BLESSINGS FROM ABOVE – The Heavens Oracular Mystery for 5th Edition Dungeons & Dragons

MYSTERY OF THE HEAVENS
This oracular mystery is designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

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

HEAVENS MYSTERY SPELLS
Oracle Level Spells
2 color spray
4 phantasmal force
6 hypnotic pattern
8 confusion
10 teleportation circle
12 chain lightning
14 prismatic spray
16 sunburst
18 meteor swarm

HEAVENS REVELATIONS
As an oracle with the Heavens Mystery, you can choose from the following revelations.

Awesome Display
You gain the ability to use your bonus action to impose disadvantage on all saving throws against your illusion spells until the start of your next turn. 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 once per short rest.

Coat of Many Stars
You gain the ability to conjure armor of starry radiance that functions as the mage armor spell as a bonus action. At 14th level, the armor also provides resistance to slashing weapon damage.

Dweller in Darkness
Prerequisite: 10th level
You gain the ability to cast the phantasmal killer spell without expending a spell slot. Once you use this ability, you cannot use it again until you complete a long rest. At 18th level, you can use this ability to cast the weird spell instead of phantasmal killer.

Guiding Star
You gain the ability to learn your precise location, whenever you can see the open sky at night. Further, whenever you can see the night sky, you can add your Charisma modifier to all Wisdom (Perception) checks. Finally, you gain the ability to cast a cantrip or spell without any somatic or verbal components. Once you use this ability, you must complete a long rest before using it again.

Interstellar Void
You learn the chill touch cantrip.

Lure of the Heavens
You gain the ability to leave no tracks. At 6th level, you gain the ability to hover six inches off the ground at will. At 10th level, you gain the ability to cast the fly spell without using a spell slot. One you cast fly in this manner, you cannot do so again until you complete a long rest.

Mantle of Moonlight
You gain the ability to cast the heroism spell without using a spell slot. Once you use this ability, you must complete a long rest before doing so again. At 6th level, you can affect three targets with this ability, at 10th level, you can affect five targets, at 14th level, you can affect seven targets, and at 18th level, you can affect any number of targets within 30 feet.

Moonlight Bridge
You gain the ability to summon a bridge of shimmering moonlight which is 10 feet wide and up to 100 feet long. The bridge persists until you dispel it as a bonus action or until you complete a long rest or until you use it again. Once you use this ability, you must complete a short rest before using it again.

Spray of Shooting Stars
You learn the acid splash cantrip, only this version does radiant damage instead of acid damage.

Star Chart
Prerequisite: 10th level
You add the commune spell to your list of spells known. This does not count towards your limit of spells known.

FINAL REVELATION OF HEAVENS
As an action you can become an avatar of the Heavens. For 1 minute, you gain the following benefits:

  • You are immune to fear effects and do triple damage on all critical hits.
  • If you die, you are reborn 3 days later as if the reincarnation spell had been cast on you.
  • You add your Charisma modifier to all saving throws.

DUNGEON MUSER’S NOTES
This week has been dominated by the fallout of my recent move and, as such, I only had time to prepare one mystery.  Now that my belongings are, mostly, unpacked, I hope to be back on a regular schedule next week.   

RESOURCEFUL RESKINNING
As with earlier mysteries, the Heavens Mystery is designed to fit a specific theme and, as such, it is unlikely that it could be easily reskinned.

MORE MYSTERIES AWAIT
Next week I will be continuing my conversion of the Iron Gods adventure path.

Until next time, I remain;

  • THE DUNGEON MUSER
BLESSINGS FROM ABOVE – The Heavens Oracular Mystery for 5th Edition Dungeons & Dragons

Pistoleers and Powderhorns – Gunslingers and Firearms for 5th Edition Dungeons & Dragons

FIREARMS AND THE PATHFINDER GUNSLINGER CLASS IN 5th EDITION DUNGEONS & DRAGONS
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For many fantasy roleplaying games, there isn’t a place in the party for a pistol-packing, Old West-style, gunslinging hero.  For a long time, I shared this opinion and used to believe that, at best, guns may have a place in an Age of Sail or Three Musketeers-inspired setting, but otherwise didn’t jive with the tone and trappings of fantasy gaming.

Another problem I saw with including guns in fantasy RPGs was that firearms were rarely considered when the rules for these games were first written, meaning that the games often didn’t have the necessary “language” in the combat mechanics to represent how different guns are from, say, bows and crossbows. Instead, any gun-related rules tended to feel like something that was tacked on, with the usual result being that guns felt either far too powerful in comparison to other weapons or next to useless.

That opinion changed once I started running the Iron Kingdoms Roleplaying Game, which heavily features firearms and gunslinging heroes in the setting (indeed, in my long-term IK RPG game, my party included a human gun mage based on Clint Eastwood’s character from the film Pale Rider, an Elven duelist with a pair of custom revolvers, and a trollkin brawler who lugged a mini-cannon around with him).   The Iron Kingdoms RPG taught me that not only can guns fit in a fantasy RPG thematically, they do not skew the balance of the game, as long as you have good rules represent them.

With that in mind, I decided to take a stab at converting Firearms and the Gunslinger class from the Pathfinder RPG for use in the 5th Edition Dungeons & Dragons game.

