Tuesday, November 21, 2017

The Ritualist Prestige Class [1st Draft]

Hello there!
It's been a while since I posted something here, I've been bussy doing other things, but now I'm back with a new prestige class: The Ritualist, a class connected with the Ethereal Plane and focused on summoning spirits to help the party in their encounters.
Since it's the first draft, some features might be a bit unbalanced, so feel free to post your suggestions, questions and critics :)
This is the second prestige class I've ever made (you can find the first one in my City and Wild supplement) and I'm currently working on creating a supplement with various prestige classes and other epic/high-level things (blessings, bonds and more!)

Extra: this prestige class was inspired on the Guild Wars 1 Ritualist profession.


Wednesday, November 8, 2017

City and Wild is now on DMG!

Hello everyone!

after various days of work, I've finally uploaded the City and Wild document to the Dungeon Master's Guild as "Pay what you want". I changed all the images to fit the rules of that page (regarding copyright)



Check it out here: http://www.dmsguild.com/product/226033/City-and-Wild

Tuesday, September 19, 2017

City and Wild v1.0 - The 51-pages expanded and reorganized Wilderness Survival Guide!

Hey there!
Some days ago I've updated my Wilderness Survival Guide with a whole new section of alchemy, and after a particular answer in that post I've started working on reorganizing the WSG into basically two sections, since various parts of the guide are not really connected with wilderness survival. Having that in mind, I reorganized the WSG in a new supplement divided in three parts.
Part 1: Character Options.
  • Races: Alternate humans (environmental based humans).
  • Classes: The Rider Prestige Class.
  • Equipment: WSG equipment plus a few more magic items.
  • WSG Feats
Part 2: The City.
  • Alchemy: Alchemy basics, creating a mixture.
  • Crafting: Craft armor and weapons using special materials found in the wild.
  • Guilds: My guild system I shared some weeks ago.
Part 3: The Wild.
  • New! Surviving in the Wild: Basic needs (food, water and warmth), camping (finding natural shelter and building shelters for a survival-themed campaign).
  • Dangers of the Wild: Environmental hazards, dangerous terrains and special terrains.
  • Collecting Materials: rules for harvesting, gathering, mining and more.
I’m currently thinking on adding a cooking system, other artisan’s tools rules, expanding the Camping section and a few more interesting options for the wild (related to hunting big creatures and a taming system as an alternative to the Ranger’s companion and the Rider Prestige Class)
As always, feel free to write your suggestions, comments and also what you would like to see in this guide!
Enjoy!


Thursday, September 14, 2017

Wilderness Survival Guide V6.0 - The Alchemy Update

It's been a while since I've updated this supplement, but after a various comments and suggestions I finally changed a few things and made some modifications.
The mayor update is the reworked alchemy system, which is now divided into three sections: Bombs, Poisons and Potions. Each section has its own effects, for a total of 25 concoctions! (Without considering the additional effects you can add to the concoctions). Hopefully with this the alchemy system will be more useable and more attractive to players.
I've also added a new section to the Dangers of the Wild Part with some special terrains. The idea of this is to have some magic or weird effects on special areas the players can find in the wild, such as defiled grounds that boost undead creatures in that area, sacred shrines that help any creature that shares the same alignment and planetouched areas that boost attacks of a particular type (for example, a Fire planetouched area will boost any fire damage dealt in the area).
On the other side, I've removed the socketing part because the rune system in the Storm King's Thunder its simmilar, simpler and balanced. I think I'll add more runes effects to complement that system in future versions. Also I've modified/removed some equipment for balancing.


For the next versions, I'm currently working on adding a new section related to camping (With a special section for the carpenter's tools and mason tools), seasons and those kind of things. Additionally, I'll see if I create a modular cooking system too.

Wednesday, August 30, 2017

Simple Guilds - V3.0

After a month of working on other brews, I've decided to expand a bit more my guild rules!

In this version I've created a new section called "Creating a Guild" that should help DMs and players to read about what a particular guild have (contract types, equipment and training).

Additionally, I've expanded the old section of creating contracts with a bit more of information about each contract type, some random locations and new tables for contract rewards (gold and reputation points) based on the party level.

Finally I've added an extra rule to the stronghold rules created by /u/the_singular_anyone for upgrading a structure.

Reddit link


Saturday, August 26, 2017

The Rider Prestige Class [Updating]

Hey there!

