Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
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Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EXISTING HIGH TECHNOLOGY ITEMS

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Casting Call – Survivor – Out of Time 14th Level Android Oracle

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

THE MASTERS OF SWORD AND SPELL RETURN! – THE REVISED MAGUS CLASS FOR 5TH EDITION DUNGEONS & DRAGONS

REVISED PATHFINDER MAGUS CLASS IN 5E DUNGEONS & DRAGONS

One of the two classes unique to the Pathfinder RPG that I feel I need to convert in order to run the Iron Gods adventure path in 5E is the Magus class. I have read some commentary online suggesting that the Fighter’s Eldritch Knight Martial Archetype (the “EK”) is a “close enough” conversion, but after looking at the Magus and the EK in detail, and looking at what a Magus NPC from Iron Gods would look like as an EK in 5E D&D, I think I would lose some of the unique feel of the Magus class (in particular the neat ability to deliver spells through weapon strikes) if I didn’t come up with a 5E version.

My first effort at converting the Magus class can be found here, but after having a Magus PC played in my Tyranny of Dragons campaign, I now feel that those rules are unbalanced, particularly given the fact that my first draft of the Magus was, essentially, a Wizard with even more badass abilities.

The following is my revised version, which scales back the number of spells the Magus gains to make for a character that strikes a better balance between spellcaster and swordsman (or swordswoman).

PZO1117-MagusColor

MAGUS CLASS FEATURES
As a magus, you gain the following class features.

HIT POINTS
Hit Dice:
1d8 per magus level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st.

PROFICIENCIES
Armor:
Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Perception

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) a quarterstaff
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor
  • A spellbook
THE MAGUS                
Level Proficiency Features Arcane Pool Magus Arcana Cantrips Known 1st 2nd 3rd 4th 5th
1 +2 Magus Bond, Martial Tradition, Spellstrike, 2
2 +2 Arcane Pool, Spellcasting, Spell Combat 2 2 2
3 +2 3 1 2 3
4 +2 Ability Score Improvement 4 1 3 3
5 +3 Martial Tradition Ability, Spell Recall 5 1 3 4 2
6 +3 Extra Attack 6 2 3 4 2
7 +3 Elemental Weapon 7 2 3 4 3
8 +3 Ability Score Improvement 8 2 3 4 3
9 +4 Knowledge Pool 9 3 3 4 3 2
10 +4 Spell Access 10 3 4 4 3 2
11 +4 Martial Tradition Ability 11 3 4 4 3 3
12 +4 Ability Score Improvement 12 4 4 4 3 3
13 +5 13 4 4 4 3 3 1
14 +5 Spell Access 14 4 4 4 3 3 1
15 +5 15 5 4 4 3 3 2
16 +5 Ability Score Improvement 16 5 4 4 3 3 2
17 +6 Counterstrike 17 5 4 4 3 3 3 1
18 +6 Spell Access 18 6 4 4 3 3 3 1
19 +6 Ability Score Improvement 19 6 4 4 3 3 3 2
20 +6 Master Magus 20 6 4 4 3 3 3 2

CANTRIPS
At 1st level, you know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels as shown in the Cantrips Known column of the Magus table.

SPELLSTRIKE
Whenever you cast a magus spell or cantrip that requires a melee attack roll, you can deliver the spell through your bonded weapon instead. To do so, you take the Attack action with a melee weapon and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the melee weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. Spellstrike can be used once per round.

MAGUS BOND
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and form the bond.

Once you have bonded a weapon to yourself, you may use the bonded weapon as a spellcasting focus for your magus spells.

MARTIAL TRADITION
At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat. Choose Staff Magus, Sword Magus, or Gun Magus, each detailed at the end of the class description. The tradition you choose grants you features at 1st level and again at 5th and 11th level. 

ARCANE POOL
You have 2 points in your arcane pool at 2nd level, and you gain more as you reach higher levels, as shown in the Magus table. You can never have more points in your arcane pool than shown on the table for your level. You regain all arcane pool points when you complete a long rest.

You can expend points from your arcane pool as a bonus action to grant any nonmagical weapon you are holding a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute. The bonus to hit and damage depends on the amount of arcane pool points spent, as follows.

Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
+3 6

SPELLCASTING
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the magus spell list.

SPELLBOOK
At 2nd level, you gain a spellbook containing three 1st-level magus spells of your choice.