I’m not sure I would allow these weapons or this class in every campaign setting (for instance, I likely won’t be permit them in my Forgotten Realms games), but it will certainly be included as an option when I run the Iron Gods adventure path.

With that intro out of the way, let’s get to the guns!
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GUNSLINGER CLASS FEATURES
As a gunslinger, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per gunslinger level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st.

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, Firearms
Tools: Gunsmith’s Kit
Saving Throws: Constitution, Dexterity

Skills: Choose two skills from Acrobatics, Athletics, Deception, Medicine, Perception, and Sleight of Hand.

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

  • A pistol or a rifle
  • Any simple weapon
  • Leather armor
  • An explorer’s pack, an ammo bandolier, a holster, 50 bullets, and a gunsmith’s kit
THE GUNSLINGER    
Level Proficiency Grit Points Features
1 +2 1 Grit, Deadeye, Gunslinger Dodge, Quick Clear
2 +2 2 Pistol Whip, Quick Draw
3 +2 3 Gunslinger Archetype, Utility Shot
4 +2 4 Ability Score Increase
5 +3 5 Extra Attack
6 +3 6 Gunslinger Archetype
7 +3 7 Dead Shot
8 +3 8 Ability Score Increase
9 +4 9 Evasive, Startling Shot
10 +4 10 Gunslinger Archetype
11 +4 11 Extra Attack
12 +4 12 Ability Score Increase
13 +5 13 Bleeding Shot, Menacing Shot
14 +5 14 Gunslinger Archetype
15 +5 15 Bullseye
16 +5 16 Ability Score Increase
17 +6 17 Death Shot, Stun Shot
18 +6 18 Cheat Death
19 +6 19 Ability Score Increase
20 +6 20 True Grit

GRIT
As a gunslinger, you make your mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have Grit Points. Your gunslinger level determines the number of points you have, as shown on the Grit Points column of the Gunslinger table.

You can spend these points to fuel various grit features. You start knowing three such features: Deadeye, Gunslinger Dodge, and Quick Clear. You learn more grit features as you gain levels in this class.

When you spend a grit point, it is unavailable until you finish a short rest or long rest, at the end of which you draw all of your expended grit back into yourself.

You can also regain grit by performing daring acts. The Dungeon Master has the ultimate say as to whether an act constitutes a daring act, but as a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before undertaking an action, the player can ask the Dungeon Master if it will qualify as a daring act.

You can never have more grit points than your levels in the gunslinger class.

DEADEYE
You can spend 1 grit point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with a firearm.

GUNSLINGER DODGE
When you are hit by an attack, you can use your reaction to spend 1 grit point and force the attacker to reroll its attack roll and take the lower of the two results.

QUICK CLEAR
You can spend 1 grit point to use a bonus action to unjam a firearm that has misfired.

PISTOL WHIP
Beginning at 2nd level, you can make an attack with the butt or handle of your firearm as an Attack action. The damage of your attack is based on the size of your firearm; a one-handed weapon deals 1d6 bludgeoning damage and a two-handed weapon deals 1d10 bludgeoning damage. For the purpose of this attack, treat the firearm as if it was a simple weapon with the finesse property.

QUICK DRAW
Beginning at 2nd level, you can always ready a single firearm on your turn without spending an action (even if you have already interacted with another object that round). Further, you can spend 1 grit point to gain advantage when rolling Initiative.

GUNSLINGER ARCHETYPE
At 3rd level, you choose an archetype that specializes and focuses your skill with guns. Choose Musketeer, Pistolero, or Spellslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

UTILITY SHOT
Starting at 3rd level, if you have at least 1 grit point left, you can take a shot with a firearm that creates a dramatic effect, rather than causing damage. This can blast open a lock that is not sealed by magic, scoot an unattended object of 10 pounds or less, sever a rope, or any other suitably dramatic effect that the DM approves.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

DEAD SHOT
Starting at 7th level, when you take an Attack action, you can spend 1 grit point to combine all your attack potential into a single, deadly shot. When you do this, you make all of your possible attack rolls (including those from your Extra Attack and your Archetype abilities, but not those that you may gain from two-weapon fighting) against a single target, and then combine the damage rolls for each of those shots that hit into one, single damage roll that uses only one unit of ammunition. If one or more of those rolls is a critical hit, treat the combined damage roll as if it was a single damage roll, and roll all the dice twice and add them all together. Further, unless you roll a misfire on all of the attacks, your firearm does not misfire.

For example, if you have are able to attack three times when you take the Attack action with your pistol, (which does 1d10 piercing damage) and your Gunslinger Archetype ability grants you a further two attacks as a bonus action, you can use an Attack action and spend 1 grit point to roll three separate attacks (or five if you spend your bonus action too). If three of those attacks hit, you roll 3d10 + three times your Dexterity modifier for damage. Further, if one of those three hits was a critical hit, you get to roll 6d10 + three times your Dexterity modifier for damage.

EVASIVE
Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

STARTLING SHOT
At 9th level, you can spend 1 grit point to purposely miss a creature you could normally hit with one of your attacks in order to grant advantage on all attack rolls on the target until the start of your next turn (including any other attack rolls you may make this round). You can use this ability once per round.

