & Dragons

TECHNOLOGY MAGIC (NEW SPELLS/FORMULAE)
Scan_20150319 (5)
The following spells are drawn from Paizo’s outstanding Technology Guide.

I was reluctant to convert these over, since 5th Edition D&D seems to have dealt away with the kind of hyper-specialized spells that have characterized earlier editions of the game.

However, in a campaign like Iron Gods, where high technology plays such a prominent role, these spells may see more consistent use, so I decided it would be worth converting these spells over to 5E.

Each of these are assumed to be new additions to the alchemist, cleric, druid, magus, and wizard spell lists but, given that these spells relate to high technology, DMs may wish to restrict them to characters who have the Technomancer feat, the Artificer cleric domain, and/or the Renegade Technic Leaguer or the Kellid Tribesman backgrounds.

Boom

ANTITECH FIELD
7th- level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V,S,M (a pinch of rust)
Duration: Concentration, up to 10 minutes

You bring into being a mobile, hemispherical energy field that prevents high technology items, signals, and creatures from entering.

An antitech field suppresses any high technology effect used within, brought into, or deployed into the area, but does not negate it. Time spent within an antitech field counts against the suppressed effect’s duration.

Robots and other technological constructs that come in contact with an antitech field must attempt a Constitution saving throw each round they remain in the field or be stunned. Success indicates the creature suffers disadvantage on its ability checks and attack rolls until it leaves the antitech field. An affected robot can make a new Constitution saving throw at the end of each of its turns. On a success, they are no longer stunned, but suffer disadvantage on it ability checks and attack rolls until it leaves the antitech field.

Partially technological creatures like androids or cyborgs merely suffer disadvantage on all attack rolls and ability checks if they fail this saving throw. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed.

Non-technological creatures can enter the area, as can low-tech missiles like sling stones and arrows. High-tech missiles such as bullets and missiles, as well as high-tech rays like lasers and particle beams, immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it—thus, creatures within the field could still take damage from a rocket that explodes against it.

If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

ANTITECH MAGIC CIRCLE
4th-level abjuration
Casting Time: 1 action
Range: 10 feet
Components: V,S, M (powdered copper worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

While active, robots and other high technology creatures can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

Robots and other high technology creatures suffer disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can’t be charmed, frightened, or possessed by robots and other high technology creatures.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a robot or other high technology creature from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.

ANTITECH REBUKE
4th-level abjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S, M (powdered fragments of technology, which the spell consumes)
Duration: Concentration, up to 1 minute

You shroud the targeted high technology item, or robot or other high technology creature, with disruptive magical energy. The target (or creature carrying the targeted item) must succeed on a Wisdom saving throw when you cast this spell or be stunned for the duration of the spell.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Level. When you cast this spell using a spell slot of higher, it targets one additional target for each slot level above 4th.

DETECT RADIATION
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of radiation within 30 feet of you. If you sense radiation in this way, you can use your action to see a faint aura around any visible creature, item, or area that bears radiation which informs you of the level of radioactivity.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

DISCHARGE
3rd-level abjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Instantaneous

Discharge dissipates the charges from one high technology item, temporarily depowers one electrically powered high technology item that does not use charges, or severely hinders a robot.

If the spell targets an item with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds.

If the spell targets a non-robot creature, the target must make a Constitution saving throw or one charged or electrically powered item on their person is affected, as described above. If the target is a robot, the robot must succeed on a Constitution saving throw or it suffers disadvantage on ability checks and attack rolls for 1 minute. An affected robot can make a new Constitution saving throw at the end of each of its turns. On a success, the effect of the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you double the number of high technology items you affect for each spell slot level over 4th level.

IRRADIATE
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Instantaneous

You flood a 10 foot radius area with Low Level Radiation that lasts until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the level of Radiation by one for each spell slot level over 3rd level, to a maximum of Severe Radiation Level using a 6th level spell slot. When cast using a higher level spell slot, the radiation spreads, per the standard 5E radiation rules.