PREPARING AND CASTING SPELLS
The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   See the description of a Wizard’s preparation and casting of spells on page 114 of the Player’s Handbook for an example of how to prepare your spells as a magus.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

LEARNING SPELLS OF 1ST LEVEL AND HIGHER
Each time you gain a magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spells slots, as shown on the Magus table. On your adventures, you may find other spells that you can add to your spellbook, the same a wizard (see page 114 of the Player’s Handbook for more information on your spellbook).

SPELL COMBAT
At 2nd level, you learn how to cast spells and wield your weapon at the same time. To use this ability, you must have one free hand and be wielding a light or one-handed melee weapon. Once per round, when you take the Attack action, you can cast any non-cantrip magus spell you have prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, you can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.

MAGUS ARCANA
As your eldritch combat skills improve, you master mystic techniques known as arcana that provide new ways for you to combine the powers of the martial and the arcane.

At 3rd level, you gain one magus arcana of your choice. Your magus arcana options are detailed at the end of the class description. When you gain certain magus levels, you gain additional magus arcana of your choice, as shown in the Magus Arcana column of the Magus table.

Additionally, when you gain a level in this class, you can choose one of the magus arcana that you know and replace it with another magus arcana that you could learn at that level.

SPELL RECALL
At 5th level, you learn to transform the occult power of your arcane pool into fuel for your spellcasting. You can transform unexpended arcane pool points into one spell slot as a bonus action on your turn. The table below shows the costs of creating a spell slot of a given level. You can create spell slots no higher in level than 5th using spell recall and these spell slots only last until you complete a long rest. You can only create spell slots of a level equal to that you can cast.

Spell Slot Level Arcane Pool Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

ELEMENTAL WEAPON
At 7th level, you learn the ability to infuse your bonded weapon with primal elemental power. You gain the ability to expend 5 points from your arcane pool as a bonus action to transform any nonmagical bonded weapon into a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For a duration of Concentration, up to 1 hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

KNOWLEDGE POOL
At 9th level, you gain the ability to improvise with your spellcasting. As an action, you can transform unexpended arcane pool points to cast one spell from the magus spell list as if you had prepared that spell, whether you have that spell prepared or not. The table below shows the costs of casting a spell of a given level. You can cast spells no higher in level than 5th using knowledge pool.  You can only cast spells with this ability of a level equal to that you can cast.

Spell Level Arcane Pool Point Cost
1st 3
2nd 4
3rd 6
4th 7
5th 8

SPELL ACCESS
By 10th level, you have expanded your magical knowledge with the secrets of other traditions. Choose two spells of 3rd level or lower from the wizard spell list, and add them to your spellbook.

The chosen spells count as magus spells for you and can be used with any of your other magus abilities.

You learn two additional spells of 4th level or lower from the wizard spell list at 14th level and two additional spells of 5th level or lower at 18th level.

COUNTERSTRIKE
At 17th level, you learn to instinctively disrupt the spells of other casters. When a creature within 5ft of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If you hit the target and it is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. 

TRUE MAGUS
At 20th level, you perfect your magus techniques, gaining the ability to use spell combat and/or spellstrike on both of your attacks, each round. You can choose to use spell combat or spellstrike twice, or use each ability once.

MARTIAL TRADITIONS

STAFF MAGUS

STAFF COMBAT
Beginning when you choose this martial tradition at 1st level, when you take the Attack action and attack with only a quarterstaff or magic staff, you can attack a second time, by using both ends of the staff. The weapon’s damage die for this second attack is d4 and the attack does bludgeoning damage.

STAFF MAGIC
At 1st level, you gain the ability to attune to any magic staff, regardless of any class restrictions that staff might otherwise have. You also gain the ability to use your Arcane Pool abilities with magic staves. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities while wielding a staff with two hands.

DEFENSIVE STANCE
Starting at 5th level, you add +2 to AC when wielding a quarterstaff or magic staff. At 11th level, this bonus increases to +3 to AC.

STAFF MASTERY
At 11th level, you perfect your mastery of magic staves. Once per day, as an action you can expend points from your arcane pool to recharge a staff to which you are attuned on a one for one basis. For example, you could expend 5 points from your arcane pool to restore 5 charges to a Staff of Fire to which you are attuned.

SWORD MAGUS

MARTIAL TRAINING
Beginning when you choose this martial tradition at 1st level, you gain proficiency with martial weapons. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

ARMORED MAGUS
Starting at 5th level, you gain proficiency with medium armor. At 11th level, you gain proficiency with heavy armor.

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

MAGUS ARCANA

If a magus arcana has prerequisites, you must meet them to learn it. You can learn the magus arcana at the same time that you meet its prerequisites. 

