Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Saturday, December 5, 2015

BiFrost: Kiersey Tempermants as Races


Working on my BiForst world I figured I needed something to replace the races, as everyone being human would get extremely boring. I don't ever play human, so if forced into it I want a few options. Thinking of ways to differentiate it, I went through several options: talents similar to the d20 modern classes, zodiac signs, etc. But ultimately I decided that picking from the 4 temperaments of the Kiersey sorter would make sense. I looked at half-elves for balance and am trying it out in a game right now. We'll see how it works!

Explorer
Explorer’s want to experience the world. Often living one day at a time, they want to get the most of out of their time and will not stand for boredom when there is something more fun waiting to be done. Always wanting to enjoy the present moment, they value freedom and beauty. Explorer’s make up roughly 30% of the human population.
Ability Score Increase. You gain a +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Explorers enjoy freedom and often lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Tool Proficiency. You gain proficiency in one type of artisan's tools, musical instrument, or vehicle.
Skill Versatility. You gain training in two skills of your choice.
Bold. You gain advantage on saving throws to resist being frightened.

Analyst
Analysts approach the world rationally. They see the world as a collection of systems to be understood and mastered. They have little time for those who stand in the way of their vision, and appreciate those who facilitate the accomplishment of their goals. Analysts make up roughly 10% of the human population.
Ability Score Increase. You gain a +2 to your Intelligence score and +1 to two other ability scores of your choice.
Alignment. Analysts lean towards lawful alignments, believing that there is a best way to do things.
Size. Your size is medium
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Knowledgeable. You gain training in one Intelligence skill of your choice. Choose a specific area of knowledge in that Intelligence skill; whenever you make an ability check concerning that area of study you add double your proficiency bonus.
Rational. You gain advantage on an Intelligence saving throw or ability check. You can use this ability again after a long or short rest.

Diplomat
Diplomats see the world as it should be. Their ideals guide as they shape the lives of those around them. Their goal is to understand themselves and achieve fulfillment. They dislike confrontation, but will stand up for what they believe in. Diplomats make up roughly 20% of the human population.
Ability Score Increase. You gain +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Diplomats like for people to find their own paths and lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Empathetic. You gain training in Insight and one Charisma skill of your choice.
Authentic. You gain advantage on a Charisma saving throw or ability check. You can use this ability again after a long or short rest.

Sentinel
Sentinels are hardworking and loyal. Valuing security, Sentinels look to the past for wisdom and take time to plan for the future. They use practical and traditional methods to achieve their goals. Sentinels make up roughly 40% of the human population.
Ability Score Increase. You gain a +2 to your Wisdom score and +1 to two other ability scores of your choice.
Alignment. Sentinels care about tradition and lean towards Lawful alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Wisdom of Traditions. You gain advantage on a Wisdom saving throw or ability check. You can use this ability again after a long or short rest.
Durability. Your hit point maxiumum increases by 1. It increases by another 1 every left after that.

Sunday, September 20, 2015

D&D Bones: Temperance Brennan

I love Bones, and my boyfriend and I have been watching it a lot recently. I really enjoy how well the team works together and how the characters play off each other. I am a huge fan of the show, and I decided that maybe they might make some fun D&D characters.

So lets start off with the titular character: Dr. Temperance Brennan. A forensic anthropologist with a family that left her behind. She can fight, shoot a gun, and is the top of her field. Admittedly a limited field, but a field none the less. To be good at all that I'm going to say she is a....oh wow this is going to be hard. I like Rogue and the Bard for their expertise, but both fluffs are way off. Wizard is the closest for that, but lacks the expertise I would like to see. Hrmmm, maybe thats what I do. Make a new tradition for wizards.

Scientific Tradition
While some wizards focus on the powers of spellcasting, many others see them as tools for understanding the world around them. These academics care more about what the wizard spells can help them understand than the mechanics of the spells themselves.

Expertise
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies,

Attuned Senses
At 2nd level, you gain the ability to open your sense and perceive what others have trouble understanding. As an action, you can detect magic, poison, and disease in a 60 ft. cone.

Language Expert
Beginning at 6th level, you have an unnatural understanding of languages. As an action, you can cast the comprehend languages or tongues spell at-will. You can use this ability again after a long or short rest.

Uncanny Perception
Starting at 10th level, supernatural perception increases in power.You gain darkvision and true sight out to 60 ft. for 10 minutes as a free action. You can use this ability again after a long or short rest.

Logical Leap
At 14th level you can make logical leaps that leaves others dumbfounded. When you make an Intelligence skill check you can declare success no matter what you rolled. You can do this after you roll, but before your DM declares the result of the roll. You regain this ability every time you finish a short or long rest.

Dr. Temperance Brennan

Level 1 Variant Human Wizard
Background: Sage
Str 10 (+0), Dex 12 (+1), Con 12 (+1)
Int 16 (+3), Wis 14 (+2), Cha 10 (+0)
HP 7, AC 11, HD 1d6
Saves: Int +5, Wis +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven, Halfling
Skills: Arcana +5, History +5, Investigation +5, Medicine +5, Religion +5





Dagger +3, 1d4+1 piercing, 20 ft./ 60 ft., light, finesse
Unarmed Strike +3, 1d4+1 bludgeoning, light, finesse

Arcane Recovery
Martial Arts
Cantrips: Prestidigitation, Shocking Grasp, Mage Hand
Spellbook
1st-level: Comprehend Languages, Detect Magic, Grease, Identify, Tenser's Floating Disk, Unseen Servant

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague, a set of common clothes, dagger, component pouch, scholar's pack, and a spellbook.

Leveling Temperance: As she levels up, she should focus in on spells that help reveal what happened to dead bodies. She would be perfect for a mystery solving group. Feats like Keen Mind and Observant would be perfect, and so would Weapon Master and Martial Adept. Lots of options to make her amazing.

Tuesday, September 1, 2015

D&D Avengers: Ant Man

So I loved the Ant Man movie. It hit all my buttons: sarcasm, Paul Rudd, bugs, science, Paul Rudd, heist movies, good minor characters and a compelling story (if confusing villain), and of course Paul Rudd shirtless. So I figured, he'll be an Avenger soon, why not make him into a D&D character as well.

Given how weird his powers are, but how much they revolve around punching, I figured I make him into a Monk similar the way I did with my speedsters. The fluff for the hard hits is quickly density and I can throw some powers his way that let him control vermin and change size (I think I'll go big and small considering I'm pretty sure that is where they are going with the films.)

Way of Vermin
Monks of the Way of Vermin venerate what others find distasteful. Where others fear the alien nature of the mindless hordes, those who follow this path see beauty and precision in the hive mind. By attempting to emulate these creatures, these monks find a closer connection to the beasts and are able to control them and emulate their size, strength, and dedication. Many vermin monks focus on one type: bees, ants, rats, etc. and take up important professions associated with that creature.

Vermin Arts
Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend to 1 ki points to cast speak with animals but only affecting vermin, or 2 ki points to cast animal messenger (using a vermin), enhance ability, enlarge/reduce, pass without trace, or protection from poison without providing material components.

Vermin Size
At 6th level, you gain the ability to shrink down to the height of an inch. As an bonus action, you can spend 2 ki to shrink down to a height of one inch until the start of your next turn. While you are this height, attacks against you have disadvantage and you gain advantage on Dexterity (Stealth) checks. Each round you can maintain this size by spending 1 ki at the start of your turn. If you do not spend 1 ki at the start of your turn and if there is not enough space for you to return to your original height, you grow to the largest size possible, take damage equal to half your level, and have disadvantage on all abilities, attacks, and checks that round.

Army of Vermin
By 11th level, you have a deep connection with the mindless creatures. As an action, you can spend 5 ki to cast giant insect or 6 ki to cast insect plague.

Shrinking Dodge
At 17th level, you can exploit your shrinking ability when you are targeted by an attack. Whenever you are targeted by an attack you may use a reaction to spend 4 ki and shrink to negate all damage from the attack before immediately returning to your original size.

