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
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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.


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

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

IRON GODS 5E BESTIARY – Part Five
As I have noted in previous entries in this series of blog postings, one of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way and, arguably, the three characters presented below are the three most important of all the others encountered in the first chapter of the Iron Gods adventure path.

For those who have missed the earlier Iron Gods 5E Bestiaries, this entry represents the final batch of conversions from the fifth part of the Fires of Creation. The conversions for the earlier parts of Fires of Creation can be found here, here, here, and here.

If you are planning on playing the Iron Gods adventure path, these characters may represent SPOILERS!

So, with those comments out of the way, let’s get to the final conversions for the Fires of Creation!

IRON GODS BESTIATRY: Fires of Creation – Part Five

KHONNIR BAINE
Khonnir
Medium humanoid (human), chaotic good
Armor Class 13 (amulet of protection)
Hit Points 33 (6d8+ 6)
Speed 30 ft.
STR 9 (-1) DEX 14 (+2) CON 10 (+0) INT 18 (+4) WIS 14 (+2) CHA 13 (+1)
Saving Throws: Dex +5, Int +7, Wis +5
Skills
: Arcana +7, Insight +5, Persuasion +4, Stealth +5
Senses passive Perception 12
Languages: Common, Androffan, Draconic, Dwarven, Gnome, Hallit, Ignan, Orc, Terran, Undercommon
Challenge 6 (2,300 XP)
Special Equipment. Khonnir Baine wears an amulet that functions as a Ring of Protection (see 191 of the Dungeon Master’s Guide).
Cunning Action.
On each of his turns, Khonnir Baine can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Khonnir Baine deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Khonnir Baine that isn’t incapacitated and Khonnir Baine doesn’t have disadvantage on the attack roll.
Spellcasting. Khonnir Baine is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): acid splash, bomb, mending, shocking grasp
1st level (4 slots): expeditious retreat, mage armor, unseen servant
2nd level (3 slots): melf’s acid arrow, scorching ray, web
3rd level (3 slots): dispel magic, fireball, fly, protection from energy
4th level (1 slot): fabricate
ACTIONS
Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

MEYANDA
Meyanda
Medium humanoid (android), neutral evil
Armor Class 18 (studded leather)
Hit Points 58 (9d8+ 18)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saving Throws: Cha +3, Wis +6
Skills
: Perception +6, Religion +6, Survival +6
Senses passive Perception 16
Languages: Common, Androffan, Orc, Undercommon
Challenge 5 (1,800 XP)
Artificial Ancestry: Meyanda has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Channel Divinity. Once per short rest or long rest Meyanda can use her channel divinity to Turn Undead or do one of the other potential uses listed below.
Constructed Body. Meyanda counts as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favored enemy ability). She have advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
Cybernetic Mind. Meyanda has difficulty processing her own emotions and understanding those of others. As a result, she suffers disadvantage when making Wisdom (Insight) checks, but she gains advantage on all saving throws against fear.
Gaslight Influence. Meyanda can use her Channel Divinity to cast the enthrall spell.
Madness Aura.
Meyanda can use her Channel Divinity to project an aura that makes all enemies within 30 ft. roll a DC 14 Charisma saving throw or suffer the effects of the confusion spell until the start of Meyanda’s next turn.
Mindshattering Strike. Once per turn, when Meyanda hits a creature with a weapon attack, she can cause the attack to deal an extra 4 (1d8) psychic damage to the target.
Nanite Surge. Once per day, Meyanda can use a bonus action to add +3 to the result of one d20 roll. This can be done before or after making the d20 roll. When Meyanda uses this ability, her circuitry-tattoos glow with light equivalent to that of a torch until the start of her next turn.
Spellcasting.
Meyanda is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared (the spells in bold are from the Madness domain):
Cantrips (at will): light, mending, spare the dying, thaumaturgy, vicious mockery,
1st level (4 slots): create or destroy water, cure wounds, dissonant whispers, shield of faith, tasha’s hideous laughter
2nd level (3 slots): aid, crown of madness, lesser restoration, ray of enfeeblement, spiritual weapon
3rd level (3 slots): dispel magic, fear, hypnotic pattern, protection from energy, spirit guardians
4th level (3 slots): confusion, divination, freedom of movement, hallucinatory terrain
5th level (1 slot): dream, flame strike, mislead
ACTIONS
Multiattack.
Meyanda makes two attacks with her inferno pistol or her spiked gauntlet.
Inferno Pistol Ranged Weapon Attack: +5 to hit, range 30/150, one target. Hit: 7 (1d10+2) fire damage. On a critical hit with this weapon, the target takes 1d4 fire at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 10 shots per nanite canister.
Spiked Gauntlet Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.

SANVIL TRETT
Sanvill
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR 18 (+4) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 8 (-1) CHA 15 (+2)
Saving Throws: Con +4, Int +5
Skills
: Arcana +5, Deception +6, Investigation +5, Persuasion +6
Senses passive Perception 9
Languages: Common, Androffan, Hallit, Orc
Challenge 3 (700 XP)
Arcane Pool. Sanvill Trett has 7 points in his arcane pool. He may expend 1 point to gain +1 to hit and damage with his longsword, 3 points to gain +2 to hit and damage with his longsword, or 6 points to gain +3 to hit and damage with his longsword.
Elemental Weapon. Sanvill Trett may expend 5 points from his arcane pool to have his longsword gain +1 to attack rolls and deal 1d4 extra damage that is one of acid, cold, fire, lightning, or thunder damage (chosen when Sanvill Trett uses this ability).
Pool Strike. Sanvill Trett may expend points from his arcane pool as a bonus action to do extra acid, cold, fire, lightning, or thunder damage on one hit (the damage type chosen when Sanvill Trett uses this ability). Sanvill Trett may expend 2 points to do 2d10 damage, 3 points to do 3d10 damage, 5 to do 5d10 damage, or 6 to do 6d10 damage.
Spell Shield. As a reaction, Sanvill Trett may expend 1 point from his arcane pool to impose disadvantage on an attack roll that targets him.
Spellcasting. Sanvil Trett is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): chill touch, light, minor illusion
1st level (4 slots): burning hands, detect magic, thunderwave
2nd level (3 slots): invisibility, mirror image, misty step
3rd level (3 slots): counterspell, haste, invisibility
4th level (1 slot): greater invisibility
ACTIONS
Multiattack.
Sanvil Trett makes two attacks with his longsword.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Spell Combat. Sanvil Trett makes an attack with his longsword and casts any non-cantrip magus spell he has prepared as a bonus action.
Spellstrike. When Sanvil Trett casts a magus spell or cantrip that requires an attack roll, he can deliver the spell through his longsword. Using this action also costs Sanvil Trett his bonus action.

