Monday, February 2, 2015

D&D Young Justice: Kaldur'ahm

Usually this is where I would post some homebrew rules and start explaining them, but since I'm not that far into the worldbuilding side of my blog yet, I'm just going to turn some beloved characters into 5e characters. Deal? Deal.

I love Young Justice. Something about it just tickles me, probably because the first comic book I ever owned was Young Justice #3. 12-year-old me loved the fact that they were teenagers (hunky ones at that) and that they kind of ruined everything. The animated show delivered that and more. The characters had depth, the stories engaging. The death of that series is truly a tragedy.

Before its death, that amazing production introduced one of my favorite characters ever, Aqualad a.k.a. Kaldur'ahm. Kaldur was awesome; partly because he was a good but reluctant leader, partly because he made water weapons and had lightning!

Story-wise, he was a student at a magic academy in Atlantis who left to be Aquaman's sidekick. As far as background goes, we'll make him a sage. He was studying before he started adventuring, and he is pretty darn clever; seems appropriate. Now we need to represent his physical prowess and his more limited magical prowess, likely with a class. I want to avoid multiclassing if possible, partly because some DM's don't allow it, and partly because I want you to be able to play Kaldur from level 1. I also want to keep the same flavor for every D&D game so no Tempest cleric despite how easy that would be.

I think the best option is to actually do some homebrew. I'm thinking an Atlantean Sorcery Otherwordly Patron for the warlock class. I could give him electric powers, he could "summon" weapons of water, and...alright, while that fits, wouldn't it just be easier to let him multi-class and do 1 level of sorcerer before going eldritch knight. In fact, wouldn't it be easier to just make him a variant human with a magic initiate feat and instead convert some Pathfinder spells that control water. Good compromise Matt. Thanks, Matt. I should also homebrew an Atlantean race...

New Race

Atlantean
A race of underwater humanoids that look suspiciously human. Atlanteans live in their submerged cities, studying the mystic currents of the ocean, protecting it's creatures, and constructing beautiful feats of architecture.
Ability Score Increase. You Strength score increases by 2, and two of your other scores increase by 1.
Age. Atlanteans mature at the same rate humans do and reach adulthood around the age of 18.
Alignment. Atlanteans are almost always good, and usually lawful; however, there are always outspoken rebels.
Size. Atlanteans are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet and your base swim speed is 30 feet.
Amphibious. Atlanteans can breathe both air and water.
Darkvision. Accustomed to the dark ocean floor, you have perfect 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.
Languages. You can speak, read, and write Common and Atlantean.

Variant Atlantean
If your campaign uses feats, your dungeon master might allow these variant traits, all of which replace the Atlantean's Ability Score Increase trait.
Ability Score Increase. Your Strength score increases by 2.
Feat. You gain one feat of your choice.

What am I thinking?
Atlanteans are supposed to be able to withstand crazy pressure and be super strong. I don't want to get too crazy with bonuses, so +2 is enough. They are also human enough to get the feat variant to show differences. (Maybe I should add this option to all races?) Darkvision is also for living in the depths of the ocean. Hopefully, the swimming and water breathing should be obvious enough.

New Spells for Druids, Sorcerers, and Wizards

Hydraulic Push
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a blast of water that knocks over and soaks one creature or square. Make a ranged spell attack against a creature, if it hits the creature takes 2d8 bludgeoning damage and is knocked prone. This spells also extinguishes any normal fire on a creature or object, or in a 5-foot square which it is targeted against. Magical fire is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Slipstream
2nd-level conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes.
You create a low-cresting wave of water that carries the target as they move. The target's land speed improves by 10 feet. In addition, the target's swim speed increases by 20 feet; if the target does not have a swim speed it instead gains a swim speed of 20 feet.

Hydraulic Torrent
3rd-level evocation
Casting Time: 1 Action
Range: 60 feet.
Components: V, S
Duration: Instantaneous
You summon a powerful stream of elemental water 60 feet long and 5 feet wide at the base. Everything in the line must make a Strength saving throw. A creature or object in its path takes 6d6 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one. The water extinguishes normal fires it encounters along its path. Magical fires are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Kaldur'ahm
Variant Atlantean Fighter 1
Background: Sage
Str 16 (+3), Dex 12 (+1), Con 12 (+1)
Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
HP 11, AC 16 (chainmail), HD 1d10
Saves: Str +5, Con +3
Speed 30 ft., Swim 30 ft.
Languages: Atlantean, Common, Draconic, Elvish
Skills: Arcana +3, Athletics +5, History +3, Insight +3
Feats: Magic Initiate (Wizard)

Scimitar +5, 1d6 +3, slashing (has two and attacks twice)
Light Hammer +5, 1d4+3, slashing 20 ft./60 ft.
Shocking Grasp: +3 1d8 lightning

Fighting Style: Two-Weapon Fighting
Second Wind
Cantrips: shocking grasp, true strike
Shield once a day

Gear: Chain mail, two scimitars, two handaxes, an explorer's pack, a bottle of black ink, a small knife, a clue to your father's identity, a set of common clothes, a belt pouch containing 10 gp.

Leveling up Kaldur:
I would say get the War Caster feat ASAP.
Choose Eldritch Knight for your Martial Archetype.
Pump up his Str first, then Int and Cha.
Inspiring Leader would be another flavorful choice as well as Battle Master.

Your DM won't let you play with my new race? Just use a Variant Human for the feat, if no feats then Half-Elf to get that half-human feel and some nice bonuses.

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