Scott Lang
Level 1 Human Monk
Background: Criminal
Str 12 (+1), Dex 16 (+3), Con 12 (+1)
Int 14 (+2), Wis 14 (+2), Cha 11 (+0)
HP 9, AC 15, HD 1d8
Saves: Str +3, Dex +5
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +5, Athletics +3, Deception +2, Stealth +5
Proficiencies: Playing Cards, Thieves' Tools, Tinker's Tools

Shortsword +5, 1d6+3 piercing, finesse, light
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3 piercing, 20/60

Unarmored Defense
Martial Arts

Gear: A crowbar, a set of dark common clothes including a hood, a shortsword, a dungeoneer's pack, and 10 darts.

Leveling Scott: So we've got a criminal who learns to forge a mystical connection with ants to become more like them, for either good or ill. I like it. As he levels up, grab the archetype I made for him and maybe some feats like Skulker or Durable. Be sure to get your Dex way up there and maybe Wisdom as well to help with the spells. All in all he should be a fun scouty monk who is an alternative to the shadow monk. 

Tuesday, August 25, 2015

D&D Avengers: Falcon

Alright, we are nearing the end of this series. Time for the new more minor characters who are part of the Avengers. I'm going to ignore Warmachine because he is basically Iron Man with more guns and that feels unnecessary. Instead we are going to do Falcon and then, my personal favorite Ant-Man. It is also super likely I do Guardians of the Galaxy next and then the Gaang. So many groups! So much fun!

Anyways, Falcon. He has wings, but he was a soldier, at least in the movies. However I know in the comic book he has a real cool buddy Redwing and can meld minds with birds. That is kind of awesome and so we're going to do it!

First, a magic item to make our hero a real flyer, but not insanely powerful.

Pack of Steel Wings
Wonderous item, uncommon
This backpack weighs about 10 pounds and conceals a pair of steel wings that come out of the sides when the command word is spoken. While the wings are extended, you may hover in the air and fly with a speed of 50 feet. The wings can lift up to 400 pounds, but its flying speed is 30 feet while carrying over 200 pounds. You cease to hover when you land.
    While the wings are being used, you can use each wing as a short sword that deals slashing damage as melee weapon attacks. You cannot use the wings as weapons while holding an item or another weapon.

Boom! Problem solved.

Sam Wilson
Level 1 Variant Human Ranger
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
HP 11, AC 16, HD 1d10
Saves: Str +4, Dex +4
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +4, Animal Handling +4, Athletics +4, Intimidation +2, Survival +4
Proficiencies: Playing Cards, Vehicles (Land)

x2 Shortsword +4, 1d6+2 slashing, finesse, light
Longbow +4, 1d8+2 piercing, 150/600 range, two-handed, heavy

Feat: Observant
Favored Enemy: Aberrations, Monstrosities
Natural Explorer: Forest

Gear: An insignia of rank, a momento of war, a deck of cards, a set of common clothes, scale mail, two daggers, an explorer's pack, a longbow and a quiver of 20 arrows, and a pack of steel wings. 

Leveling Falcon: Alright, not so bad. His "spells" should focus on working with animals and any that could be explained as technology or hyperhuman senses. Up his physical ability scores and pick the Beast Master archetype and grab a falcon for your friend. This should get you a pretty badass ranger who can fly around with his falcon, slashing up buddies.



Wednesday, August 19, 2015

D&D Avengers: The Vision

The Vision! The appearance of this character honestly shocked me and may be why I like Avengers 2 so much. Jarvis was always a favorite character and to have him in this role and transform into this new hero was impressive. The only thing is, I wish they would've spent more time on what his crazy android body could do. The phasing, the laser beam, the density control. You know, all that jazz. So how can we make our beloved Vision into a D&D character? My version is going to be a Warforged Sorcerer with a new origin called Awakened.

Awakened
You had an experience, a life changing moment, that awakened a slumbering power within you. Perhaps this was from contact with a mystical artifact, or maybe instead it came during a time of crisis. No matter the catalyst, you have come upon great power that allows you to tamper with the world around you. The effect of your meddling is for you to decide.

Streamlined Biology
The power controlled in your mind is able subtly alter your body to improve its health. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
     Additionally, your skin hardens as a response to incoming attacks. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Mental Acuity
You know the comprehend languages spell. In addition, you can cast it once a day without using a spellslot; this ability recharges after you finish a long rest. At 5th level you know the spell tongues and can use this ability with tongues instead of comprehend languages, but only targeting yourself.

Phasing
Starting at 6th level, when an attacker you can see hits you with an attack you can use a reaction and spend 1 sorcery point to halve the damage. In addition, you know the spell gaseous form.

Unshackle
At 14th level you gain the ability to control your density to allow flight. You gain a fly speed equal to your walking speed. While flying your density is minimized, granting disadvantage on Strength ability checks and saving throws.

Mental Projection
Beginning at 18th level you can focus your immense mental power into a concentrated beam. As an action, you can force creatures in a 120 foot line to make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage or half as much on a success. This ability recharges after a short or long rest.

The Vision
Warforged Sorcerer 1
Background: Guild Artisan
Str 12 (+1), Dex 12 (+1), Con 12 (+1)

Int 12 (+1), Wis 12 (+1), Cha 15 (+2)
HP 8, AC 15, HD 1d6
Saves: Con +3, Cha +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven
Skills: Arcana +3, Insight +3, Persuasion +4, Religion +3
Proficiences: Tinker's Tools

Dagger +3, 1d4+1 piercing, 20 ft./60 ft.
Quarterstaff +3, 1d6+1 bludgeoning, versatile 1d8

Composite Plating
Living Construct
Sorcerous Origin: Awakened Mind (Streamlined Biology, Mental Acuity)
Cantrips: fire bolt, ray of frost, true strike
1st-level spells: comprehend languages, detect magic, feather fall

Gear: Tinker's tools, a letter of introduction, a set of traveler's clothes, a quarterstaff, a wand, an explorer's pack, and two daggers

Leveling The Vision: He is a Guild Artisan because...he was a butler before a sorcerer? I'm not sure, it just fit best of the basic options. As he levels up, The Vision should up his Charisma real high and grab feats that improve and expand his spell casting or reflect his heightened physiology. Feats like Alert, Athlete, Durable, Keen Mind, Ritual Caster, Observant, Spell Sniper; honesty he is supposed to be so awesome that really any could fit well. You could even grab Tavern Brawler or Martial Artist if you want to get him closer to the movie version. Spells should focus around transmutation, divination, and beams of energy. Changing his own body, being super smart, and head cannon respectively. 

Monday, August 17, 2015

D&D Avengers: Maximoff Twins

Long time no talk! I've been busy getting ready for a new job at a new school and its has been a mess. Actually, today is my first day back with kids and it was an adventure. Anyways, time to finish translating the Avengers to D&D characters because...well I started, I might as well finish.

Pietro Maximoff is just the Way of Celerity Monk I made back for Wally West, but with a Criminal or Urchin background.

Pietro Maximoff
Level 1 Human Urchin Monk
Str 13 (+1), Dex 16 (+3), Con 14 (+2)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 10, AC 14, HD 1d8
Saves: Str +3, Dex +5
Speed: 40 ft.
Languages: Common, Orc
Proficiencies: Disguise Kit, Thieves' Tools
Skills: Acrobatics +5, Athletics +3, Insight +3, Sleight of Hand +5, Stealth +5

Shortsword +5, 1d6+3 piercing
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3, range 20/60

Feat: Mobile
Unarmored Defense
Martial Arts

Gear: a shortsword, an explorer's pack, 10 darts, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Pietro: Alright, so leveling up Pietro, up his Dex as much as possible and grab the new Way of Celerity path I made. He should be a punching machine who is always in the right place. Good luck getting away from this speedster. I'd like to see him and Wally duke it out. 


Now its time for his sister Wanda. She is basically a straight up Wild Magic Sorcerer (wow I'm not doing much homebrew this time). Great idea! New feat called Volatile. Similar to the Magic Initate but allows you to overcharge the spell you learn. 