ARCANE ACCURACY
You can expend 1 point from your arcane pool as part of an Attack to gain advantage on your next attack roll. This must be spent before you make your attack roll. 

CLOSE RANGE
You can deliver ray spells (such as ray of frost, ray of enfeeblement, and scorching ray) as melee spell attacks (making them eligible for your spellstrike magus ability). If the ray spell targets more than one creature, you make only one melee spell attack to deliver one of the rays; additional rays may target other creatures normally, but those attacks are made at disadvantage. 

CONCENTRATE
You may reroll a Constitution check made to maintain Concentration on a spell that you just failed. You must keep the result of your second roll. Once you use this ability, you cannot use it again until you complete a short rest or a long rest. 

CRITICAL STRIKE
Prerequisite: 12th level
When you score a critical strike with a melee weapon attack, you may cast a spell or cantrip with a range of touch as part of that attack. You must have a spell slot equal to the level of the spell cast available when you use this ability, which is expended as if that spell was cast normally.  Once you use this ability, you cannot use it again until you complete a long rest. 

DISPELLING STRIKE
Prerequisite: 9th level
You can spend 3 points from your arcane pool as a bonus action to imbue a melee weapon with disruptive arcane energies. The next target you strike a target with that weapon is affected as if subjected to a dispel magic spell. 

EMPOWERED MAGIC
When you roll damage for a spell, you can expend 1 point from your arcane pool to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. 

FAMILIAR
You learn the find familiar spell and can cast it as a ritual. 

HASTED ASSAULT
Prerequisite: 6th level
As a bonus action, you can expend 3 points from your arcane pool to gain the effect of the haste spell until the end of your next turn. 

MANEUVER MASTERY
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (at page 73 of the Player’s Handbook). If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throws DC equals 8 + your proficiency bonus + your Strength or Dexterity modifiers (your choice).

To use one of your maneavers, you expend 1 point from your arcane pool to gain 1 superiority dice, which is used to fuel that maneuver. This superiority dice is a d8.  You may use superiority dice you gained from other classes to fuel these maneuvers, but you may not use the superiority dice generated from your arcane pool to fuel any other maneuvers. 

MYSTIC ARCANUM
Prerequisite: 12th level
Choose one 6th-level spell from the magus spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you do so again.

If you are 14th level, you may select a 7th-level spell instead, if you are 16th level, you may select an 8th level spell, and if you are 18th level, you may select a 9th level spell.

You may select this Arcanum more than once, selecting a new arcanum spell each time.

POOL STRIKE
You may expend 2 points from your arcane pool as a bonus action to charge one of your hands with mystic energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You may then make a melee spell attack with your charged hand as an Action to deal 2d10 damage of that type to the target you hit. If you miss on the attack, the charge persists until you hit, or for as long as your concentrate, to a maximum of one minute (whichever happens first). You may expend further arcane pool points to increase the damage done, as set out in the following table:

Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3
5d10 5
6d10 6
8d10 7

You may use your spellstrike magus ability with this arcana.  You may also use this ability with Two-Weapon Fighting (described at page 195 of the Player’s Handbook), if you otherwise qualify for Two-Weapon Fighting.  For the purpose of Two-Weapon Fighting, your hand counts as a light melee weapon when using this ability.

QUICKENED MAGIC
When you cast a spell that has a casting time of 1 action, you can expend 2 points from your arcane pool to change the casting time to 1 bonus action for this casting. 

REFLECTION
Prerequisite: 15th level
As a reaction, you may expend 10 points from your arcane pool to interrupt a creature in the process of casting a spell of 7th level or lower within 60 feet of you, as if you cast the counterspell spell. If the interrupted spell would have targeted someone other than the caster, you can choose to have it reflected back on the interrupted caster, as if she was the intended target.

SUBTLE MAGIC
When you cast a spell, you can expend 1 point from your arcane pool to cast it without any somatic or verbal components. 

SPELL SHIELD
As a reaction, you can expend 1 point from your arcane pool to impose disadvantage on an attack roll that targets you. 

WAND MASTERY
Whenever you use an enchanted wand to cast a spell, you calculate the DC for any saving throws against those spells as 8 + your proficiency bonus + your Intelligence bonus. 

WAND WIELDER
You can activate a wand or staff in place of casting a spell when using your spell combat and spellstrike magus abilities. 