DUNGEON MUSER’S NOTES
One thing that regular readers of these conversions may note is that I have not given any of these characters Legendary Actions. My reasoning for not giving these characters Legendary Actions is different for each of these characters.

For Khonnir Baine, I didn’t feel that an NPC that will never see combat with the PCs needed those actions. For Meyanda, I felt that the combo of her spells, her abilities, and her ally (a Collector Robot) will make for enough of a challenge that she did not need additional actions to feel like a potent threat throughout the final fight. And for Sanvil, I felt that his Improved Invisibility and other Magus abilities will make him a challenging enough opponent without Legendary Actions.

Another thing I didn’t bother to include in the above stats are tool proficiencies, though I would likely give each of these characters proficiency with engineer’s tools and the technologist metaproficiency (rules for both of which can be found here).

Speaking of new rules, those looking for rules for Khonnir’s bomb cantrip can find it here, in my conversion of the Pathfinder Alchemist class to 5E.

If you’d like to see the rules for Meyanda’s race or for the Madness cleric domain can find them here and here, respectively.

Those looking for the Magus class (Sanvil’s been built as an NPC Magus) can find my conversion of the Pathfinder Magus class to 5E here.

RESOURCEFUL RESKINNING
While the Iron Gods characters are fairly unique in their abilities, there is nothing to stop an enterprising Dungeon Master from using these stats for another purpose.

For instance, the stats for Sanvill Trett could easily be used to represent an arcane assassin sent to kill the PCs.   Similarly, the stats for Khonnir Bhaine could be used for a tomb robbing wizard (not far off from what Khonnir is in the Fires of Creation anyway). Finally, while Meyanda’s stats are a little more mechanically linked to her race, she could serve as a priest to a god of madness, dreams, or altered states.

THE LAST LOG IS ON THE FIRES OF CREATION
With these three characters done, I am have now completed my conversions of the monsters and NPCs from the Fires of Creation. It will still be a while before I get to put these conversions to the test, but this has been an educational experience and I look forward to unleashing the hordes of the Iron Gods on my players sometime in the near future.

Until next time, I remain;

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

CRAZY WISDOM AND DIVINE MADNESS: The Madness Domain for 5th Edition Dungeons & Dragons

PATHFINDER MADNESS DOMAIN IN 5E DUNGEONS & DRAGONS 

Thanks to the prominent role that a cleric plays in the Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6), it seems like I will need a Madness Domain for my 5E conversion of Iron Gods. As such, I present the following for your review and enjoyment.

Cleric-of-Madness-by-Mitch-Cotie

MADNESS DOMAIN 

This domain functions the same as the divine domains listed on pages 59 to 63 of the Player’s Handbook, but, as with the Death Domain in the Dungeon Master’s Handbook, this domain may be best reserved for evil NPCs (such as the worshippers of the Iron Gods).

MADNESS DOMAIN SPELLS
Cleric Level Spells
1 dissonant whispers, tasha’s hideous laughter
3 crown of madness, ray of enfeeblement
5 fear, hypnotic pattern
7 confusion, hallucinatory terrain
9 dream, mislead

TOUCH OF MADNESS
At 1st level, you gain the vicious mockery cantrip, which doesn’t count towards your total number of cantrips known.

MADNESS AURA
Starting at 2nd level, you can use your Channel Divinity to project an aura that unsettles the minds of others. When you activate this ability, all enemies within 30 feet of you must make a Charisma saving throw or suffer the effects of the confusion spell until the start of your next turn. 

GASLIGHT INFLUENCE
At 6th level, you can use your Channel Divinity to cast the enthrall spell.

MINDSHATTERING STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with maddening 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 psychic to the target. When you reach 14th level, the extra damage increases to 2d8.

BREAKER OF MINDS
Starting at 17th level, you can cast the confusion spell to affect a single target at will as an action.

DUNGEON MUSER’S NOTES
I mostly pieced this conversion together with abilities taken from other domains and class abilities. For the abilities not stolen…err…I mean, repurposed from other classes/domains, I tried to find abilities that matched the spell levels of abilities from comparable levels.

RESOURCEFUL RESKINNING
This domain could also be used to represent a Mind or Thought Domain, with the names of the abilities changed to something more appropriate (like “Ego Whip” for Touch of Madness and “Mind Blast” for Madness Aura, etc…).

THE GODS OF MADNESS ARE NOW LISTENING
With this conversion together, I have only one more set of things to convert before I can turn my attention to the primary antagonist of Fires of Creation.

Perhaps, I should turn my attention to some of the high tech items encountered in the Iron Gods Adventure Path next…

Until next time, I remain;

  • THE DUNGEON MUSER
CRAZY WISDOM AND DIVINE MADNESS: The Madness Domain for 5th Edition Dungeons & Dragons