MEMORY OF FUNCTION
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S, M (powdered skymetal worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous

You restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all hit point damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

PROTECTION FROM HIGH TECHNOLOGY
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V,S, M (powdered copper, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against robots and other high technology creatures have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

RECHARGE
3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V,S, M (200 gp worth of diamond dust, which the spell consumes)
Duration: Instantaneous

You restore up to 10 charges to a battery or half that number of charges to a high technology item capable of being charged by a battery. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt.

If you restore more charges than the item can hold, the creature holding the item must succeed at a Dexterity saving throw or take 1d6 points of lightning damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.

REMOVE RADIOACTIVITY
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous

You remove all radiation from a 20 foot radius around the point you touch. However, this spell has no effect on naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, this spell affects naturally radioactive materials, such as nuclear reactors or atomic warheads, as well.

TECHNOMANCY
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S, M (oil stirred with a coil of wires)
Duration: Concentration, up to 10 minutes

For the duration, you detect the presence of high technology within 30 feet of you. If you sense high technology in this way, you can use your action to see a faint aura around any visible creature or object in the area that is of high technology origin, and you learn its rough function (weapon, pharmaceutical, robot, etc…). Using this spell grants you advantage on your first Intelligence check made to understand how to use a high technology item.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt.

DUNGEON MUSERS’ NOTES

While I was initially skeptical of whether it was necessary to convert these spells over from Pathfinder to 5E, now that they are done, I think they will add a lot to an Iron Gods campaign.

In particular, assuming that most of these spells were created by the Technic League, I think that these spells can help to explain why the League is so much better at dealing with high technology than any other group.

In my own Iron Gods campaign, in the interest of keeping high technology as mysterious as I can, I will likely restrict all of them to player characters who have the Technomancer feat and either the Renegade Technic Leaguer or Kellid Tribesman backgrounds.

Incidentally, in my conversion of the memory of function spell, I chose to dump the restriction that the Pathfinder version has relating to time (the PF version can only affect items destroyed up to 10 years per caster level ago). Most of the high technology gear found in the Iron Gods campaign is over 9000 years old and, since the spell grants no control over the restored items, who am I to prevent a foolish player from restoring an out of control annihilator robot to full health (like, say, the one encountered in Valley of the Brain Collectors…moo hoo ha ha ha!).

RESOURCEFUL RESKINNING

Apart from the memory of function spell, none of the spells presented here will likely see much use in campaigns that do not have a high technology presence, though you could rename the irradiate spell “exhaustion” and otherwise use it as written.

IS THIS A SPELLBOOK OR AN ENGINEERING TEXTBOOK?

I hope these spells give players and DMs playing/running 5th Edition D&D campaigns with a high tech presence (like, say, the Iron Gods adventure path) some additional opportunities to add a high technology vibe to their games.

Until next time, I remain;

  • THE DUNGEON MUSER
ROBOTIC RUNES AND RADIOACTIVE RITUALS – High Technology Spells for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 7 – Even More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

RANDOM ENCOUNTERS: FIRES OF CREATION FOR 5E BESTIARY
Last week I noticed that the random encounters table found in Fires of Creation includes a number of monsters that are not included in the Monster Manual, nor in my earlier conversion efforts.

In the interest of satisfying my completist tendencies, I decided to write up conversions of all the critters listed on the Torch Encounters table found on page 81 of Fires of Creation.

FUNGAL CRAWLER
Fungal-crawler
Small aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 54 (12d6 + 12)
Speed 40 ft., climb 40 ft.
STR 15 (+2) DEX 14 (+2) CON 13 (+3) INT 12 (+1) WIS 11 (+0) CHA 9 (-0)
Saving Throws Dex +4
Skills
: Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages:
Challenge 3 (700 XP)
Pounce. If the fungal crawler moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the fungal crawler can make one claw attack as a bonus action.
ACTIONS
Multiattack.
The fungal crawler makes two attacks: one with its bite and one with its claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

GIANT AMOEBA
800px-Giant_amoeba
Small ooze, unaligned
Armor Class 8
Hit Points 33 (6d6 + 12)
Speed 10 ft., climb 10 ft., swim 10 ft.
STR 12 (+1) DEX 6 (-2) CON 14 (+2) INT 1 (-5) WIS 6 (-2) CHA 2 (-4)
Skills: Athletics +3
Damage Resistances: acid
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 1 (200 XP)
Amorphous. The giant amoeba can move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 2 (1d4) acid damage and the target is grappled (escape DC 10). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the target takes 2 (1d4) acid damage at the start of each of its turn, while it is grappled.