DEBILITATING SHOT
At 13th level, you gain the ability to inflict a lingering wound on your targets. When you hit a target with an attack with a firearm you can spend 1 grit point to cause the target to take 1d6 additional damage at the start of each of its turns. The target can make a Constitution saving throw at the end of its turn to end this effect. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

MENACING SHOT
Beginning at 13th level, as an action, you can spend 1 grit point to shoot a firearm in the air. All enemies within 30 feet of you must make a Wisdom saving throw or be frightened as if affected by the fear spell. If an affected creature ends it turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw to end the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

BULLSEYE
Beginning at 15th level, you have the ability to target a specific part of a target’s body by spending 1 grit point. The effect on the target on a failed saving throw depends on the part of the body targeted, as set out below. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

Body Part Effect on a Hit
Arms The target takes no damage, but drops an item carried in its hands if it fails a Strength saving throw.
Head The target is blinded until the start of your next turn if it fails a Dexterity saving throw.
Legs The target is knocked prone if it fails a Constitution saving throw.
Torso The target takes damage as normal, but you score a critical hit on a roll of 19 or 20.
Wings If the target is flying, the target falls 20 feet if it fails a Dexterity saving throw.

DEATH SHOT
At 17th level, when you score a critical hit on an attack roll with a firearm, you can spend 1 grit point to force the target to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency). If it fails the saving throw and has 100 hit points or fewer, it dies. Otherwise, it suffers the normal effect of a critical hit.

STUN SHOT
Beginning at 17th level, when you hit a target with an attack roll with a firearm, you can spend 1 grit point to force the target to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency). If it fails the saving throw, it is stunned until the start of your next turn.

CHEAT DEATH
Starting at 18th level you gain the ability to evade certain death through sheer force of will. When you are reduced to 0 hit points, you can spend 6 grit points to drop to 1 hit point instead.

TRUE GRIT
At 20th level, you select two of your other abilities that require you to spend grit points. The cost of both of those abilities is reduced by 1 grit point, to a minimum of 0 grit points (in which case it makes those abilities free). In addition, when you perform a daring act, you now regain 2 grit points.

GUNSLINGER ARCHETYPES

MUSKETEER
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CAREFUL MARKSMAN
Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to make unerringly deadly shots. Once per turn, when you take the Attack action and attack with a firearm, you can spend 1 grit point to deal an extra 1d6 damage to one creature hit by your attack. This damage increases to 2d6 at 6th level, 4d6 at 10th level, and 6d6 at 14th level.

TAKING AIM
At 3rd level, you gain the ability to spend a bonus action lining up your shot to gain advantage on your next attack roll.

FAST RELOAD
Starting at 6th level, you can ignore the loading property of firearms.

HE SHOT ME!
Starting at 10th level, when you hit a target with your Careful Marksman ability, the target must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency) or lose their next bonus action.

THREADING THE NEEDLE
At 14th level, you gain the ability to line up your shots with an uncanny level of precision. Once per turn, when you take the Attack action and attack with a firearm, you can spend 1 grit point to attack all enemies in a line, out to the maximum range of the firearm. You still suffer disadvantage on attack rolls on any targets outside the firearm’s normal range, unless you also use your Deadeye ability.

PISTOLERO
gunslinger
FANNING THE HAMMERS
Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to spend 1 grit point to make two attacks with a firearm as a bonus action. At 6th level this increases to three attacks and, at 14th level, it increases to four attacks.

FISTS FULL OF FIRE
Starting at 3rd level, when you engage in two-weapon fighting with firearms, you can add your Dexterity modifier to the damage of the second attack.

FAST AS LIGHTNING
At 6th level, you gain the ability to ready and/or drop as many firearms as you are able to attack with in a round, so long as those firearms are within your reach, without spending an action. For example, a 10th level pistolero who has a maximum of six possible attacks in a round, with four pistols in a gun brace and two pistols in waist holsters, can ready and/or drop all six pistols in one round.

THE WEIGHT OF HOT LEAD
Starting at 10th level, when you hit a single target with one or more attacks with a firearm in a single round, the target must make a Strength saving throw (DC 8 + your Dexterity modifier + your proficiency) or be knocked prone.

HAIL OF BULLETS
At 14th level, you gain the ability to fill a cone shaped area with hot lead. Once per turn, when you take the Attack action and attack with a firearm that has at least five shots left, or when you have firearms within reach that have a combine minimum of five shots, you cause all enemies within a cone the size of the shortest normal range of those firearms to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency) or take damage as if hit by an attack with the most damaging firearm used to make this attack, or half that amount on a successful save. For example, if a pistolero had a coat pistol in one hand and a repeating pistol in the other, the cone created by this ability would be 15 feet long (the normal range of the coat pistol) and damage taken on a failed saving throw would be 1d10 piercing (the damage of the repeating pistol).

SPELLSLINGER
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SPELLCASTING
When you select this gunslinger archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Spellslinger Spellcasting 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

SPELLSLINGER SPELLCASTING        
Level Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
3 2 3 2
4 2 4 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 6 4 2
9 2 6 4 2
10 3 7 4 3
11 3 8 4 3
12 3 8 4 3
13 3 9 4 3 2
14 3 10 4 3 2
15 3 10 4 3 2
16 3 11 4 3 3
17 3 11 4 3 3
18 3 11 4 3 3
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Spells Known of 1st level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and illusion spells on the wizard spell list.