Volatile 
You have trained hard to bring out an explosive power in your spells.
Prerequisite: Able to cast 1-st level spells
  • Using this feat, you can cast a spell you know at one spell level higher without using a higher level spell slot. For example you could cast a 3rd level fireball as a 4th level fireball, but using only the 3rd level slot. You must finish a long rest before you can use this ability again. 
  • Your volatile nature channels your energy at the expense of your health. As a bonus action, you can expend a hit dice and add its damage to a spell attack. 
Wanda Maximoff
Level 1 Human Urchin Sorcerer
Str 10 (+0), Dex 10 (+0), Con 10 (+0)
Int 14 (+2), Wis 14 (+2), Cha 16 (+3)
HP 6, AC 10, HD 1d6
Saves: Con +3, Cha +5
Speed: 30 ft.
Languages: Common, Orc, Giant, Goblin
Skills: Deception +5, Insight +4, Persuasion +5, Sleight of Hand +2, Stealth +2

Quarterstaff +2, 1d6 bludgeoning, versatile 1d8
Dagger +2, 1d4 piercing, range 20/60, finesse, light

Feat: Volatile
Sorcerous Origin: Wild Magic (Wild Magic Surge, Tides of Chaos)
Cantrips: blade ward, friends, mage hand, mage slap
1st-level spells: charm person, thunderwave 

Gear: a quarterstaff, an explorer's pack, two daggers, an orb, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Wanda: Pump her Charisma and maybe grab some feats to make her a little less squishy. Her spell choice should center around hypnosis and telekinesis. This can include some illusion effects that target only one creature and thunder spells that simulate telekinesis, like I did with thunderwave. She should be a pretty fun character. 

Tuesday, May 26, 2015

D&D Avengers: The Hulk

The Hulk! Doing these in the order of their appearance in the cinematic universe is fun, it's helping me see how that area has evolved and how old that world is getting. Officially I could do Nick Fury right now, but he literally just shows up at the end of Ironman, so I don't feel like we've seen enough of him to make a character. At least, not yet.

But anyways...THE HULK!

Dr. Bruce Banner was hit by a blast of gamma radiation that turns his anger management issues into a superpower. Basically he is a Barbarian with a Sorcerer origin. Since that is way too complicated to work with I'm just going to make a new Barbarian archetype that allows a change in size and gets rid of the need to keep attacking, but also gets rid of some agency. That should make it a little more even and give us that nice, rampaging Hulk feel that we love so much. Would it probably be easier to do a later Hulk who has control and stuff like that? Yeah, probably, but where is the fun in easy?

Path of the Giant
Some barbarians don't control their rage, instead it consumes them. The Path of the Giant is a path of great power, but also of of great destruction. As you enter your rage, you become a mindless beast driven by anger and chaos.

Colossal Anger
Starting when you choose this path at 3rd level, you change size when you rage. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example - and increases your stride, doubling your walking speed. Your weapon and armor grow to match your size. While your weapons are enlarged, including unarmed strikes, your attacks with them deal 1d4 extra damage. When your rage ends, you suffer one level of exhaustion.

(DM Option: You can allow the rage to last until all threats are defeated if you also require a Wisdom saving throw with a difficulty of 15 to control the character each turn.)

Powerful Transformation
At 6th level, your transformation into a huge monster also toughens your skin. While raging, you have resistance to all damage except psychic. In addition, you deal double damage to objects.

Improved Metabolism
At 10th level you become immune to disease, poison damage, and the poisoned condition. In addition when you enter a rage, you heal a number of hit-points equal to your barbarian level.

Thunderclap
At 14th level you can clap your hands together with amazing force. As an action, while raging, you can clap your hands together to create wave of thunderous force that sweeps out from you. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 8d8 thunder damage and is pushed 40 feet away from you. One a successful save, the creature takes half damage and is pushed only 20 feet.
    In addition, unsecured objects that are completely within the area of effect are automatically pushed 40 feet away from you by the effect of the thunderclap, and the clap emits a thunderous boom audible out to 300 feet. You regain the ability to use this thunderclap after a short or long rest.

I tried to make it pretty dissimilar from the Path of the Brawler I did for Superboy and his super-strength ilk. I ended up taking away the madness, allowing it to be role-played instead, though I could see it as the downside to Colossal Anger instead of the exhaustion. This build is definitely all about a crazy strong rage. I could also see a mechanic more similar to the Druid wilshape, but that feels a little like stepping on the druid's toes. I think it's okay that this isn't min-maxed at all. In fact, I could see explaining a high strength as being residual effects, where the monster only shows up when raging. I like this explanation.

Bruce Banner
Level 1 Variant Human Barbarian
Background: Sage
Str 16 (+3), Dex 10 (+0), Con 14 (+2)
Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
HP 14, AC 12, HD 1d12
Saves: Str +5, Con +4
Speed: 30 feet
Languages: Common, Gnomish, Orc, Giant
Skills: Arcana +4, History +4, Medicine +2, Nature +4, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, on a hit use a bonus action to grapple
Longsword +5, 1d8+3 slashing, versatile 1d10+3
Dagger +5, 1d4+3 piercing, 20/60, light, finesse
Quarterstaff +5, 1d6+3 bludgeoning, versatile 1d8+3

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague about your "condition", a set of common clothes, a shortsword, a quarterstaff, an explorer's pack, four daggers

Leveling Bruce: As Bruce explore his hulk personality more and more, he will grow in power. Up his Str, Con, Int, and Wis. This expresses his conquering his base nature and also growing in strength as the magical radiation spreads within him. Take the Path of the Giant to grant him size, speed, and eventually destruction, healing, and thunderclap. He will be a veritable monster when raging, and still pretty useful when not. I would probably play him mostly as a skill monkey who chooses to fight only when it is necessary. He calls on his gifts (a high str, and con) when he must and maybe looks more muscled then. But when he rages, the beast is unleashed, growing in size and power.

I might do this again as a druid. We'll see. I added a DM option on Colossal Anger in the hopes of adding some fun if both the DM and player are comfortable with it.

Thursday, May 21, 2015

D&D Avengers: Iron Man

I decided I'd go in order of the release of the movies leading up to the Avengers. This is mostly by memory, so if I get htings out of order I apoligize. What I do remember is that Ironman and one Robert Downey Jr. started it all.

First lets pick a race, thats the easy part. Tony Stark is human to the core, he is good and pretty chaotic, but can be neutral to evil when upset or worried about the safety of those he loves. I would love to see people change his race to something more fun like gnome, or half-elf, but for now we'll go with our canon human.

Next up is background. Looking through our options, Noble looks like the best bet. He grew up in money and inhereted his daddys firm and important name. If that isn't aristocrat entitlement I don't know what is.

Finally, we've got class. You could jury rig something out of a Warlock and add a Technology pact, but a long time ago I created an Artificer class, and given Mr. Starks ability to tinker and create, I think it would be the best fit. I'm not sure between Tinkerer and Battlesmith. Ultimately, while battesmith would give him better armor, tinkerer gives him more spellstoring items, which works better. We'll just make the armor an artifact.

Or better yet! I'll make a new tradition, the tradition of the Bulwark

Tradition of the Bulwark
Bonus Proficiencies: When you enter this tradition at level 3, you gain proficiency with medium armor, heavy armor, and smith's tools.

Bonded Armor: At 3rd level, you learn a ritual that creates a bond between you and one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond.
    Once you have bonded the armor to yourself, it cannot be removed from you unless you are
incapacitated. If it is on the same plane of existence, you can summon the armor onto yourself as a bonus action, causing it to instantly appear on you.
    You can have up to two bonded armors, but can summon only one at a time with your bonus action. If you attempt to bond with a third armor, you must break the bond with one of the other two.
     You can use your armor as an implement for satisfying the material component of spells, assuming the material component doesn't have a listed cost.

Power Armor: At 6th level, you can cast a cantrip as a bonus action while wearing your bonded armor.
    In additon, as a bonus action, you can expend a use of your Infused Equipment die when casting a spell in your bonded armor and add the result to the spell's damage.

Perfect Integration: At 14th level, your understanding of your bonded armor has become transcendant. You can concentrate on two spells while in your bonded armor, as long as both spells only target yourself.

This might be insanely overpowered with multiclassing, but looking at it now it'll just be a cantrip throwing (so makshift wand basically), armored, monster. The only real spell combos with perfect integration are things like Invisbility and Fly, or Stoneskin and Alter Self. Nothing terribly terrifying and you can only do it on yourself.