GIANT FLY
250px-Giant_fly_and_maggot
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.
STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages:
Challenge 1/2 (100 XP)
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be infected with sewer plague (see page 257 of the Dungeon Master’s Guide).

GIANT MAGGOT
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR 5 (-3) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 7 (-2) CHA 3 (-4)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages:
Challenge 1/4 (50 XP)
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 +2) piercing damage.
Regurgitate (Recharge 6). One creature within 5 feet must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much on a successful one.

GREMLIN, VEXGIT
Vexgit
Small fey, chaotic evil
Armor Class 14
Hit Points 20 (5d6)
Speed 20 ft., climb 20 ft.
STR 6 (-2) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 11 (+0)
Skills: Athletics +0, Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t cold iron
Condition Immunities: exhaustion, poisoned
Senses darkvision 120ft, passive Perception 11
Languages: Undercommon
Challenge 1 (200 XP)
Innate Spellcasting. The vexgit’s innate spellcasting ability is Charisma (spell save DC 12). The vexgit can innately cast the following spells, requiring no material components: At will: prestidigitation 1/short rest: entangle
Magic Resistance:
The vexgit has advantage on saving throws against spells and other magical effects.
Sneaky. The vexgit has advantage on Dexterity (Stealth) ability checks in metal or stony areas.
Wrecking Crew. A group of six vexgit working together over the course of an hour can create an effect identical to the shatter spell. The spell save DC for this is 13.
ACTIONS
Light Hammer.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 (1d4 – 2) piercing damage.
Rusting Mandibles. The vexgit corrodes a nonmagical ferrous metal object it can see within 5ft. of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 10 Dexterity saving throw to avoid the vexgit’s mandibles. If the object touched is either metal armor or a metal shield being won or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object rusted is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

PETROMIN
Small beast, unaligned
Armor Class 12 (natural armor)
Hit Points 7 (2d6)
Speed 10 ft., climb 10ft., fly 60 ft.
STR 6 (-2) DEX 14 (+2) CON 10 (+0) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Skills: Perception +4
Senses passive Perception 14
Languages:
Challenge 1/8 (25 XP)
Cloaked. The petromin is invisible to creatures using only darkvision, but can be detected by other means.
Keen Sight.
The petromin has advantage on Wisdom (Perception) checks that rely on sight.
Luminous. The petromin naturally sheds light equal to that provided by a candle. It can control the color of the illumination and can extinguish the light as a bonus action.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

PILO
Pilo
Small beast, unaligned
Armor Class 14 (natural armor)
Hit Points 28 (8d6)
Speed 30 ft.
STR 14 (+2) DEX 14 (+2) CON 11 (+0) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Skills: Perception +4
Senses passive Perception 14
Languages:
Challenge 2 (450 XP)
Quills. A creature that touches the pilo or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Roll Up. As a bonus action, the pilo can tuck itself into a ball, gaining an AC 18, but reducing its speed to 10 ft. until it unfurls itself.
ACTIONS
Gore.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

SORICO
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 23 (5d6 + 5)
Speed 30 ft., burrow 10ft.
STR 15 (+2) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 10 (+0) CHA 3 (-4)
Skills: Perception +2, Stealth +1
Senses passive Perception 12
Languages:
Challenge 1/2 (100 XP)
Dust Cloud (3/day). As a bonus action, the sorico shakes loose a cloud of dust. Each creature within 20 feet of it must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the sorico’s next turn.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) piercing damage.