The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st level or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your spellslinger spells, since you learn your spells through force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

GUN BOND
At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. 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 firearm and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two.

ARCANE SHOT
Starting at 6th level, you gain the ability to infuse your firearms attacks with magical power. Once per turn, you can spend 1 grit point to make an arcane shot attack when you make an attack roll with a firearm. If you hit with the attack, the target is also affected as if hit by one of the cantrips you know. If this attack is a critical hit, roll all the dice twice and add them all together. For example, a 5th level spellslinger that knows the ray of frost cantrip could use this ability to cause a target hit by an attack with a firearm to also take 2d8 cold damage and have its speed reduced by 10 feet until the start of the spellslinger’s next turn.

At 10th level, you can use this ability with your spells as well as your cantrips. If the spell has an area effect, such as a cone or sphere, the spell effect originates at the target. For instance, if a spellslinger uses this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

REACTIVE TRANSLOCATION
At 14th level, you gain the ability to spend 1 grit point as a reaction when you are hit by an attack to teleport up to 30 feet to an unoccupied space you can see and you do not suffer damage or other effects from the triggering attack.

MULTICLASS GUNSLINGER
For characters who wish to multiclass as a gunslinger, the minimum ability score to do so is Dexterity 13.

Further, when you multiclass into the gunslinger class you gain proficiency in firearms and gunsmith’s kits.

Multiclass gunslingers with the Spellslinger feature add one third of their levels (rounded down) when calculating their available spell slots.

FIREARMS RULES FOR 5TH EDITION DUNGEONS & DRAGONS
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Since 5th Edition Dungeons & Dragons does not include firearms in the Player’s Handbook, I figured it would be best to include some rules for them with this class (after all, how can you have a gunslinger without guns?).

The Dungeon Master’s Guide includes suggestions for Dungeon Masters as to how characters can gain proficiency in firearms. For myself, in campaigns that include the Gunslinger, I will likely say that only Gunslingers start with proficiency in Firearms, though other characters can gain proficiency through the selection of Feats, multiclassing into the gunslinger class, or training in their downtime.

That said, it is worth noting that the firearms with the scatter property (the blunderbuss, the dragon pistol, and the hand cannon) don’t rely on your proficiency or ability bonuses to be effective, so they’d be equally useful to those trained in firearms as they would to those who have never picked one up before.

Unless stated otherwise, Firearms are treated as ranged weapon attacks and are subject to all the rules that apply to such attacks (for instance, they use Dexterity for attack and damage rolls, they suffer disadvantage on ranged attack rolls while in close combat, and they are subject to the Monk’s Deflect Missiles ability).

FIREARMS TWO-WEAPON FIGHTING (OPTIONAL RULE)
When you take the Attack action and attack with a firearm that you’re holding in one hand, you can use a bonus action to attack with a different firearm that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You cannot combine Firearms Two-Weapon Fighting with other forms of Two-Weapon Fighting.

FIREARMS EXPERT (NEW FEAT)
pistoleer
Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the loading property of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon (such as the Gunslinger class’ Pistol Whip ability), you can use a bonus action to attack with a loaded firearm you are holding (note that this can be the same weapon).

FIREARMS WEAPONS AND GEAR
PROPERTIES
Firearms use special ammunition, and some of them have the cannon, misfire, reload, or scatter properties.

Ammunition. The ammunition of a firearm is destroyed upon use. Most firearms use bullets.

Cannon. A weapon that has the cannon property is designed to be fired only when braced on a bipod, gun carriage, or a hard, stationary surface, such as a low wall. A character must use an action or a bonus action (the character’s choice) to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced (though see the rules for the gun carriage below). If the character fires a weapon with the cannon property that is not braced, he must make a DC 15 Strength saving throw or suffer disadvantage on the attack roll and be knocked prone. Weapons with the cannon property use cannon shots, instead of bullets.

Misfire. A weapon that has the misfire property becomes jammed when you roll a natural 1 on the attack roll. Until the jam is cleared, by spending an action or bonus action to use a Gunsmithing Kit to make a DC 10 Intelligence ability check, attacks with the weapon are made at disadvantage. If you roll a natural 1 on an attack roll with a jammed weapon, the weapon explodes , dealing its damage to the wielder and destroying the weapon.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Scatter. A weapon with the scatter property potentially deals damage to all creatures within a cone equal to the indicated length. All creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Weapons with the scatter property can use normal ammunition, as opposed to scatter ammunition, in which case they are treated as a normal weapon attack against a single target.