Tony Stark
Level 1 Human Noble Artificer
Str 11 (+0), Dex 11 (+0), Con 12 (+1)
Int 16 (+3), Wis 11 (+0), Cha 16 (+3)
HP 8, AC 11, HD 1d8
Saves: Con +3, Int +5
Speed: 30 feet
Languages: Common, Elvish, Dwarven
Proficiencies: Tinker's Tools, Playing Cards
Skills: Arcana +5, History +5, Investigation +5, Persuasion +5

Infused Light Crossbow +5, 1d8+3 piercing, 80/320
Infused Dagger +5, 1d4+3 piercing, 20/60
Makeshift Wand +5, 1d8 fire or thunder, 60

Artificer Knowledge
Cantrips: infuse weapon, makshift wand, mending
1st-level Spells: inflict damage, repair damage, mage armor, jump

Gear: A light crossbow and 20 bolts, a wand, a scholar's pack, leather armor, a dagger, tinkerer's tools, fine clothes, a signet ring, and a scroll of pedigree

Leveling Tony Up
Grab the new Bulwark tradition I made to give him some awesome armor and great abilities to go with it. He'll be a blasting tank that can fly and go invisible. Who wouldn't love that?
    With the ability score increases, go for Int and then grab some feats that look fun like Crossbow Expert.
    Finally for spells, Tony is mostly about buffing himself and also a bit about knowledge, grabbing all the buffs and divination spells would fit really well with his character.


Tuesday, May 19, 2015

D&D Avengers: The Plan

It was a ton of fun to work on the D&D Young Justice, but unfortunately a lot of my friends and supporters had no idea who they were. Well, Avengers 2: Age of Ultron just came out and I'm pretty sure everyone has seen it. So it makes sense to give them the same treatment I gave my favorite animated team. The question is who I should start with. If we look at the Avengers, so many of them are similar to the Young Justice team. Quicksilver is no different from Kid Flash, and Robin and Black Widow are crazy similar, same goes for Vision and Miss Martian. There are differences in background and stats though. I think I'll have to do other homebrew then, things like spells and feats. Also, the team is VERY human, I'm thinking it would make sense to introduce my Modern Races as well. Though maybe I'll start using them before I fully explain them.

Captain America - Human Battlemaster Fighter with a magical shield
Thor - Human Champion Fighter with an artifact hammer
Hulk - Human Hulking Barbarian
Hawkeye - Human Battlemaster Fighter with that quiver I gave Artemis
Ironman - Human Noble Bulkark Artificer
Black Widow - Human Assassin Rogue, with Electric Clubs
Nick Fury - Human Spymaster Rogue

Vision - Warforged Enlightened Sorcerer
Quicksilver - Way of Celerity Monk
Scarlet Witch - Wild Magic Sorcerer

Monday, April 27, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 5

Religious
Ordained clergy of all persuasions, as well as theological scholars, are all in the religious occupation. You are a leader of your faith or at least well respected and are recognized by those who share your faith. How did you get called to this profession, was it fate or were you trained for it? Did you attend seminary? Are your views controversial or are you conservative? Is the faith you follow the majority where you are or are you in danger if you get too loud?
Skill Proficiencies: Humanities and Insight
Languages: Two languages of your choice
Equipment: A holy symbol, a set of professional clothes, a holy book, and $500.
Feature: Faithful Flock
You are well respected in the community of your chosen faith. Others will recognize you as a leader or scholar and offer you short term aid if you require it.

Rural
Farm workers, hunters, ranchers, and others who make a living in rural communities fall under this occupation. You work close to the earth and practice one of the oldest and most important professions. Are you the stereotypical simple farmer, or are you cultured, but enjoy working the land? What do you grow or raise? Do you do well, or are you struggling?
Skill Proficiencies: Animal Handling and Survival
Tool Proficiencies: One musical instrument and Vehicles (Land)
Equipment: A small knife, a musical instrument, a set of comfortable clothes, and $500.
Feature: Hospitality
You are easily identified as country folk and others of that ilk will take a liking to you and help you when you are in need as long as it doesn’t affect them too much.

Student
A high school, college, or graduate student. Your main activity is learning. This might be in preparation for your future career, or it might be for the love of knowledge. What are studying? Why are you studying it? Are you on scholarship, are you taking out loans, or are you working as well? Do you socialize with other students or stay focused on your studies?
Skill Proficiencies: Current Events and one of either Humanities or Science.
Tool Proficiencies: One set of artisan’s tools, musical instrument, or gaming set
Languages: One language of your choice
Equipment: A set of comfortable clothes, a book, a pen and pad, $250.
Feature: Find your Tribe
You’ve got some larger group - a sorority, professional society, anime club - that will help you in times of need and give you what information they can.

Technician
Scientists and engineers of all types are technicians. A technician focuses on the application of science to invent, study, experiment, and create useful tools. They are focused on technology either through hardware or software. You have immense technical skills, more than just how to fix, but also how to create. What kind of technician are you; do you work with robotics, on bridges, or with some form of a telescope? Do you enjoy your work? Are you at the forefront of your research or do you work below someone else who receives the glory? What are you hoping to create?
Skill Proficiencies: Science and Investigation
Tool Proficiencies: Chemist’s Tools and Computing Kit
Equipment: A set of professional clothes, pen and pad, and $750.
Feature: Mechanical Acumen
You can attempt to fix and create small devices with the materials you have. The DM is ultimate decider of what you can create or fix quickly and the difficulty of doing so, but where others would need hours, you need minutes to jury rig something mechanical.

White Collar
Desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within this occupation. A white collar worker is usually considered average, but some have loftier jobs like CEO or Partner at a law firm. They are usually good with business in some respect. What kind of job do you have; are you a clerk or a manager? Do you enjoy your job, or is it a means to an end? Do you like your coworkers, or are they the bane of your existence?
Skill Proficiencies: Persuasion and Insight
Tool Proficiencies: One gaming set
Languages: One language of your choice
Equipment: A set of professional clothes, business cards, a pen, and $750.
Feature: Networking
You have skill using your contacts and affiliations to move forward in the world. After spending some time in a location, you can use professional contacts to get certain favors such as finding a new job, clients, or even discounts. If you have notice you can arrange for favors in other cities as well through your contacts.

Monday, April 20, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 4

Round 4 of these new backgrounds! I feel a little ridiculous just copying and pasting these from the file where I worked on them. So to make it a little more interesting I'll come up with a little character for each one, starting now!

Law Enforcement
Uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police or all law enforcement. Law enforcement focuses on upholding the laws and statutes of land and keeping the peace. They are given a lot of power over others and can be deemed heroes or reviled. Do you strive to be a good idealistic cop or are you jaded? Have you abused your power before, or seen others abuse theirs? Have you been hurt in the field or lost a partner? How do you view criminals?
Skill Proficiencies: Intimidation and Perception
Tool Proficiencies: Vehicles (land) and one gaming set
Equipment: A uniform, a set of comfortable clothes, a badge, a club, and $500.
Feature: Political Pull
You know a long line of other officers and justice officials. You can ask for favors getting people out of jail, having their sentences shortened, having people harassed by the police or having the case go against them.

     Sgt. Daniels, an MP at Fort Hood didn't mean to become a delver, not exactly. During her basic training, they were taken out to a field and told to make their way back to camp using only the tools they had. She wasn't well liked among the other recruits and they soon "lost" her while she was making use of a bush. Never one to give up, Ashlin followed their tracks, or at least attempted to. Her efforts led her to a stream where any chance she had to track them fell away. She camped at the stream bed that night, and in the distance she saw a light. Though she knew she was far from camp, she marched towards the light and discovered a harsh column splitting open a boulder, a bifrost. Fascinated she touched it and fought the horrors within.
     Sgt. Daniels made it out of the dungeon, out of the bifrost, and out of the woods. When she returned hours before the others, it became clear the Sgt. Daniels was extraordinary. And Ashlin felt extraordinary. Since leaving the bifrost she has had a closeness with nature that has guided her on patrol and aided her in protecting Fort Hood and its community. Her senses are extra keen and her bruises and scrapes heal quickly. She is quicker than others at the MMA gym and part of her wonders if she could go professional. Ashlin hasn't told anyone about that day, but she wonders if others are starting to suspect. 