TSAALGREND
Tsallgrend
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 10 ft., climb 10 ft., fly 40 ft.
STR 13 (+1) DEX 15 (+2) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 8 (-1)
Saving Throws Con +5, Wis +6
Skills
: Athletics +3, Perception +2
Damage Vulnerabilities fire
Damage Resistances
: acid, lightning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages:
Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the tsaalgrend has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack.
The tsaalgrend makes three attacks: one with its bite and two with its tendril attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) piercing
Tendril.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the tsaalgrend can’t use the same tendril on another target.
Spore Cloud (Recharge 5-6). A 10-foot radius of spores extends from the tsaalgrend. Each creature within the spore cloud must succeed on a DC 11 Constitution saving throw or be poisoned. While poisoned, the creatures are stunned. All affected creatures can repeat their saves at the end of their turns.

DUNGEON MUSER’S NOTES
As with my other conversions, these critters are mostly based on existing 5th Edition D&D monsters (for instance, the Giant Fly is a mostly reskinned Giant Wasp).

The way that I wrote up the Vexgit Gremlin makes it more of a nuisance than an actual threat, but I feel that it’s sometimes nice to have a threat to throw at your players that does more than just hurt them.

RESOURCEFUL RESKINNING
The Tsaalgrend could be reskinned as a form of aggressive myconid or, perhaps, as an adult/infantile version of the gas spore.

The petromin, pilo, and sorico could be reskinned as Underdark pets or pests, found in dwarven, rock gnome, or drow communities.

ROLL FOR RANDOM ENCOUNTERS!
This batch of monsters should provide DMs all they need to use the random encounter tables in Fires of Creation without modification…and my completist tendencies are satisfied.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 7 – Even More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

Religious Smithing, Ray Gunslingers, and Robot Magic – Technological Class Options for 5th Edition Dungeons & Dragons

TECHNOLOGICAL CLASS OPTIONS FOR 5TH EDITION DUNGEONS & DRAGONS

Since high technology and super-science plays such a significant role in the Iron Gods, I felt it was important to convert some of the unique technology-related class options that are found in the Pathfinder RPG for use in my 5th Edition Dungeons & Dragons conversion.

As with the Gunslinger class, and firearms in general, these options may not be appropriate for all campaigns (particularly those without a technological presence). However, they should provide some tech-heavy options for PCs in the Iron Gods campaign that’ll let them bask in the high technology vibe that suffuses that adventure path.

But enough talk, let’s get to the tech options!

ARTIFICER DOMAIN
pic1983147_md

This domain functions the same as the divine domains listed on pages 59 to 63 of the Player’s Handbook.

ARTIFICER DOMAIN SPELLS
Cleric Level Spells
1 shield, unseen servant
3 heat metal, magic weapon
5 elemental weapon, meld into stone
7 fabricate, stone shape
9 animate objects, creation

BONUS CANTRIP
At 1st level, you gain the mending cantrip, which doesn’t count towards your total number of cantrips known.

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with heavy armor.

FORTIFYING AURA
Starting at 2nd level, you can use your Channel Divinity to project an aura that shields you and your allies from harm. When you activate this ability with a bonus action, you and all allies within 30 feet of you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the start of your next turn.

DANCING WEAPON
At 6th level, you can use your Channel Divinity to cast the spiritual weapon spell.

ANVIL STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with destructive power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder to the target. When you reach 14th level, the extra damage increases to 2d8.

TOUCH OF CREATION
Starting at 17th level, you can cast the wall of stone spell at will as an action.

TECHSLINGER (NEW GUNSLINGER ARCHETYPE)
This Gunslinger archetype functions the same as the archetypes found in the description of the Gunslinger class found here.


20140327093954
Note that many of this archetype’s abilities refer to rules for high technology items that can be found here.

SUPERCHARGED SHOT
Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to maximize the power of the shots you take with high technology firearms. Once per turn, when you take the Attack action and attack with a high technology firearm, you can spend 1 grit point and an extra charge to deal double damage to one creature hit by your attack. This damage increases to triple damage at 6th level, quadruple damage at 10th level, and quintuple damage at 14th level. This damage is doubled on a critical hit.

For example, a 12th level techslinger could spend 1 grit point and an extra charge when shooting with an inferno pistol to do 3d10 fire damage on a hit or 6d10 fire damage on a critical hit.