MAGUS SPELLS

CANTRIPS (0 LEVEL)
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Light
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
Thunderclap
True Strike

1ST LEVEL
Burning Hands
Chromatic Orb
Color Spray
Detect Magic
Earth Tremor
Expeditious Retreat
Feather Fall
Fog Cloud
Grease
Ice Knife
Jump
Longstrider
Magic Missile
Ray of Sickness
Shield
Silent Image
Tenser’s Floating Disk
Thunderwave
Unseen Servant
Witchbolt

2ND LEVEL
Aganazzar’s Scorcher
Cloud of Daggers
Darkness
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility
Levitate
Magic Weapon
Mirror Image
Melf’s Acid Arrow
Misty Step
Ray of Enfeeblement
Scorching Ray
Shatter
Snilloc’s Snowball Swarm
Spider Climb
Web

3RD LEVEL
Blink
Counterspell
Dispel Magic
Flame Arrows
Fireball
Fly
Gaseous Form
Haste
Lightning Bolt
Major Image
Melf’s Minute Meteors
Phantom Steed
Sleet Storm
Slow
Stinking Cloud
Tidal Wave
Vampiric Touch
Water Breathing
Wind Wall

4TH LEVEL
Arcane Eye
Dimension Door
Elemental Bane
Evard’s Black Tentacles
Fire Shield
Greater Invisibility
Ice Storm
Phantasmal Killer
Polymorph
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire

5TH LEVEL
Bigby’s Hand
Cloudkill
Cone of Cold
Immolation
Mislead
Telekinesis
Wall of Force
Wall of Stone

6TH LEVEL
Arcane Gate
Chain Lightning
Disintegrate
Flesh to Stone
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Otiluke’s Freezing Sphere
Sunbeam
True Seeing
Wall of Ice

7TH LEVEL
Delayed Blast Fireball
Firestorm
Prismatic Spray
Whirlwind

8TH LEVEL
Earthquake
Incendiary Cloud
Sunburst

9th LEVEL
Meteor Swarm
Prismatic Wall
Shapechange

MULTICLASS MAGUS
For characters who wish to multiclass as a magus, the minimum ability scores to multiclass as a magus are Intelligence 13 and either Strength 13 or Dexterity 13.

Further, when you multiclass into the magus class you gain proficiency in light armor and simple weapons.

Finally, when calculating the spell slots available to a multiclass character with levels in the magus class, you include half your levels in magus, when calculating your Multiclass Spellcaster spell slots.  See pages 163 and 164 of the Player’s Handbook for more information on multiclassing in 5E.

DUNGEON MUSER’S NOTES
I feel that this version of the Magus should play much more like the warrior/mage I intended the Magus to be. Characters made with these rules will be deadly melee fighters who can also unleash a variety of lethal spells.

The scaled-back number of spell slots should prevent Magus characters from infringing on the thematic space of dedicated spell casters and, as an added benefit, I think that the more limited number of spell slots will give the Magus’ other abilities (particularly the use of Arcane Points) a chance to shine.

RESOURCEFUL RESKINNING
As with my first draft of the Magus, with a few changes, this class could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For either of these options, you could change spell combat and spellstrike to function only with ranged weapons and permit the character to cast spells while using a two-handed ranged weapon. This extra feature would be balanced by the disadvantage that such characters would suffer when using their abilities in melee.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
I will leave my first draft of the Magus up, for those who may prefer that version of the 5th Edition D&D class, but I, personally, prefer this version of the class over that earlier attempt. I look forward to seeing this new version hitting the table in my home game soon.

Until next time, I remain;

THE DUNGEON MUSER

THE MASTERS OF SWORD AND SPELL RETURN! – THE REVISED MAGUS CLASS FOR 5TH EDITION DUNGEONS & DRAGONS

CASTING CALL – Live from the Sword Coast: Carrick Moonwhisper 5th Level Magus – 5th Edition Dungeons & Dragons

This Friday, I will be posting a revised version of my conversion of the Pathfinder RPG’s Magus class.

As a preview of that conversion, I present for your review, a revised version of the Magus PC who is played by my son in my home 5th Edition D&D game.

Enjoy!