Medical Technician
A physician, a surgeon, a psychiatrist, or a nurse. You earn your money helping people in the medical field and your knowledge is always sorely in need. A doctor focuses on healing the sick and often works long hours to prepare for their entrance into this field. What field of medicine do you specialize in? Do you work at a hospital, for a small practice, or for a clinic? Have you lost an important patient?
Skill Proficiencies: Insight and Medicine
Tool Proficiencies: Chemist’s Tools
Languages: One language of your choice
Equipment: A lab coat and a set of professional clothes, first aid kit, and $1000.
Feature: Red Cross
People recognize your skill and like to keep you around especially in places where they are sorely needed. They will give you room and board in exchange for medical help. Those you help without charge will feel indebted to you. In times of emergency others will defer to your leadership if it is medically related.

     David Kim meant to find a bifrost. He had heard of what they could do on the news, seen the footage of the terrorists and the saviors, the boxers and the magicians. Everyone who came out of those things seemed to be a star, and David wanted some of that. He didn't want to be a nurse, no matte how noble the profession, anymore. Or at least, not just a nurse. 
     He found a group through Delvr that was willing to take him on his first run, if he took less of a portion of the loot. David agreed, knowing it would be safer to get his powers with an experienced group than bumbling in and becoming a statistic. When the say came, he arrived at the abandoned warehouse with butterflies creating a whirlwind in his stomach. The others arrived late and greeted each other with friendly grasps but completely ignoring him. When it came time to enter the building, he saw one of them place a hand to the door before a loud knock echoed through the afternoon and the door swung open.
     Every nerve in his body told David to run, but when they finally called for him by name, the weight of his social responsibility dragged him forward. They pushed him in, shoved him at least, reminding him to keep his head low. He came out on the other side with a heavy mace, scale armor, and a strong urge to seek light. The others never made it through the pack of fire-breathing wolves and he orcs who bred them, but David burned them alive before healing his own wounds and rushing towards the abandoned warehouse. 
     David is a professional delver now, though at times he has to supplement it with odd-jobs he can accomplish around town. He also volunteers his healing services at a clinic, both his spells and his expertise. Every now and then his old boss begs him to return, but David only laughs and tells him he'll see her next week. 

Military
All branches of the armed forces including elite training units. You earn your income by working directly for the armed forces of your country and serving wherever your country needs you. Do you enjoy working in the military, do you agree with all its decisions? Have you been in a war? Have you been deployed anywhere exotic? What is your rank? What branch do you work for?
Skill Proficiencies: Athletics and Survival
Tool Proficiencies: Vehicles (any one) and one gaming set
Equipment: A uniform, a small knife, and $500.
Feature: Rank
You have a rank in the military which is recognized by other soldiers. They will give you help when you are needy and defer to your judgement if you are above them. You can expect legal help from the military if you are in trouble, and if you die they will pay for a funeral.

     There are many delvers among those in the military. Like the military it is dangerous and it is lucrative. Private Fist Class Mark Holiday joined the marines for all these reasons, and so when some buddies said they were going out to get superpowers from one of those portals nearby, he went with them. Who didn't want superpowers? Of course, most people who entered them never came out alive, but he had already been on a tour in Afghanistan. If that didn't kill him, what could?
     In the dungeon, Mark and his friends plowed through a horde of angered wild beasts before reaching the lair of a witch who tried to harvest their hearts for dark rituals. They defended themselves, Mark himself landing the final blow with a well placed streak of energy,
     Upon discovery of their actions, the group was reprimanded before being offered positions in a new force the marines were creating to combat other powered individuals with aspirations to bring down the United Stats of America.
     Seven months later Mark was dishonorably discharged and now sulks in his parents house, drinking beers and refusing to work. He doesn't consider delving, sure it is beneath him, but as his funds and parent's patience dwindle it looks more and more appealing. 

Monday, April 13, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 3

Some more modern backgrounds; I really like the idea of an emergency services character like a firefighter who uses their skills to earn some money on the side as a delver. Entreprenuer also makes a good lick of sense in BiFrost where there is a lot of money to be made exploitng the bifrosts and delvers. 

Emergency Services
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians are all considered emergency services. Emergency service workers often enjoy the thrill of the risk and the joy of helping people. What field do you work in? Are you volunteer or career? Are you close to those you work with? Have you been in danger before while in these hazardous areas?
Skill Proficiencies: Athletics and Medicine
Tool Proficiencies: Vehicles (land) and one gaming set
Equipment: A set of comfortable clothes, a uniform, a flashlight, a first aid kit, and $500.
Feature: Quick Assessment
You can quickly assess a dangerous situation or injury to figure out the difficulty of solving the issue. For example, you can see the Wisdom (Medicine) difficulty to set a broken bone, or the Strength (Athletics) difficulty to jump across burning debris.

Entertainer
Actors, newscasters, radio and television personalities, and musicians and anyone who earns their living performing are entertainers. Entertainers usually enjoy being in front of crowds and voicing their opinions or getting others to laugh. Are you extroverted, or is what's on a camera just a persona? Are you famous locally, nationally, or not at-all, doing only small-time jobs?
Skill Proficiencies: Performance and either Acrobatics or Humanities
Tool Proficiencies: One musical instrument and either a disguise kit or another instrument
Equipment: A musical instrument, a set of comfortable clothes, a pencil and pad of paper, $500.
Feature: Book a Gig
Wherever you find yourself you can find a place to perform that will provide at the very least room and board for as long as you perform and maintain good will in the town. The more famous you are the more help you can receive, but also the harder it is to unnoticed.

Entrepreneur
People who want to be their own boss; they believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest money-making venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. Have you been successful as an entrepreneur? What kind of businesses or ideas do you work with: technology, media, household products, etc.? Have you ever lost big?
Skill Proficiencies: Persuasion and Current Events
Tool Proficiencies: One set of artisan’s tools and one gaming set
Equipment: A set of professional clothes and $1000.
Feature: Spirited
You are filled to the brim with ideas and you like to share them with others for profit. Others can sense this in you and will grant you an audience when you come to them with a fresh business venture.

Investigative
Investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues are all in an investigative occupation. These workers rely on their perception and insight to notice clues, catch people in lies, and ferret out the truth. Do you investigate in the private or public sector? How high do you rank? Have you had to cover up the truth, and are you ashamed of it?
Skill Proficiencies: Investigation and Insight
Tool Proficiencies: One of either disguise kit, forgery kit, or computing kit.
Languages: One language of your choice
Equipment: A set of professional clothes, a pen and pad, a digital camera, and $500.
Feature: Gather Information
After spending a few hours in a town, bar, or other social area you are able to figure out who the big players are, the feel of the town, and any other basic information without having to talk to anyone.

Monday, April 6, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 2

The next round of backgrounds! This time we have some modernized repeats from the PHB, but also some new ones. I'm particularly happy with the Creative and Dilettante who fill very modern niches.
The Creative isn't quite the guild artisan, which is important considering guilds aren't what they used to be. Instead the creative is a passionate artist in their purist form.
The Dilettante, on the other hand, is broader, more vague, and yet fills a role similar to a noble in their feature, which offers a mass of social clout and puts it at their disposal. Playing these four backgrounds would certainly, easily, differ in feel, and that's what I really wanted.
I especially like to imagine a party of those with different backgrounds: a creative and his criminal drug dealer; a charlatan and the dilettante he is trying to dupe, etc.


Charlatan
Conmen, hustlers, spies, and anyone else who makes their living tricking others are charlatans. Charlatans usually enjoy their scams and swindling, working pool tables, gambling, selling false insurance door to door, and other such plots. Are you a big-time conman or do you work small grifts? Do you work alone or with a group of other charlatans? Have you been caught before and are on the run? Whats the most common con you run?
Skill Proficiencies: Deception and Sleight of Hand
Tool Proficiencies: Disguise kit and forgery kit
Equipment: A set of professional clothes, a disguise kit, tools to run your con, $750.
Feature: False Identity
You have a false identity, including a complete set of clothes, driver’s license, passport, credit cards, everything you need to pass as this other persona including a different background, maybe even “friends” to back up your story.