EFFICIENT MARKSMAN
At 3rd level, you gain the ability to spend 1 grit point to use 1 charge fewer than normal when firing a high technology firearm.

EYE FOR GUNS
Starting at 3rd level, you no longer need make any ability checks to understand high technology firearms. You automatically understand how to use any high technology firearms you find. This ability only applies to high technology firearms.

RELIABLE
At 3rd level, you gain the ability to spend 1 grit point as a reaction to prevent a timeworn firearm from glitching.

ENGINEER’S TOUCH
Starting at 6th level, you can ignore detrimental glitches that are rolled when a timeworn firearm glitches. Instead, they are treated as if you had rolled no glitch.

TRY HITTING IT
At 14th level, you gain the ability to squeeze an extra shot out of a depleted high technology firearm. Once per turn, as a bonus action, you can spend 1 grit point to grant 2 temporary charges to a high technology firearm, even if that firearm normally cannot be recharged. This charge fades when you create a short rest or a long rest.

BRING OUT THE BIG GUNS
At 14th level, you gain the ability to use your Gunslinger abilities with high technology firearms with the Cannon, Support, and Artillery properties.

TECHNOMANCER (NEW FEAT)
Prerequisites: Proficiency with Technologist and the ability to cast at least one spell.
Artificer_by_Zgfisher

Note that the abilities of this feat refer to rules for high technology items that are found here.

You mastered the art of blending magic and super-science and unlocked the secrets of technology from a lost age. You gain the following benefits:

  • You can spend 1 hour to recondition a piece of timeworn technology, after which the item no longer has a chance of glitching until you complete a long rest. You can perform this reconditioning while you complete a short or a long rest. At 5th level you can recondition two timeworn items in the same amount of time, at 11th level you can recondition three timeworn items, and at 17th level you can recondition four timeworn items.
  • You gain the ability to power technological items with your spell power and vice versa, as a bonus action, as set out on the table below. Once you use this ability you must complete a short rest or a long rest before using it again. For example, as a bonus action you could expend 5 charges from a battery to gain a 3rd level spell slot.
Spell Slot Level Charges
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • Your spells that have charm effects can affect robots, ignoring their immunity to the charmed condition. Further, your conjure spells can now be used to conjure robots. For example, you could cast the dominate person spell on a gearsman robot or you could use the conjure elemental spell to summon a collector robot.

DUNGEON MUSERS’ NOTES
5th Edition D&D seems to have moved away from abilities and spells that have limited or specialized applicability (for example, spells that only work in certain environments or only target certain kinds of creatures), so I feel like these rules may represent a departure from some of the design aesthetics of D&D 5E.

That said, given that these rules are designed to be used in a campaign loaded with hi-tech items and foes, the limited nature of some of these abilities/options may not be as limited, in practice, as they seem at first glance.

With that bit of pre-emptive defence work out of the way, let’s talk about each of the options, in turn.

Of all the options presented above, the Artificer domain is the one most easily adapted for campaigns with a more traditional fantasy flavor. I patterned the domain abilities off the Artificer domain in the Pathfinder RPG and some of the divine options out of the Pathfinder supplement, Inner Sea Gods.

For the Techslinger, I tried to keep most of the abilities from the Pathfinder version of the Techslinger archetype introduced in the Pathfinder Technology Guide, but ended up adding several totally new abilities to balance it with the other Gunslinger archetypes. The 5E version of the Techslinger is too dependent on high technology to be appropriate for most fantasy campaigns (none of the abilities work without high technology guns), unless your DM is willing to keep you in particle guns and laser guns from 3rd level onward.

Finally, for the Technologist, I decided to go with an idea that I have been playing with for the past few months, which is to adapt Pathfinder Prestige Classes into one or more feats.  Feats in 5E are more substantive than those in previous editions of D&D, most often representing a bundle of related abilities, so they seem like an idea mechanism for replicating the kind of “niche” abilities that Prestige Classes represent.

The Technologist Feat’s abilities are mostly 5E versions of the key abilities from the Prestige Class, though I jettisoned the abilities that related to Pathfinder-specific crafting rules.