FIREARMS    
Weapon Cost Damage Weight Properties
Firearms Ranged Weapons
Blunderbuss 500 gp 1d10 piercing 8 lb. Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft., two-handed
Cannon Shield 750 gp 1d12 piercing 15 lb. Ammunition (range 15/45), heavy, loading, misfire, special
Carbine 400 gp 1d8 piercing 6 lb. Ammunition (range 40/120), loading, misfire, versatile (1d10 piercing)
Coat Pistol 200 gp 1d6 piercing 1 lb. Ammunition (range 15/45), loading, misfire, special
Double-barreled Pistol 425 gp 1d10 piercing 5 lb. Ammunition (range 30/90), misfire, reload (2 shots)
Double-barreled Rifle 800 gp 1d12 piercing 12 lb. Ammunition (range 40/120), heavy, misfire, reload (2 shots), two-handed
Double Hackbut 1000 gp 2d12 piercing 20 lb. Ammunition (range 50/150), cannon, heavy, misfire, reload (2 shots), two-handed
Dragon Pistol 250 gp 1d8 piercing 3 lb. Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft.
Hand Cannon 1000 gp 2d10 40 lb. Ammunition (range 30/90), cannon, heavy, loading, misfire, scatter 30 ft., two-handed
Pepperbox 750 gp 1d10 piercing 5 lb. Ammunition (range 30/90), misfire, reload (4 shots)
Pepperbox Rifle 1500 gp 1d12 piercing 12 lb. Ammunition (range 40/120), heavy, misfire, reload (4 shots), two-handed
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading, misfire
Repeating Carbine 2000 gp 1d8 piercing 6 lb. Ammunition (range 40/120), misfire, reload (5 shots), versatile (1d10 piercing)
Repeating Pistol 1250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), misfire, reload (5 shots)
Repeating Rifle 2500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), heavy, misfire, reload (5 shots), two-handed
Rifle 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), heavy, loading, misfire, two-handed
Slug Gun 1000 gp 2d10 piercing 20 lb. Ammunition (range 25), cannon, heavy, loading, misfire, special
Ammunition
Bomb 150 gp 1 lb.
Bullets (10) 3 gp 2 lb.
Cannon Shots (10) 100 gp 20 lb.
Dragon’s Breath Shots (10) 150 gp 2 lb.
Entangling Shots (10) 150 gp 2 lb.
Flare Shots (10) 150 gp 2 lb.
Frost Shots (10) 150 gp 2 lb.
Gunpowder, keg 250 gp 20 lb.
Gunpowder, powder horn 35 gp 2 lb.
Salt Shots (10) 6 gp 2 lb.
Scatter Rounds (10) 3 gp 2 lb.

SPECIAL FIREARMS
Cannon Shield. The cannon shield also grants +2 to Armor Class.

Coat Pistol. The coat pistol grants advantage on any Sleight of Hand or Stealth rolls made to conceal the weapon.

Slug Gun. The slug gun has a maximum effective range of 25 feet. It cannot be used to hit targets past its normal range.

AMMUNITION
Bomb. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Dragon’s Breath Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the 2d6 fire damage and half on a successful save.

Entangling Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or be restrained and take half weapon damage.

Flare Shots. These alchemical rounds can be used in any firearm. A creature hit by a flare shot takes half weapon damage and must succeed on a DC 15 Dexterity saving throw or be blinded until the start of the attacker’s next turn. These shots can also be used as signal flares.

Frost Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the 1d6 cold damage and have their speed reduced by 10 feet until the start of the attacker’s next turn. On a successful save the targets in the cone take half damage and their speed is unaffected.

Gunpowder, keg. Setting fire to a keg of gunpowder can cause it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30 foot radius and dim light for an additional 30 feet.

Gunpowder, horn. Setting fire to a horn of gunpowder can cause it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

Salt Shots. These alchemical rounds can only be used in a weapon with the scatter property. This weapon does normal weapon damage, but, if you reduce a creature to 0 hit points, it is knocked out, rather than dying.

Scatter Rounds. These rounds are used in weapons with the scatter property.

FIREARMS GEAR
Ammo Bandolier. This simple leather cross-belt features twelve leather loops suitable for holding bullets or cannon shots, enabling easy access to them. A character can wear up to two bandoliers or braces. Cost: 5 gp, Weight 1 lb.

Bipod: A bipod can be attached to any firearm with the two-handed or versatile property by using a Gunsmith’s Kit and making a DC 10 Intelligence ability check. As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced until the weapon is moved. In addition, once a weapon is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon. Cost: 50 gp, Weight 5 lb.

Grenadier’s Bandolier. This heavy leather cross-body belt can hold up to six bombs and a character can wear up to two bandoliers or braces. Cost: 5 gp, Weight: 1 lb.

Gun Brace. This is effectively a heavy leather bandolier for pistols. A gun brace has enough sleeves to hold up to four pistols (including repeating pistols) and a character can wear up to bandoliers or braces. Cost: 5 gp, Weight: 1 lb.

Gun Carriage. This light, wheeled carriage uses a pair of struts to brace a weapon with the cannon property. As an action, a character can attach the gun carriage to a weapon with the cannon property. Until the gun carriage is detached as an action, the weapon counts as being braced. However, while the gun carriage is attached and the character is carrying the attached weapon, the character moves at half his normal speed and cannot move through difficult terrain. Cost: 100 gp, Weight: 40 lb.

Gunsmith’s Kit. A gunsmith’s kit contains all the tools needed to construct bullets, cannon shots, and firearms. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to create or repair and such items (including clearing jams on firearms that have misfired). Cost: 50 gp, Weight: 6 lb.

Holster. This leather container is used to protect a firearm from the elements. It can be worn on the belt or across the back. Cost: 5 gp, Weight: 1 lb.