Carric Moonwhisper
104s2t4
Male Moon Elf Soldier Magus 5 XP: 13,500
Faction: Misty Kingdom  Renown: 3
Neutral Good
Representing Jadon Thiessen

Strength 8 (-1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:
Hair: Black Straight

Maximum Hit Points: 33
Hit Dice: 5d8
Speed: 30 feet
Armor Class: 16

Proficiency bonus: +3
Initiative modifier: +0 = + 0 [dexterity]
Attack (handheld / thrown): +2 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): +7 = + 3 [proficiency] +1 [dexterity]
Strength save: -1 = -1 [strength]
Dexterity save: +4
Constitution save: +4 = + 3 [proficiency] + 1 [constitution]
Intelligence save: +6 = + 3 [proficiency] + 3 [intelligence]
Wisdom save: +1 = + 1 [wisdom]
Charisma save: +0 = + 0 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Languages: Common, Elvish, Giant
Proficiency: Land Mounts, Light Armor, Medium Armor, Simple Weapons, Martial Weapons
Acid Splash [2d6 acid damage (range 60), one creature or two within 5ft of each other, DC 14 Dex save for no damage]
Ray of Frost [+6 to hit; 2d8 cold damage and target speed reduced by 10ft (range 60)]
Shocking Grasp [+6 to hit; advantage on roll vs. target in metal armor, 2d8 lightning damage and target can’t take reactions until the start of its next turn]
Unarmed strike [+2 to hit; 1-1 bludgeoning]
Rapier [+7 to hit; 1d8+4 piercing, 1 lb, finesse]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 7 = +4 + 3
Animal Handling Wis 1 = +1
Arcana Int 6 = +3 + 3
Athletics Str 2 = -1 + 3
Deception Cha 0 = +0
History Int 3 = +3
Insight Wis 4 = +1 + 3
Intimidation Cha 0 = +0
Investigation Int 3 = +3
Medicine Wis 1 = +1
Nature Int 3 = +3
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 3 = +3
Sleight of Hand Dex 4 = +4
Stealth Dex 4 = +4
Survival Wis 1 = +1

Magus spells:
First-level castings: 4/day
Second-level castings: 2/day

At magus level 5, Carrick knows 3 magus cantrips.
Acid Splash
Mage Hand
Ray of Frost
Shocking Grasp

Carrick can prepare 5 magus spells daily.

Carrick’s First Level Magus spells:
Burning Hands
Expeditious Retreat
Magic Missile
Shield
Thunderwave

Carrick’s Second Level Magus spells:
Invisibility
Misty Step
Scorching Ray

Soldier

  • You can exert influence and gain benefits from your military contacts.

Magus

  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your intelligence modifier).
  • Spell Combat: Once per round, when Carrick takes the Attack action, he can cast any non-cantrip magus spell that you have prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, Carrick can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Carrick has 5 points in his arcane pool. Carrick regains all arcane pool points when you complete a long rest. Carrick can expend points from his arcane pool as a bonus action to grant any nonmagical weapon he is holding a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute.  The bonus to hit and damage depends on the amount of arcane pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
  • Spellstrike: Whenever Carrick casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously cast any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If Carrick rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Armored Magus: Carrick is proficient with medium armor.
  • Spell Recall: Carrick can transform arcane pool points into spell slots for the following costs:
    Spell Slot Level Arcane Pool Point Cost
    1st level 1
    2nd level 3

Magus Arcana:

  • Pool Strike: Carrick may expend 2 or 3 points from your arcane pool as a bonus action to charge one of his hands with mystic energy.  Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target he hits. He may expend further arcane pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3

First Ability Score Improvement: +2 dexterity

Misty Kingdom Contacts:
Thaeriel Bitterleaf: Moon Elf Magus who roams the Sword Coast, overseeing agents of the Misty Kingdom and liasing with other allied organizations– Contact Bond Level 2.

Shaela Greenbow: Half-Moon Elf bard based out of Baldur’s Gate – Contact Bond Level 1

CASTING CALL – Live from the Sword Coast: Carrick Moonwhisper 5th Level Magus – 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Seven
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.

As I noted in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the second batch of conversions, taken from the first part of the Lords of Rust.

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

Finally, for those who were not here last week, I should mention again that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter.

So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Lords of Rust– Part Two

CAPTAIN ANDALEN KRAKLOS
PalaSarenrae
Medium humanoid (half-elf), lawful good
Armor Class 15 (chain shirt)
Hit Points 27 (6d8)
Speed 30 ft.
STR 14 (+3) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)
Saving Throws: Wis +3, Cha +4
Skills
: Acrobatics +4, Persuasion +4, Perception +3
Senses darkvsion 60 ft., passive Perception 13
Languages: Common, Elven
Challenge 2 (450 XP)
Fey Ancestry. Captain Andalen Kraklos has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Captain Andalen Kraklos is a 3rd level spellcaster. His spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). He has the following paladin spells prepared:
1st level (3 slots): cure wounds, detect poison and disease, protection from evil and good, sanctuary, shield of faith.
ACTIONS
Multiattack.
Captain Andalen Kraklos can make one attack with his dagger and one with his scimitar.
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 6 (1d6+3) slashing damage.
Divine Smith (Recharge 6) When Captain Andalen Kraklos hits a creature with a melee weapon attack, he can spend a spell slot to do 2d8 radiant damage to the target, in addition to the weapon damage.
Lay on Hands. As an action, Captain Andalen Kraklos can restore up to a total of 15 hit points. This healing can be split between multiple uses, but he cannot heal more than 15 hit points per day.
Turn the Unholy (Recharges after a Short Rest). As an action, Captain Andalen Kraklos can present his holy symbol and speak a prayer censuring fiends and the undead. Each fiend or undead that can see him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from Captain Andalen Kraklos as it can, and it can’t move to a space within 30 feet of him. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