Just a small update to the bond of magic for the Rider class. Now it should be more interesting to take since you can choose any 2nd level or lower spell from the wizard instead of fixing the spells. Additionally, I've changed the number of times to a number of spell slots equal to 2 + your Charisma modifier.


Wednesday, August 23, 2017

Monster Manual Style for the Homebrewery

Some weeks ago I've created a reddit post to give a Dungeon Master's Guide style to the homebrewery, and today I've finished a Monster Manual style for the Homebrewery.

You can find the code in the following Reddit Post


Here's an example of how it looks :D

Happy Brewing!

Monday, August 21, 2017

Modern Handbook V1.1

After some extra days of work, I decided to give this supplement a nice cover, some extra NPCs (and also riot shields!)

I'm looking on creating new feats and more NPCs for the next versions, but this will do for now I think!

Reddit Link

Friday, August 18, 2017

Wilderness Survival Guide [Forgot to Update]

When I created the Adventurer's Handbook (a compilation of my brews) I forgot to update the WSG with the latest modifications, so here's the updated version!


Enjoy!

Thursday, August 17, 2017

Modern 5e - Now with rules for using devices + balance [Fourth Draft]

I've been working a bit more on this supplement, mostly focused on balancing the subclasses (special thanks to /u/birkeland for his/her amazing feedback), and hopefully they're now more balanced. Additionally, I've added new rules for Disabling Devices, Disarming explosives and using electronic devices (hacking, security such things).

Reddit link

Balancing Changelog:
- Barbarian: Modified the Juggernaut and Devastating Rage (previously called Devastating Strike)
- Bard: Replaced the Unlimited Access with a new version of Winning Smile, and created a new 6th level feature (Compelling Performance)
- Cleric: Removed the bonus proficiencies
- Druid: Modified and merged the bonus proficiencies with the Modern Druid feature. Concrete guardian is now called Modern Communion, and replaced the urban grove with the new City Guardian (wild shape-based feature)
- Fighter: Modified a bit the tactical aid feature. Changed how Pre-Planning works (now it should be more player-sided)
- Monk: Removed the +2 bonus to attack rolls with firearms. Changed the "extra attack" condition to only when you make an unarmed strike.
- Paladin: Changed the Vigilant Eyes feature to the Vigilant Aura feature (7th level)
- Ranger: The No Trace feature is now useable only in your favored terrain or in an urban environment.
- Rogue: Changed the Sweep a bit (now uses a bonus action instead an action) and changed completely the Master Infiltrator feature.
- Sorcerer: Network Glitch was replaced by Network Strike. Secure Navigation was replaced by the Metamagic Glitch feature.
- Warlock: Modified a bit the expanded spells list since machine invisibility is now a 1st level spell. Artificial Spirit is was replaced with Spell Hacking, and Trojan Horse was also replaced with Creature Hacking.
- Wizard: Modified the Download Spell now
- Equipment: Simplified the hunting rifle bolt-action reducing the reload to just 1 instead of having reload 5 + loading properties. Increased the suppressor cost.
- Feats: Removed the firearm adept feat until I decide how can I rework it. Added the Expert Driver feat and changed the Demolitions Expert feat to Sapper (just the name).
- Burglar's buddy range was reduced to 10 foot, and now it also kill the camera feed.
- Haywire now speccifies that it doesn't disable the devices, just make them work weird.
- Instant connectivity: reworked a bit how the spell works and added a few conditions.
- Machine invisibility: Now is a 1st-level spell, and it last for 10 minutes now

Friday, August 11, 2017

Modern 5e: the subclasses update [Third Draft]

After various comments, great suggestions and lot of inspiration from the MSRD and the Modern Magic UA article, I've finished the next version of the Modern 5e document I'm creating.

The mayor update of this version are the subclasses. I decided to create one for each D&D class. In addition, I decided to redo the modern spells and add new ones (and remove others)

For the equipment, the firearms were a bit lower in damage, so I decided to use the DMG firearms as base and modify each gun in this document. Also I've added scopes for weapons and the suppression fire to the Firearms Adept feat.


Evolving Items Update

When I compiled various of my brews in the Adventurer's Handbook, I've updated the Evolving Items Rules, but I forgot to change them on he original evolving items brew :D so here's the newest version of it!