Wrist-Spring Holster. These holsters are leather bracers fitted with a spring-arm mechanism that holds a dagger or coat pistol in place and can project it immediately into the wearer’s hand when triggered. This allows the wearer to draw the weapon without spending any actions on their turn. The nature of this device enables it to be easily concealed beneath a loose, billowy sleeve, and grants advantage on Sleight of Hand and Stealth checks related to concealing the holstered weapons. Cost: 50 gp, Weight: 1 lb

DUNGEON MUSER’S NOTES
One of the biggest challenges with this particular conversion was that I wasn’t just converting a class over to 5E, I also had to come up with a set of rules for using firearms in 5E. It is true that the Dungeon Master’s Guide provides some examples and advice as to how to incorporate firearms into the 5th Edition game, but that discussion is quite short and really just provides a starting point for DMs to come up with firearms for their own campaigns. That said, the brief discussion of firearms in the DMG provided an excellent starting point for my own conversions.

One of the things I decided to jettison in the course of the conversion was Pathfinder’s approach to firearms as targeting the “touch” AC of the target. 5E doesn’t bother with the variety of AC ratings that Pathfinder does (normal, touch, flat-footed) and I didn’t want to introduce a new mechanic just to maintain the Pathfinder approach to firearms and the Gunslinger.

I should also note that, for much of this conversion, I drew a lot of inspiration from the Iron Kingdoms Roleplaying Game. In particular, I snagged several ideas for equipment and new guns from the IK RPG.

Keen observers will also notice that I have added a couple unique weapons to the list of firearms weapons that don’t appear in either the Pathfinder or IK RPGs. These are the carbine and repeating carbine.

One bone of contention I’ve had with the IK RPG is that some of the larger guns can’t be used by small-sized creatures (like Gobbers, the setting’s goblins).

For the conversion, I decided to both keep the notion that some weapons are just too big for small creatures to use effectively. However, by using the versatile property from the Player’s Handbook, I included guns that can be used as a kind of rifle by small sized characters.

For the purpose of these conversions, I decided to just call the default two-handed gun a rifle, rather than a musket. I realize that there are a meaningful differences between a musket and a rifle in real life, but I don’t think those differences matter for the purpose of the game.

Finally, for the archetypes available to the Gunslinger, I decided to go with the three of the broadest concepts I could: a rifleman, a pistoleer, and a gun mage.

In an earlier draft, I included more restrictions for the musketeer and pistolero archetypes, making their abilities only work with two-handed and one-hand firearms, respectively.

However, in the end, I decided it wasn’t right to tell people how to play their characters so I removed those restrictions. If someone wants to play a rifle-wielding gunslinger who shoots with blazing speed or a pistol packing hero who makes careful, deadly shots, they can with these rules.

RESOURCEFUL RESKINNING
With some creative renaming, you could use the rules for the Gunslinger to represent a trick shooting archer or crossbow sharpshooter. In particular, the pistolero archetype could easily represent a hand crossbow wielding sharpshooter, though you may wish to use the stats for repeating pistols listed above to stand in for a repeating hand crossbow with the misfire property dropped.

TAKE AIM WITH A GUNSLINGER OF YOUR OWN
Moreso than any of the other classes in Pathfinder, I have been looking forward to working up a 5th Edition D&D version of the Gunslinger.

I am a huge fan of Spaghetti Westerns and Arthouse Action films, and I love bringing elements of those genres to my games (sweeping vistas and textured urban sprawl; a cast of broad and memorable sterotypes; wild and frenetic set-pieces; and, most importantly, chaotic, stunt-filled running shootouts that leave the players questioning how they lived through it, at the end).

The Iron Kingdoms RPG represents, to me, the best effort to date by a fantasy roleplaying game to incorporate guns in a fast and fun-playing way.

I am hopeful that these rules, built on the elegant but sturdy foundation of the 5E rules, will be even better, though I suppose there’s only one way to find out…so, if you need me, I’ll be behind my DM’s Screen.

Until next time, I remain;

  • THE DUNGEON MUSER
Pistoleers and Powderhorns – Gunslingers and Firearms for 5th Edition Dungeons & Dragons

Is that gunsmoke I smell?

This coming Friday will be a pretty big blog entry, so I suppose that providing a small taste of what is to come won’t spoil the meal that’ll come at the end of the week.

With that in mind, kindly enjoy the following morsels!

gunslinger

FIREARMS TWO-WEAPON FIGHTING (OPTIONAL RULE)
When you take the Attack action and attack with a firearm that you’re holding in one hand, you can use a bonus action to attack with a different firearm that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You cannot combine Firearms Two-Weapon Fighting with other forms of Two-Weapon Fighting.

pistoleer

FIREARMS EXPERT (NEW FEAT)
Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the loading quality of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon (such as the Gunslinger class’ Pistol Whip ability), you can use a bonus action to attack with a loaded firearm you are holding (note that this can be the same weapon).
Is that gunsmoke I smell?

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

MUSER’S MENAGERIE 4 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

IRON GODS 5E BESTIARY – Part Four
Stop me if you think that you’ve heard this one before.