REZOULN, TANEA, AND SINDRE
4a9df6679b72ddd57f93834e273ed041-d4v6fxx
Medium humanoid (human), neutral good
Armor Class 18 (breastplate and shield)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 15 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 13 (+1) CHA 10 (+0)
Skills: Medicine +3, Perception +3, Survival +3
Senses passive Perception 13
Languages: Common
Challenge 1/2 (100 XP)
Second Wind (Once per Short or Long Rest).
As a bonus action, Rezouln, Tanea, or Sindre, can regain 6 (1d10+1) hit points.
ACTIONS
Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 7 (1d6+4) slashing damage.

SEVROTH
pathfinder_sevroth_slaid_by_yamaorce-d8qrftu
Medium humanoid (human), chaotic neutral
Armor Class 14 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 10 (+0) CHA 12 (+1)
Skills: Acrobatics +4, Intimidation +3, Perception +2, Stealth +4
Senses passive Perception 12
Languages: Common, Hallit
Challenge 1 (200 XP)
Brawler’s Cunning (Recharge 6) Sevroth can use a bonus action when she would suffer disadvantage on her attacks on a turn to make all attacks she makes until the start of her next turn normally.
Flurry of Blows (Recharge 6) When Sevroth uses her Multiattack action, she can use a bonus action to make two unarmed attacks.
ACTIONS
Multiattack.
Sevroth makes two unarmed attacks
Unarmed Attack Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

STEEL HAWKS BRIGAND
11021310251243755
Medium humanoid (human), neutral evil
Armor Class 13 (leather armor)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 10 (+0)
Skills: Intimidate +2, Stealth +4
Senses passive Perception 11
Languages: Common
Challenge 1/2 (100 XP)
ACTIONS
Multiattack.
The Steel Hawks Brigand makes two melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 5 (1d8+1) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them.

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, by swapping his gear for something more religiously appropriate, Captain Kraklos could be used to represent any other low level paladin).

THE LORDS OF RUST CONTINUE TO MUSTER
Next week will mark six months of maintaining this weekly blog, so I will be using the occasion to so some reworking of older material I have posted, fix some typos that snuck into the blog, and provide a one-stop shop for all the 5th Edition D&D material that I have converted from Pathfinder to date. The following week, I will return to my conversion of the Iron Gods adventure path.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Six
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. As I noted in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the first batch of conversions, taken from the first part of the Lords of Rust. If you are planning on playing the Iron Gods adventure path, these monsters may represent SPOILERS!

Finally, for those who were not here last week, I should mention again that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter. So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Lords of Rust– Part One
ALDRONARD
Scan_20150617
Medium undead, neutral
Armor Class 15
Hit Points 97 (13d8 + 39)
Speed 0ft., fly 40 ft.
STR 7 (-2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)
Skills: Arcana +3, Perception +4, Persuasion +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 14
Languages: Common
Challenge 6 (2,300 XP)
Ethereal Sight. Aldronard can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Aldronard can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. When Aldronard is destroyed, his soul lingers. After 24 hours, his incorporeal body reforms. Aldronard is doomed to remain a ghost until either Justinia or her father Eredian forgives him – a forgiveness made much more complex, since both Justinia and Eredian have been dead for decades now.
ACTIONS
Multiattack.
Aldronard makes two melee attacks.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.
Etherealness. Aldronard enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Mournful Wail. Each non-undead creature within 60 feet of Aldronard that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Aldronard’s Mournful Wail for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Aldronard can see within 5 feet of him must succeed on a DC 14 Charisma saving throw or be possessed by Aldronard; Aldronard then disappears and the target is incapacitated and loses control of its body. Aldronard now controls the body but doesn’t deprive the target of awareness. Aldronard can’t be targeted by an attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target’s statistic, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, or Aldronard ends it as a bonus action, or Aldronard is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Aldronard reappears in an unoccupied space within 5 feet of the body. The target is immune to Aldronard’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