Friday, August 4, 2017

Modern 5e [Equipment]

The last few days I've been working on this proyect because I always wanted to run a modern fantasy RPG game. After reading this UA article and a bit of the MSRD (Modern System Reference Document) I started to create my own modern supplement. The idea is to complement the Modern Magic Unearthed Arcana article adding the equipment for a modern day D&D, some extra subclasses and probably a few more things (like feats) while keeping it as simple as possible.

Here's the first draft of the Equipment for modern D&D, which includes armor, weapons, gear and land vehicles.

The document was created completely on the homebrewery. You can learn more about giving a DMG-style to a homebrewery document here.

Reddit Link: Modern 5e Equipment [First Draft]


Tuesday, August 1, 2017

Adventurer's Handbook

After creating, balancing and modifying various of my brews, I decided to compile them in one big document, which I'll continue updating with the next updates and new content I'll create from now.

What is included:

- Alternate Humans: 6 new environment-based human subraces.
- Mesmer Class: An arcane caster that focuses on interrupting its foes (with a fighter archetype, multiclassing notes and mesmer-themed feats).
- The Rider: A prestige class that allows you to create your own mount.
- Wilderness Survival Guide: Some parts were reworked or removed for simplicity and balancing. The socketing part was removed since it's pretty simmilar to the runes found in the Storm King's Thunder.
- New Equipment: Added simple firearms and some magic items based on the UA Artificer class.
- Guilds: Simple rules for creating a guild with ranks, a reputation system and rank rewards.
- Evolving Items: Create magic items that evolves with the characters.

For any suggestions, comments and more, please write it up on the reddit link: Adventurer's Handbook v1.0


To-Do (future plans)
- Create more runes (based on the Storm King's Thunder magic items)

Saturday, July 29, 2017

Evolving Items

I always liked the idea of a character bonded with a particular weapon (something like a family sword), but the magic objects can become a bit useless if the player found a better one. The idea of this is to create a base magic item that evolves when the player level up (and optionally when he/she finish a series of tasks or when a triggering event occurs). The items are divided in 5 tiers (depending on the rarity of the object) and each one has a number of properties with a particular level of each property (from I to III-IV).

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6ppe7q/evolving_items_first_draft/

Homebrewery Formatting Guide

It's been like 3 months since I've created the formatting tips for the homebrewery, and after reviewing it a bit, I decided to redo it with a cleaner design, and a few more tricks so all of you can hopefully learn a few things to improve how your homebrews looks when you create them on the Homebrewery, the amazing page made by /u/stolksdorf

In this case I took almost everything from the old guide, added other basic markdown features and a few screenshots of the code itself to be friendlier.

One of the mayor improvements of this guide is the simple way to create a cover with a 5e-look, including some free alternative red logos (If you use them in your brews, it would be nice if you credit me!) and a simple tutorial for creating a Table of Contents based on the ToC code that /u/calculuschild gave me when I created the Codex: UA.

I've also included the latest image blending method I've created, which is based on the /u/QalarValar idea. I hope this helps everyone who wants to understand and learn a bit more about using the markdowns in the homebrewery.


Extracted from the old reddit post: "A bit of background, since the creation and the shutdown of the Codex due the DMCA warning, lots of reddit users commented me that the look of the codex was amazing, better than searching the original UAs articles in the WOTC page. Having that in mind I've decided to start learning a bit more of how the homebrewery works, and with that I've created this guide so everyone can see some useful markdowns for improving the look of the brews created in the homebrewery." 

Please enjoy and happy brewing!

Reddit Link: https://www.reddit.com/r/UnearthedArcana/comments/6q81jx/homebrewery_formatting_guide/

Alternate Humans (Environment Variant)

I always thought the humans from the PHB needed some subraces to show how diverse they can be based on where they live (desert, icelands, plains and so on), so I decided to create this human variants based on that.

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6odo95/alternate_humans_6_environmentbased_subraces/


Artificer's Magic Items

After my last session, I wanted to try how it would be to transform some of the UA Artificer class features into magical items to see if they are balanced. I like the artificer class, and I feel it can be interesting to take some of the features and transform them into items.

Alchemist's satchel: The magic item has a number of charges to create the alchemical formulas.

Amulet of the Servant: It's like a low-level golem manual.

Infuser's Bag: Basically the same as the Infuse Magic feature.

Thunder cannon: Like the alchemist's satchel, the magic item has a number of charges to fire the weapon (more charges equals more damage)

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6pi4yl/artificer_as_magic_items/


Simple Guilds

I always loved adding guilds in the campaigns, making the world a bit more dynamic and with some "secondary quests" that allows players to make new allies, gain some renown and even find some new adventures.