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 over the last few of weeks, the task of converting over even just the monsters from Fires of Creation is a pretty daunting one, so this entry is just the fourth batch of conversions, taken from the fifth part of the Fires of Creation. The conversions for the first three parts of Fires of Creation can be found herehere, and here.

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: Fires of Creation – Part Four

GARMEN ULRETH
Garmen Ulreth
Medium humanoid (human), neutral evil
Armor Class 17 (studded leather)
Hit Points 33 (6d8+ 6)
Speed 30 ft.
STR 10 (+0) DEX 20 (+5) CON 12 (+1) INT 13(+1) WIS 8 (-1) CHA 16 (+3)
Saving Throws: Dex +7, Int +3
Skills
: Deception +5, Insight +1, Intimidation +5, Perception +3, Sleight of Hand +7, Stealth +9
Senses passive Perception 13
Languages: Common, Hallit, Orc, Thieves’ Cant
Challenge 3 (700 XP)
Cunning Action. On each of his turns, Garmen Ulreth can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Garmen Ulreth deals an extra 10 (3d6) 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 Garmen Ulreth that isn’t incapacitated and Garmen Ulreth doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
Garmen Ulreth makes two attacks with his rapier or hand crossbow.
Rapier Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Hand Crossbow Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 8 (1d8+5) piercing damage.
Gang Boss (Recharges after a Short or Long Rest). For 1 minute, Garmen Ulreth 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 Garmen Ulreth. A creature can benefit from only one Leadership die at a time. This effect ends if Garmen Ulreth is incapacitated.

GEARSMAN
Gearsman
Medium robot, unaligned
Armor Class 18 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 20 ft.
STR 18 (+4) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Insight + 4, Perception +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 4 (1,100 XP)
Adaptive Learning. Once per long rest, the gearsman can gain proficiency in two skills or tools of its choice, or double its proficiency bonus (+3) to one skill or tool.
Durable Frame. The gearsman’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the gearsman, it must roll damage dice twice and take the lower of the two results.
Charge Weapon. The gearsman can charge any metal melee weapon in its hand to do an extra 3 (1d6) lightning damage on a hit.
Vulnerable to Critical Hits. When the collector robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The gearsman makes two melee attacks, only one of which can be with its timeworn neural inhibitor.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
Timeworn Neural Inhibitor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. 8 charges. While powered down, this sturdy, 2-foot truncheon functions as a mace. Once it is activated by expending a charge (with a Use an Object action), each time the weapon hits a target, it consumes 1 charge and the creature struck must make a DC 10 Constitution saving throw or have disadvantage on attack rolls, ability checks, and Wisdom saving throws for one round. Creatures immune to the charmed condition do not have to make the Constitution saving throw.

GRUETHUR
Gruethur
Medium elemental, chaotic evil
Armor Class 16 (natural armor)
Hit Points 77 (11d8 + 33)
Speed 30ft., fly 60 ft.
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 6 (-2) WIS 11 (+0) CHA 7 (-2)
Skills: Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Terran
Challenge 4 (1,100 XP)
False Appearance. While Gruethur remains motionless, he is indistinguishable from an inanimate statue.
ACTIONS
Multiattack.
Gruethur makes two melee attacks: one with his bite and one with his claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

RATFOLK SCRAPPER
Ratfolk
Small humanoid (ratfolk), neutral evil
Armor Class 13 (studded leather)
Hit Points 16 (4d6 + 4)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 13 (+1) INT 12 (+1) WIS 8 (-1) CHA 12 (+1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses darkvision 60 ft., passive Perception 11
Languages: Common, Orc, Thieves’ Cant
Challenge 1/2 (100 XP)
Cunning Action. On each of his turns, the ratfolk scrapper can use a bonus action to take the Dash, Disengage, or Hide action.
Naturally Stealthy The ratfolk scrapper can attempt to hide even when it is obscured only by a creature that is at least one size larger than you.
Sneak Attack (1/Turn). The ratfolk scrapper 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 the ratfolk scrapper that isn’t incapacitated and the ropefist thug doesn’t have disadvantage on the attack roll.
Swarming. The ratfolk scrapper gains advantage on a melee attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack.
The ratfolk scrapper makes two melee attacks or two ranged attacks.
Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 7 (1d8+3) piercing damage.

ROPEFIST THUG
Ropefist Thug
Medium humanoid (human), neutral evil
Armor Class 13 (studded leather)
Hit Points 16 (3d8+ 3)
Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 12 (+1) INT 10(+0) WIS 8 (-1) CHA 12 (+1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 11
Languages: Common, Thieves’ Cant
Challenge 1/2 (100 XP)
Cunning Action. On each of his turns, the ropefist thug can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The ropefist thug 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 the ropefist thug that isn’t incapacitated and the ropefist thug doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The ropefist thug makes two melee attacks or two ranged attacks.
Ropefist Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Sling Ranged Weapon Attack: +3 to hit, range 30/120, one target. Hit: 3 (1d4+1) bludgeoning damage.