Creative
Artists of all types who fan their creative spark into a career: illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, sculptors, game designers, screenwriters, photographers, and web designers all fall under this occupation. Creatives of all types use their artistic skills to make a living, even if the living isn’t much. Are you famous in your field or just starting? What kind of work do you do, commercial or more artistic? Do you freelance or work with a creative company?
Skill Proficiencies: Humanities and either Persuasion or Investigation
Tool Proficiencies: One set of artisans tools
Languages: One language of your choice
Equipment: A set of comfortable clothes, a set of artisan's tools, and $500.
Feature: Bohemian Solidarity
You can get help from other creative types to find free lodging (couch surfing) and employment in a new town. They will also help you in small ways especially if you are in similar fields.

Criminal
Anyone who earns money from being on the wrong side of the law is a criminal. This occupation includes burglars, drug dealers, thieves, crime family soldiers, gang members, bank robbers, and other career criminals. Criminals aren’t deterred by the prospect of jail and often display their power easily. Are you an obvious criminal related to a gang, or a are you a power broker in the shadows, laying low? Do you work as a criminal willingly or were you pressured into it? Do you have a record, is there a warrant out for you currently?
Skill Proficiencies: Intimidation and either Stealth or Deception
Tool Proficiencies: One gaming set and thieves’ tools
Equipment: A crowbar, a set of comfortable clothes, thieves’ tools, and $750
Feature: Criminal Contact
You have a contact that can relay messages for you to and from the criminal underworld and will give you the heads up on any important news.

Dilettante
Those who are wealthy from family holding and trust funds. They typically have no job, few responsibilities, and at least one driving passion that occupies his or her day. That might be a charity, an ideal, or a lust for life. Did you earn your money through one great idea or did you inherit it? What do you do with your time, are you a playboy or a philanthropist or do you stay out of the public eye all together, focusing on your own projects?
Skill Proficiencies: Current Events and Intimidate
Languages: Two languages of your choice
Equipment: A set of expensive clothes, an expensive trinket, and $1250
Feature: Privileged
You’ve known wealth for a while and it shows. Those who recognize your name will help you hoping for a reward or simply due to deference. Those of the same social class will be sympathetic to your cause and offer assistance to you, assuming you aren't on their bad side.

Tuesday, March 31, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 1


To go along with the new modern skill and tool lists I came out with, I figured a modern setting also needed some modern backgrounds. Modern no longer sounds like a word anymore, modern, modern, thrust.

Alright, that joke is only for me, but if you haven't seen the incomparable show Miranda, you are doing yourself a disservice.
Onward.

Since there are so many backgrounds, and I so dearly want to pad out these homebrew Mondays, I'm only going to release a few at a time. Now, be warned, most of them are based on the occupations from modern d20, but in the 5e style. Remember, if you don't like my take on their skills and tools, feel free to come up with your own, because this is just my own take on it. You'll notice the the benefits of many of them are similar, and for that I'm sorry. I had a hard time coming up with new benefits for occupations especially when so many in the PHB feel so similar. And no, I didn't add the traits...I'm much too lazy for that and I feel like there is plenty out there on how to make your character an individual.

Academic
Librarians, archaeologists, scholars, professors, and teachers are all academics. Academics make their living from acquiring and spreading knowledge. They work to stay up to date in their field and keep close ties with other academic colleagues. Are you a researcher or a teacher? What is your field of study? Do you have an academic rival with whom you battle for relevance?
Skill Proficiencies: Pick any two from Humanities, Investigation, Science, and Mystery
Languages: Two of your choice
Equipment: A set of pens, a book, a set of professional clothes, $500
Feature: Researcher
If you fail a knowledge check, you know where you can go to learn that information.

Adventurer
Daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger are adventurers. Adventurers aren’t content staying at home or working a regular 9-5 job. They need to be out in the field discovering new places, unearthing secrets, and taking on challenges. Do you work with a company or are you a freelancer? Do you have some companions or are do you work alone? Do you do it for the risk or the rewards?
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (Land)
Languages: One language of your choice
Equipment: A small knife, a set of athletic clothes, a bungee cord, a lighter, a day of rations, and $250.
Feature: Wanderer
You cannot lose your way naturally; you have wandered all across the world and can quickly get a sense of the landscape.

Athlete
Professional athletes, personal trainers, and anyone else who directly relies on their fitness and fitness knowledge are all athletes. Athletes spend their time getting healthy, strong, and flexible and in general perfecting their bodies. Do you focus on your own fitness, or help others as well? What sport do you specialize in?
Skill Proficiencies: Athletics, Acrobatics
Tool Proficiencies: Vehicles (Land) and one gaming set
Equipment: A set of athletic clothes, a water bottle, a day of rations, and $500.
Feature: Gauge Fitness
You can tell the relative strength and dexterity scores of humanoid creatures in comparison to you by observing them for a minute. You can also tell the difficulty of completing an acrobatics or athletics check when you have a round to consider it.

Blue Collar Worker
Factory workers, waiters, construction workers, bussers, taxi drivers, postal workers, and other service industry jobs where you're away from a desk fall into this background. Blue collar workers are often down-to-earth and are what most people would call the common man. What is your job? Is it a career or a stop-gap while you work towards something else? Are you close to your coworkers?
Skill Proficiencies: Pick two from Persuasion, Intimidation, Deception, and Athletics
Tool Proficiencies: One set of artisan’s tools and one gaming set
Equipment: A set of comfortable clothes, a work uniform, a gaming set, a set of artisan’s tools, and $500.
Feature: Workers Unite
Other blue collar professionals can tell you are part of the same class and know the same struggles. They will help you find work or lodging for a while and will assist you in any small way.

Monday, March 23, 2015

BiFrost Homebrew: Modern Tools

Going along with last weeks new modern skill list, I also came up with a modern list of tools. These are not comprehensive at all and many of the tools and kits from the old list could easily make their way on here.

Artisan’s Tools
    Brewer’s Supplies
    Carpenter’s Tools
    Surveyor’s Tools
    Cook’s Utensils
    Glassblower’s Tools
    Home Repair Tools*
    Jeweler’s Tools
    Sewing Kit
    Mechanic’s Tools
    Painter’s Supplies
    Potter’s Tools
    Smith’s Tools
    Tinker’s Tools
    Woodcarver’s Tools
    Welder’s Tools
Chemist’s Kit*
Computing Kit*
Disguise Kit
Forgery Kit
Gaming Set
    Dice Set
    Chess Set
    Checkers Set
    Playing Card Set
    Mahjong Set
    Dominoes Set
    Collectible Card Game Set
    Video Game System
Musical Instrument
    Woodwind
    Guitar
    Viol
    Brass
    Percussion
    Keyboard
Navigator’s Tools
Thieves’ Tools
Vehicles
    Air*
    Land
    Water

Home Repair Tools- A basic toolbox used for home and appliance repair
Computing Kit - A flash drive, a small laptop, random cables, cd’s, and hardware tools. Proficiency with this kit lets you add your proficiency bonus to create software, fix computers, create hardware, bypass firewalls, and other computing needs.
Chemist’s Kit - A set of vials with stoppers, a small bunsen burner, a mortar and pestle, small clippers, and compact measurement tools . Lets you add your proficiency bonus to
carefully gather and store materials and specimens as well as when crafting poisons and antidotes.
Vehicles (Air) - Helicopters, airplanes, parachutes, hang gliders, and other aerial transportation.

Monday, March 16, 2015

BiFrost Homebrew: Skills

Now that Young Justice is down (for now at least) I can start putting up the rules for playing int he BiFrost setting.