With this guide I'm trying to give some guidelines for creating a guild and a simple way to make PCs gain rank, renown and some rewards for being part of a guild, and to get some side quests for them.

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6nb1jq/simple_guilds_first_draft/


Simple Firearms

After looking a lot of firearms classes, subclasses and mechanics, I decided to create simple firearms rules based on the gunslinger subclass by Matthew Mercer.

In this case, I just transformed some of the subclass features into Feats, modified a bit and changed some properties of the weapons to fit the ones found in the DMG.

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6gwc34/simple_firearms_rules/

The Rider Prestige Class

This is the universal, updated and (hopefully balanced) version of the old Dragon Rider Prestige Class I've created some time ago.

This class adds beasts and monstrosities as mounts, so you can now mount other creatures rather than just dragons.

Reddit Link: https://www.reddit.com/r/UnearthedArcana/comments/6d5jf6/the_rider_prestige_class_mount_a_custom_creature/

Mesmer V0.3.2

After various months working on other things, a few weeks I've updated the Mesmer class, making the hexing a bit more general (and simpler). I've also balanced some incantations and fixed some weird or unclear wording.

One of the most important features of this version is the multiclassing rules and a fighter subclass (pretty simmilar to the Eldritch Knight)

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/6nppsa/the_mesmer_v03_full_class_plus_a_fighter_subclass/

Wednesday, May 10, 2017


It's been a while since I've updated this guide (3 months!), mostly because I've been working on the Wilderness Survival Guide.

In this new version I've changed a bit the dragons, allowing players to customize them instead of using one base template for them, inspired by the ranger beast companion subclass, but since I wanted everyone to have a dragon, I decided to keep it as a Prestige Class.

Reddit link: Dragon Rider Prestige Class (2nd version) - Customize your dragon!


I'm open to suggestions, comments, and ideas for improving this prestige class and balance it as much as possible.

On a side note, I'm thinking on expanding this prestige class to a more generic beast rider class (like riding a phoenix, an elemental-like horse, a hypogriff, a bullette, etc)


Saturday, March 18, 2017

Wilderness Survival Guide [Previously called "The Equipment Guide for Adventurers"]

With the new features I'm adding to the previously called "Equipment Guide for Adventurers", I decided to incorpore more survival things, and expand a bit more in terms of surviving on the wilderness.

I'm in progress of editing and balancing mostly the gem system, but also I'm going to add a small index of information from the PHB and DMG, plus some minor rules to improve the survival part (and to have all of it in one place)

reddit link: https://www.reddit.com/r/UnearthedArcana/comments/605eo7/wilderness_survival_guide_3rddraft_previously/

Friday, March 17, 2017

Dragon Rider Prestige Class (1st Draft)

Hey there!

I'ts been a long time since I looked up this prestige class, and now I'm going to update it and perhaps make a variant of it.

Anyways, if you have some feedback about the prestige class, please write it down here or in the reddit link!

Reddit: https://www.reddit.com/r/UnearthedArcana/comments/5qoumv/dragon_rider_prestige_class_1st_draft/

Wednesday, March 15, 2017

New update to the guide!

After lots of help with the typos, balancing and great ideas, I'm uploading the second draft :D

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/5zlt3d/the_equipment_guide_for_adventurers_2nd_draft/

Saturday, March 11, 2017

The Mesmer Class [V0.2]

Some weeks ago I uploaded a new class based on the Guild Wars 1 Mesmer.

I wanted a caster class to interrupt the enemies, and since it wasn't something simmilar to this, I decided to give it a try and create this class.



You can see the reddit thread here: https://www.reddit.com/r/UnearthedArcana/comments/5vbsxs/the_mesmer_class_v02_interrupting_and_using_hexes/

The Equipment Guide for Adventurers [1st Draft]

First blog post!

 Since the rules and mechanics are ready, now I'm looking to clean and making them more understandable and readable, and also I'm looking for new materials, add new equipment, stat gems and a few more things to keep improving this guide as much as possible!

 I've been recieving a lot of help with the typos and those things from various Unearted Arcana subreddit users. Thank you very much :D

Reddit link: https://www.reddit.com/r/UnearthedArcana/comments/5ynjvc/the_equipment_guide_for_adventurers_1st_draft/