EWHAR “HATCHET-HAND” VRESS
Scan_20150617 (2)
Medium humanoid (human), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8+ 18)
Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Saving Throws: Str +6, Con +6
Skills
: Intimidation +5, Perception +4
Senses passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Action Surge (Recharges after a Short Rest). On Ewhar “Hatchet-Hand” Vress’ turn, he can take on additional action on top of his regular actions.
Improved Critical. Ewhar “Hatchet-Hand” Vress scores a critical hit with weapon attacks on a 19 or 20.
ACTIONS
Multiattack.
Ewhar “Hatchet-Hand” Vress makes two attacks with his handaxes or gas grenades.
Handaxe Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 7 (1d6+3) slashing damage.
Gas Grenades Ewhar “Hatchet-Hand” Vress can throw a Gas Grenade at a point up to 60 feet away. One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.
Bandit Leader (Recharges after a Short or Long Rest). For 1 minute, Ewhar “Hatchet-Hand” Vress can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Ewhar “Hatchet-Hand” Vress. A creature can benefit from only one Leadership die at a time. This effect ends if Ewhar “Hatchet-Hand” Vress is incapacitated.

SMILER
Medium humanoid (human), neutral evil
Armor Class 14 (leather)
Hit Points 27 (6d8)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 15
Languages: Common, Hallit, Orc
Challenge 1 (200 XP)
Cunning Action. On each of his turns, the Smiler can use a bonus action to take the Dash, Disengage, or Hide action.
Deadeye (Recharge 6). The Smiler can avoid suffering disadvantage on an attack roll when he attacks a target beyond normal range with a firearm.
Gunslinger Dodge (Recharge 6). When the Smiler is hit by an attack, he can use his reaction to force the attacker to reroll its attack roll and take the lower of the two results.
Sneak Attack (1/Turn).
The Smiler deals an extra 7 (2d6) 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 the Smiler that isn’t incapacitated and the Smiler doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The Smiler makes two melee attacks
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Pistol Ranged Weapon Attack: +5 to hit, range 30/90, one target. Hit: 9 (1d10+3) piercing damage, Ammunition, Loading, Misfire.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, one of the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them. For this round of conversions, I also got to use some of the rules I wrote for the D&D 5th Edition version of the Gunslinger class, which you can find here. There isn’t much else that is particularly novel from this week’s conversions

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, Aldronard could be used to represent any other ghost that is slightly more powerful than the monster found in the Monster Manual).

THE LORDS OF RUST HAVE TAKEN THE FIELD
With these conversions done, the conversion project for the second adventure in the Iron Gods adventure path, Lords of Rust, is underway! Next week, I will have more adversaries to face the intrepid heroes passing through the Iron Gods adventure path. Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

AVATARS OF NIGHT AND DAY: The Lunar and Solar Oracular Mysteries for 5th Edition Dungeons & Dragons

MYSTERIES OF THE SUN AND MOON
These oracular mysteries are designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

LUNAR
shifter_moon-1

When you choose this mystery at 1st level, you gain the frostbite cantrip, if you don’t know it yet.

LUNAR MYSTERY SPELLS
Oracle Level Spells
2 Tasha’s hideous laughter
4 darkness
6 blinding smite
8 confusion
10 seeming
12 eyebite
14 mirage arcane
16 incendiary cloud
18 foresight

LUNAR REVELATIONS
As an oracle with the Lunar Mystery, you can choose from the following revelations. 

Form of the Beast
Prerequisite: 10th level
You gain the ability to use the Wild Shape ability as if you were a druid with a number of druid levels equal to your oracle levels. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

Eye of the Moon
You gain darkvision to 60 feet, if you do not have darkvision. If you do have darkvision you now see 60 feet further with darkvision. At 14th level, you gain the ability to cast true seeing without using a spell slot. Once you cast true seeing in this manner, you must complete a long rest before using it again.

Gift of Claw and Horn
You gain the ability use a bonus action to transform your hands into a pair of vicious claws which last for as long as you maintain concentration. They are melee weapons with which you are proficient that do 1d4 slashing damage. At 6th level, they do 1d6 slashing damage, at 14th level, they do 1d8 slashing damage, and at 18th level, they do 1d10 slashing damage.

Mantle of Moonlight
You learn the dancing lights cantrip. You are also immune to lycanthropy and cannot become a lycantrope for any reason. At 14th level, you gain advantage on all saving throws against spells and effects that would change your shape.