One of the big difference in the BiFrost setting from that of a regular one is that ti takes place in modern times. Most skills people have are not going to match up to those from the PHB. Instead, I have made an alternate list, that has the same number of skills, but better fits a modern setting. A lot of this is taken as inspiration from the d20 Modern and 4e Gamma World sets. I figured I would adapt rather than start from scratch. I'm only including descriptions of skills for the ones I'm adding, all other can be found here

Skills
Acrobatics - Dexterity
Animal Handling - Wisdom
Athletics - Strength
Current Events - Intelligence - This skill covers knowledge recent of news, culture, and trends
Deception - Charisma
Humanities - Intelligence - Knowledge of human history and the human condition:
ex. art, social sciences, business, religion, and law
Insight - Wisdom
Intimidation - Charisma
Investigation - Intelligence
Medicine - Wisdom
Mystery - Intelligence - Knowledge of conspiracy theories, the occult, and other oddities
Perception - Wisdom
Performance - Charisma
Persuasion - Charisma
Science - Intelligence - Knowledge of the natural world and its workings
ex. mathematics, biology, chemistry, physics, geology, engineering, and astronomy
Sleight of Hand - Dexterity
Stealth - Dexterity
Survival - Wisdom

Tuesday, March 3, 2015

D&D Young Justice: Artemis

I'm going to be open here and let you know that Artemis is my favorite. She is the tough girl, but has plenty of flaws. Mostly she is a little unwise and has that awesome dark and mysterious past. Artemis is the fifth in my series so far. I've done Aqualad, Miss Martian, Superboy, and Robin. Like Robin, she doesn't have any superpowers. The closest thing she has is a complete control of her body and amazing skill with a bow. When I think of a non-mystical weapons expert, I'm thinking Fighter.

Artemis is a Fighter then, with a Criminal background? It should probably be Charlatan, but I already have that for Miss Martian and though Artemis wasn't ever a criminal, she was raised by them and knows that textbook backwards and forwards. 

What kind of archetype then to pick at 3rd level? I'd say Battlemaster, because then all her trick
arrows just become tricks.

Was this really that easy? Are you not going to do any homebrew today Mr. Stigler?
I AM!

Because I think all her trick arrows are still actually super cool, I'm going to giver her a Clever Quiver. This is a quiver that makes the arrows you pull out of it special in some kind of way. However, it can only enchant ten arrows a day, so it isn't unlimited at all. 

Clever Quiver
Wondrous Item, Rare (requires attunement)
This green leather quiver is just big enough to hold twenty arrows or bolts comfortably. It looks simple, but ten times a day the user may add a magical effect to the arrow they pull from the quiver. A user can give the ammunition a +1 enchantment; allow the ammunition to deal cold, fire, lightning, or thunder damage instead of its usual type; or make a creature succeed a DC 15 Constitution save on a hit, or be incapacitated for one round. These effects enchant the ammunition for a minute before the magic dissipates. You cannot enchant more than one piece of ammunition at a time. 

Is this overpowered? Maybe. I am away from the DMG right now, so I'll adjust it later once I can compare it to other Rare items. 

Artemis Crock
Level 1 Variant Human Fighter
Background: Criminal
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Goblin
Proficiencies: Playing cards, thieves' tools
Skills: Acrobatics +4, Athletics +4, Deception +2, Perception +2, Stealth +5

Longbow +7, 1d8+3 piercing, 150/600 range
Hand Crossbow +7, 1d6+3 piercing damage, 30/120 range
Dagger +5 (+7 if thrown), 1d4+3 piercing damage 20/60 range
Longsword +4, 1d8+2 slashing, Versatile 1d10

Feat: Sharpshooter
Fighting Style: Archery
Second Wind 1/rest

Gear: Crowbar, dark common clothes, leather armor, longbow, 20 arrows, hand crossbow, longsword, two daggers, dungeoneer's pack.

Leveling Up: The great thing about being a fighter is all the feats. Grab the Martial Artist or Tavern Brawler feat for when you are weaponless, grab Resilient for Dexterity to up your saves, and then just pump your ability scores starting with Dex and Con probably. For her archetype choose Battlemaster and give her tricks like Distracting Strike, Precision Strike, Maneuvering Strike, Trip Attack, really any that aren't melee. if you want more tricks take the Martial Adept feat.

Next week I'm doing Kid Flash. I think monk would fit best as a far as showing how fast he is, and we can just call Ki the speed force. But he got his powers through science/magic. Which makes me think sorcerer. But I'm unsure. Hopefully I'll figure this out by Monday.


Tuesday, February 17, 2015

D&D Young Justice: Superboy

So I've been procrastinating putting up my BiFrost homebrew materials until I've talked more about exactly how I want the world to be. Until then, I'm just tuning Young Justice characters into D&D character, mostly because they are actually a pretty good example of an adventuring party (besides missing a healer, which luckily isn't necessary in 5e.) I've already done Aqualad and Miss Martian, and this week I'm going to tackle a tough one: Superboy.

Now Superboy is special. He was grown in a lab, and since then has learned to how to be a teammate and generally a good guy. He's got daddy issues (always fun), anger issues, and just general issues. His powers are mostly coming from his Kryptonian genes. He is resistant to damage and super strong. He isn't super well trained but has recently started picking up some training with Black Canary. Most of his fighting is built around his strength and his durability. Later in the show he gains more superman powers like laser eyes, flight, and super speed. However, this can be called a magic item rather than a class capability.

Given the anger issues and focus on strength we are going to go Barbarian. He will always be strong, but get even stronger when he really cares. Now, super people punch things, no weapons for them; however, the standard unarmed attack is measly and so is the tavern brawler feat. I'm thinking of making a Path of Strength for the barbarian that would increase unarmed damage and give big jumps, but so many of what the Totem Warrior abilities work well, Bear for the first two choices for resistance and strength, and eagle for the last ability for the jumping. Heck it even gives him his connection to Wolf. However, I wanted to keep the flavor for all the characters appropriate, and it isn't his connection to the spirits that makes him strong, but instead his own amazing strength. However, I can pull a lot of similar things that still fit. Maybe even give them sooner since it isn't a choice.

Alright, background should be Hermit? What does "grown in a tube" count as? I should probably come up with something like a Foundling or a Born Yesterday background, but they take so much work to do correctly. Hermit it is. Trapped in stasis, alone, learning...it's close enough.

Now for his race. I could do one of two things: A) Use the human or variant human, B) Make a Kryptonian race and give them big bonuses to Strength and Constitution and resistance to all damage except from magical sources. This could be extremely overpowered in a low-magic world, but actually pretty darn balanced in a magic heavy world or campaign. Or even just magic uncommon. Commoners couldn't bring you down easily, but rich people and magical things (most things) would have an advantage against you unless you destroyed them quickly.

Kryptonian
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage which doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.

...oh Jesus. This is terrible. Kryptonite could show up in your games as little or as often as you'd like, which I guess has a good comic book feel. I think he'll just have to be super depowered from the show. What then to make his race? Half-elf fits the half-something/daddy doesn't love me vibe. Oh...oh....half-orc. You may think I'm crazy, but I don't care because then that means Superman is a full-blooded Orc with sunlight sensitivity. Some people would freak out about Superman not being human looking though. Let's be honest here, Kryptonians are sorcerer like people who get scorching ray from their eyes and cone of cold eventually and bonuses to Str and Con.

In fact...
Kryptonian (Second attempt)
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage that doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.
Solar Powered Superhero. You can cast the x-ray vision spell once per day. When you reach 5th level, you can cast the scorching ray spell once per day. When you reach 11th level, you can also cast the cone of cold spell once per day. Charisma is your spellcasting ability for these spells. If you haven't been in the sun for 24 hours

Oh man, I'm way off task because this wouldn't work for Superboy, only Superman.
I think we'll just do a human, or half-orc if you're okay looking funny. God, it is boring, but it works.
Well Superboy is a bit boring, so it fits.
Alright, now for the new barbarian path. Path of the Brawler? Sure.

Path of the Brawler
Some barbarians find their power, not in violence or spirits, but instead in the strength of their arms. The Path of the Brawler is a path of pure power and an expression of peak physical condition. You do not rely on weapons to destroy your enemies, and your rage only strengthens your resolve to destroy your enemies.

Powerful Blows
When you choose this path at 3rd level, you learn to strike forcefully. Your unarmed strikes deal 1d6 damage instead of the usual amount. While raging they instead deal 1d8 damage.

Massive Leap
At 3rd level, when you adopt this path, you gain the ability to make amazing jumps. While raging, your jump distance is doubled and you gain advantage on all checks related to jumping.