SCRAPWALL FANATICS
Scrapwall Fanatic
Medium humanoid (orc), chaotic neutral
Armor Class 15 (studded leather)
Hit Points 26 (4d8+ 8)
Speed 30 ft.
STR 17 (+3) DEX 11 (+1) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages: Common, Orc, Thieves’ Cant
Challenge 1 (200 XP)
Aggressive. As a bonus action, the scrapwall fanatic can move up to its speed toward a hostile creature that it can see.
Sneak Attack (1/Turn). The scrapwall fanatic 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 the scrapwall fanatic that isn’t incapacitated and the scrapwall fanatic doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The scrapwall fanatic makes two melee attacks.
Improvised Weapon Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing or bludgeoning damage or 7 (1d8 + 3) with two hands.

THYLACINE
Thylacine
Small beast, unaligned
Armor Class 13
Hit Points 26 (6d6 + 6)
Speed 30 ft.
STR 12 (+1) DEX 16 (+3) CON 12 (+1) INT 5 (-3) WIS 12 (+1) CHA 3 (-4)
Skills: Perception +3
Senses passive Perception 13
Languages: Common
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The thylacine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Powerful Jaws The thylacine scores a critical hit on a roll of 19 or 20.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3).

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

This fourth round of conversions was quite a bit more straightforward than the previous weeks, with no Legendary monsters in the mix, no new monster types to invent, and many of these required only slight reskinning of existing 5E monsters. As such, I don’t have much to say about these 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, the scrapwall fanatics could be used as orc ambushers, particularly if you swap out the improvised weapon for a spear and some javelins or a brace of throwing axes.

Similarly, Garmen Ulreth’s stats could be used to represent any similar small-time gang boss or even just a better-than-average mugger.

Since my Ratfolk conversion was based on the 5E Halfling, it would be easy enough to use the Ratfolk Scrapper for a halfing thief or thug, by swapping out the Swarming trait for the Halfing’s Brave, Halfling Nimbleness, and Lucky traits.

THE PENULTIMATE LOG IS THROWN ON THE FIRES OF CREATION
With five acts of Fires of Creation now full of 5th edition monsters, the only thing that is missing are the major NPCs who play roles in the Fires of Creation!

Next week’s entry will conclude the Bestiary series and feature 5E versions of the NPCs from Fires of Creation (and this time I mean it).

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 4 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

RODENT ROGUES AND RATLIKE RANGERS – The Ratfolk race for 5th Edition Dungeons & Dragons

PATHFINDER RATFOLK IN 5E DUNGEONS & DRAGONS

I have been reading through the Iron Gods adventure path and I’ve noticed that the Ratfolk, a race introduced in the Pathfinder RPG Bestiary 3, seem to have a fairly significant presence. As such, I decided to work up some rules for using Ratfolk as characters.

The following are my draft rules for playing Ratfolk in the 5th Edition Dungeons & Dragons game.

Ratfolk

Ratfolk Traits                                                                                                                             

Your ratfolk character has traits related to your rodentlike heritage.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Ratfolk reach adulthood at the age of 14 and generally live for a half century.
Alignment. Many ratfolk are neutral, with their only strong ties being to their own communities.
Size. Ratfolk stand roughly 4 feet tall and weigh around 80 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, your eyes grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Rodent Empathy. You have advantage on all Animal Handling rolls involving rodents.
Swarming. You gain advantage on a melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tool Proficiency. You gain proficiency with your choice of one of the following: alchemist’s supplies, disguise kit, jeweler’s tools, tinker’s tools, poisoner’s kit.
Languages. You can speak, read, and write Common.

DUNGEON MUSERS’ NOTES
Since the PF Ratfolk race is close to the PF Halfing race, I decided to start with the 5E Halfing for my Ratfolk conversion.

Given the Intelligence bonus that Ratfolk get in PF, and the race’s strong thematic connection to Alchemy and crude inventions, I gave the race an Intelligence bonus in 5E too.

For racial abilities, I was able to duplicate most of the abilities the race had in PF.

The race’s “Swarming” ability is the Kobold’s “Pack Tactics” ability restricted to melee attacks. I was a little concerned about this ability being too powerful for a PC race, but I don’t think it is any moreso than Dragonborn’s breath weapon, particularly given that Swarming is restricted to melee attacks.

To replace the skill bonuses that Ratfolk gain in PF, I went with tool proficiencies thematically linked to the race’s backstory.

I actually play a ratfolk character in a friend’s PF campaign, though I’m trying to convince him to switch to 5E and I’m hopeful that I’ll get to playtest these rules soon.

RESOURCEFUL RESKINNING
For DMs who are not keen on including animal hybrid races in their campaigns, these stats could easily be repurposed to serve as a variant of gnomes or dwarves (maybe as Gutter Dwarves or Gutter Gnomes), though you may want to grant such characters proficiency with those races’ languages.

Alternatively, for DMs on the more permissive side, you could swap the Rodent Empathy to Vermin Empathy (which applies to insects and arachnids) to make a diminutive, bug-like race (making, perhaps, Maggotmen).

RATFOLK ARE SCURRYING FROM THEIR WARRENS
While I hadn’t planned to convert the Ratfolk over to 5E at this point, I’m pleased to have this done and should make some of the monster conversions in Iron Gods a bit easier (such as the Ratfolk Scrappers from Fires of Creation).

Until next time, I remain;

  • THE DUNGEON MUSER
RODENT ROGUES AND RATLIKE RANGERS – The Ratfolk race for 5th Edition Dungeons & Dragons

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