Moonbeam
You learn the firebolt cantrip, only it does radiant damage instead of fire damage.

Moonlight Script
You add the augury spell to your list of spells known. This does not count towards the total number of spells you can learn.

Primal Companion
Prerequisite: 6th level
You gain an animal companion that is functionally identical to the Ranger’s Companion ability found on page 93 of the Player’s Handbook.

Prophetic Armor
While you are not wearing armor or carrying a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Touch of the Moon
You gain the ability to cause a target hit by one of your spells or cantrips to make a Wisdom saving throw or be affected by a confusion spell until the start of your next turn on a failed save. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

FINAL REVELATION OF LUNAR
As an action you can become a lunar avatar. For 1 minute, you gain the following benefits:

  • You gain the abilities of type of lycanthrope of your choice
  • You are immune to charm effects

SOLAR
Priest_preview
When you choose this mystery at 1st level, you learn the sacred flame cantrip, if you don’t know it yet.

SOLAR MYSTERY SPELLS
Oracle Level Spells
2 faerie fire
4 flaming sphere
6 daylight
8 dimension door
10 immolation
12 investiture of flame
14 fire storm
16 sunburst
18 prismatic wall

SOLAR REVELATIONS
As an oracle with the Solar Mystery, you can choose from the following revelations.

Astral Caravan
Prerequisite: 14th level
You add the teleport spell to your list of spells known. This does not count towards the total number of spells you can learn.

Blistered Caress
You learn the fire bolt cantrip.

Luminous Form
Prerequisite: 6th level
You gain the ability to use your action to transform yourself into a form of churning light for as long as you maintain your concentration. While in this form, you gain the benefits of the blur spell and you give off light as a lantern. At 10th level, you gain the ability to use your action to flash while in this form and cause all targets adjacent to you to make a Dexterity saving throw or be blinded for 1 minute. Each effected target can repeat the saving throw at the end of each of its turns.

Many Roads
You gain proficiency in the Survival skill and learn three languages.

Serpent in the Sun
So long as you are exposed to at least four hours of sunlight per day, you no longer need to eat or drink to survive and you gain advantage on all saving throws against disease. At 10th level, you become immune to all diseases and poisons.

Solar Wind
You learn the gust cantrip.

Starlight Agility
You may use the Dodge action as a quick action. Once you use this ability you must complete a short or long rest before using it again. At 10th level, you can use this ability twice per rest.

Sun Stride
Prerequisite: 10th level
You can cast the dimension door without using a spell slot. Once you use this ability, you must complete a long rest before using it again. At 18th level, you may use this ability twice per long rest.

Sungazer
Prerequisite: 6th level
You gain the ability to cast the clairvoyance spell without expending a spell slot, though you can only detect places touched by sunlight. You can use this ability once per long rest. Staring at 10th level, you can use this ability to cast the scrying spell without expending a spell slot, though you can still only detect places touched by sunlight. Starting at 14th level, you can use this ability twice per long rest. Starting at 18th level, you can use this ability three times per long rest.

Torch Touch
Prerequisite: 3rd level
You gain the ability to cast the darkness spell without expending a spell slot. Once you use this ability you must complete a long rest before using it again. You can also cause a light source within 60 feet to either double or halve the radius it illuminates.

FINAL REVELATION OF SOLAR
As an action you can become a solar avatar. For 1 minute, you gain the following benefits:

  • You suffer no penalties from aging and cannot be magically aged.
  • Targets have disadvantage on saving throws against your fire, light, and sun spells.

DUNGEON MUSER’S NOTES
Earlier this week one of my WordPress buddies, the talented Dr. Necrotic, requested that I turn my attention to the two mysteries I have featured this week.

Of the two, the Lunar Mystery proved to be the more challenging conversion, largely due to the fact that the “mystery spells” in its Pathfinder version were all unique Pathfinder spells. I tried to maintain the “lunacy” theme that the Pathfinder version in the spells I selected for the 5E version, but I will leave it to the good Doctor to tell me if I maintained the flavor of Pathfinder version. 

RESOURCEFUL RESKINNING
These mysteries are each designed to fit specific themes and, as such, it is unlikely that they could be easily reskinned.

MYSTERIES OF THE SUN AND MOON
Ok, stop me if you think you’ve heard this one before, but…next week we return to my Iron Gods conversions.

Until next time, I remain;

  • THE DUNGEON MUSER
AVATARS OF NIGHT AND DAY: The Lunar and Solar Oracular Mysteries for 5th Edition Dungeons & Dragons