Iron Body
At 6th level, your proficiency with brawling has increased the hardness of your body. Your unarmed attacks count as magical for the purpose of overcoming damage reduction. In addition, when you begin a rage you gain a number of temporary hit points equal to your barbarian level.

Shockwave
At 10th level, you gain the ability to create a shockwave when you land. As a bonus action when landing from a jump, you can force all adjacent enemies to make a Dexterity saving throw against a difficulty equal to 8 + your proficiency bonus + your Strength modifier; on a failed save the creatures are knocked prone and take and take 5d10 force damage, on a successful save the creature still takes damage but remains standing. This ability recharges at the end of a short or long rest.

Knockout
At 14th level, you can use a bonus action to knock a Large or smaller creature prone when you hit it with an unarmed strike.

There we go. I will likely revisit this later once I do some testing with it, but I like how it looks. Now let's put it all together.

Connor Kent
Level 1 Variant Human Barbarian
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
HP 15, AC 15, HD 1d12
Saves: Str +5, Con +5
Speed: 30 feet
Languages: Common, Orc, Elvish
Skills: Animal Handling +2, Athletics +5, History +2, Intimidation +1, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, can use bonus action on hit to attempt a grapple
Scimitar +5, 1d6+3 slashing, light
Dagger +5, 1d4+3 piercing, 20/60 range
Javelin +5, 1d6 piercing, 30/120 range

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: An insignia from those who created you, a monsters head, a set of common clothes, a shortsword, a dagger, an explorer's pack, four javelins.

Leveling up: Get Strength and Constitution up first followed by Dexterity and Wisdom for those amazing senses and reflexes. Choose the new path I made and enjoy punching and jumping things to death.

Since he was given some weapons, I figured we might as well use concealable ones that would let him do other kinds of damage. Also, I changed his background to soldier; the skills fit better and he was created to be a soldier. I still think half-orc superboy with full-orc superman sounds amazing. Or you could use elves and half-elves, but then the improved strength is harder to get. Heck, I still love that Superman isn't even a man. Humans are odd.


Monday, February 9, 2015

D&D Young Justice: M'gann M'orzz

Making Kaldur'ahm was extremely fun. Like exceedingly. And satisfying too. It was like finally playing with a PC you created and seeing them work perfectly. Like planning your main months before the MMO comes out and then when you play it's perfect. I want more of this feeling. I'm going to create the rest of the animated young justice main crew.

No one else is quite as standard fantasy as Kaldur, but that just means I'm going to have to be more creative. I might even have to give up trying to not change the flavor of the classes from that presented in the PHB. That's a long way off however because Wizards just released a perfect race for my challenge this week. 

First, who is the character I'm creating? Hello, Megan! It's M'gann M'orzz a.k.a. Ms. Martian. Another Young Justice character, she gets most of her powers from simply being a Martian. She and her uncle are similar to superman in that way. However, instead of being weak to kryptonite she is weak to heat. A little more common. Most martian powers boil down to telepathy, telekinesis, shape shifting, and its cooler cousin density shifting. 

Like I said earlier, Wizards made my job easier by releasing the Changeling class last week. Officially M'gann can also shift her clothes, but this works so well, that I don't really see an issue. So the race covers the cosmetic shape shifting, but what about the rest? Well to get telekinesis and telepathy and better shape shifting we are going to need to go arcane caster. M'gann doesn't study anything and she is extremely charismatic, so probably Sorcerer or Warlock. Looking at both options I really like the Warlock pact for all the telepathy and stuff, but the sorcerer chassis as a whole for being more powerful and having that innate feel to it. Her background is oh jeez this is hard, I want to say charlatan although see if your DM will let you switch sleight of hand for insight. She is good at reading people, not so much at stealing. 

Alright, since this is Homebrew Monday (I need a better name for this still), I'll cave and homebrew an Outsider origin for the Sorcerer class. I think it will give most of the easier telepathy stuff, and we'll leave the shape shifting to spells. Will this character be as powerful as the real M'gann? Heck no, but that's okay because this is D&D; we're lower on the power scale.




New Sorcerous Origin: Outsider Influence
Your innate magic comes from the influence of beings outside reality mingling with you or your bloodline. You might have been rescued from an assault by psychic aberrations and their warped magic warped you on accident. Instead, you may have sought out rituals and favors from these beings to not just borrow their power, but to change you forever. Some sorcerers with this origin are aliens themselves, or have the blood of aliens running through them.  No matter how you got this power, it strengthens your mind and your will. It runs through you, altering your physiology and psychology, for good or ill. In Eberron, I'm thinking influence for Xoriat or Dal'Quor could both work well to cause this bloodline. 

Cerebral Transmission
At 1st level, when you choose this origin, the alien influence allows your mind to connect with others. You gain telepathy out to 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic communication; however, if the creature doesn't speak a language, you only gain a feeling of its general emotions. 

Alien Form
The magic that flows through your body allows it to shift and bend in unforeseen ways. Your melee reach is extended by 5 feet, and you gain advantage on Dexterity checks to escape grapples or bonds. 

Mental Backlash
At 6th level, your experience fending off others thoughts has strengthened your will; you gain proficiency with Wisdom saving throws. In addition, whenever you succeed on a Wisdom or Charisma saving throw, you can spend 1 sorcery point as a reaction to either deal 2d10+sorcerer level damage to whatever creature forced you to make that save, or to instead make it take psychic damage equal to the damage inflicted upon you.

Perfect Adaptation
At 14th level, you no longer need to breathe and you have immunity to the poisoned condition and to poison damage. You also learn to survive in different environments. As an action, you can spend 1 sorcery point to gain a swim speed or 2 sorcery points to gain a fly speed. Whichever you choose, the new speed equals twice your current speed and lasts for 1 hour. 

Psychic Superiority
At 18th level whenever you cast a spell of 1st-level or higher that requires the creature to make a Wisdom or Charisma save, you can also make that creature take 1d10 psychic damage per spell level on a failed save, or half as much on a successful one. This is in addition to any damage the spell already deals. 

What I'm thinking: Alright, this might be crazy overpowered, but I don't care, because I think the sorcerer origins are a bit under-powered. Mental Link gives her telepathy and DM fiat can make it group telepathy with her facilitation. At one point, it also gave her access to vicious mockery, but she doesn't like using telepathy for fighting in the show, so I scrapped it; well at least not always, so I figure we leave psychic damage for the real spells. Alien form gives her some more shifting, as does perfect adaptation. Mental strength and psychic superiority are likely super unbalanced, but I think super flavorful and the first one won't come up very much and the second is 18th level so should be a pretty big deal. 

Alright, I decided she needs a good force telekinetic cantrip. 

New Spell for Sorcerers and Wizards
Mage Slap
Evocation cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You quickly summon a hand of force to slap a creature. Make a ranged spell attack against a creature in range; on a hit, you deal 1d6 force damage to that creature and it cannot take reactions until the start of your next turn.  
   This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Alright, it's time to bring out M'gann.

M'gann M'orzz
Level 1 Changeling Sorcerer
Background: Charlatan
Str 8 (-1), Dex 11 (0), Con 14 (+2)
Int 12(+1), Wis 13(+1), Cha 16(+3)
HP 8, AC 10, HD 1d6
Saves: Con +4, Cha +5
Speed: 30 feet.
Languages: Common, Undercommon, Elvish, Telepathy to 60 feet
Skills: Arcana +3, Deception +5, Insight +3, Persuasion +5, Stealth +2

Reach of 10 feet with melee
Quarterstaff  +1, 1d6-1 bludgeoning, versatile d8
Dagger +2, 1d4 piercing, range 20/60
Mage Slap +5, 1d6 force, 60 ft. opponent can't make reactions

Sorcerous Origin: Outsider Influence (Cerebral Transmission, Alien Form)
Cantrips: blade ward, friends, mage hand, mage slap
1st-level spells: shield, sleep

Gear: Quarterstaff, component pouch, explorer's pack, two daggers, a set of fine clothes, a disguise kit, papers for Megan Morse.

Leveling up M'gann
Ability score improvements should up Charisma and Wisdom
Spell choices should focus around shape shifting yourself, telekinesis, and telepathy
(alter self, levitate, fly, detect thoughts, dominate/hold blank, polymorph)


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.