RESOURCEFUL RESKINNING
Moreso than any of the other 5E conversions I have done, or am likely to do, of the Iron Gods adventure path, these conversions are pretty difficult to reskin into other non-high technology versions, but if someone else has ideas as to how to do so, I’d be all ears.

ADD A TOUCH OF TECH TO YOUR CAMPAIGN!
While these options may not be appropriate for every 5th Edition D&D campaign, I think they would be great thematic additions to the Iron Gods adventure path, for both PCs and NPCs (how terrified would your players be when the Technic Leaguer they are fighting summons more robots for them to fight with her Technologist feat?).

To supplement these rules, I will be posting conversions of some of the spells from the Technology Guide in the coming weeks, but for now, I hope you enjoy the new abilities these options offer.

Until next time, I remain;

  • THE DUNGEON MUSER
Religious Smithing, Ray Gunslingers, and Robot Magic – Technological Class Options for 5th Edition Dungeons & Dragons

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

For your viewing pleasure, I present the fourth episode of the Live from the Sword Coast podcast (featuring recordings of my gaming group’s 5th Edition Dungeons & Dragons campaign).

Does a necrotic plague threaten the city of Baldur’s Gate?  Are our heroes to blame?  Is using your familiar like a coal mine canary a good plan? Find out by pressing play!

Tonight’s Cast:
Dungeon Master: Kevin Madison
Beradin Toraktalomaar: Dave Oomah
Diero Dundragon: Stevie Mo
Malark Buckman: Jeff Ivey
Maurgoth, Son of Daurgothoth: Nick Enns

Please note that this video contains SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.

You can find a summary of the campaign to date here, you can find earlier episodes of the Live from the Sword Coast podcast here, and you can find the stats for this session’s player characters here:

Beradin Toraktalomaar

Diero Dundragon

Malark Buckman

Maurgoth, Son of Daurgothoth

I hope you enjoy joining our session and, if you have any questions or concerns, please do not hesitate to send them my way at dungeonmusings@gmail.com.

Oh, and you can follow me on Twitter @dungeonmusings

Until next time I remain,

The Dungeon Muser

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Diero Dundragon
Diero

Male Human Criminal Fighter 5  XP: 11,870
Faction: The Harpers  Renown: 4
Neutral Good
Representing Steve-O

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 6 = +3 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.

First Ability Score Improvement: Feat

Diero Dundragon’s Equipment:

Money: 95 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad. 

Harpers Contacts:
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

Malark Buckman
Malark

Male Human Folk-Hero Monk 5 XP: 12,370
Faction: The Harpers     Renown: 4
Neutral Good
Representing Jeff Ivey

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice: 5d8
Speed: 50 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Common Chondathan
Proficiencies: Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
10 Darts [+6 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Four (4) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malark hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malark’s next turn.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third. The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malark Buckman’s Equipment:

Money: 484 gold pieces.

Backpack, Mess kit, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Torches x10, Waterskins, Painter supplies, Healer kit

Malark Buckman’s Personality Traits: Thinking is for other people. I prefer action.
Malark Buckman’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malark Buckman’s Bond: I protect those who cannot protect themselves.
Malark Buckman’s Flaw: Too tall and bad temper.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Jaromir: Human Wizard/Diviner who works as a Seer, Sage, and Fortune Teller in Baldur’s Gate– Contact Bond Level 1

CHOMPER (WARHORSE) – Harper Follower
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 33
Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Senses passive Perception 11
Languages:
Trampling Charge. If Chomper moves at least 20 feet straight towards a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Chomper can take a bonus action to make another attack with its hooves against the target.
ACTIONS
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgothoth
rimas_the_dragonborn_by_fushark-d3iiidf

Male Dragonborn Charlatan Warlock 5  XP: 12,370
Faction: Host of Daurgothoth                    Renown: 3 Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch, Friends, and True Strike.

Maurgoth has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 5, Maurgoth knows 6 warlock spells. Maurgoth’s spells are Arms of Hadar, Command, Fly, Hex, Invisibility, and Scorching Ray.

At warlock level 5, Maurgoth knows 3 warlock invocations.

Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (7 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings. 

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons