- Energy armour: The same kind of energy throwers who would shape their blasts into weapons might wish to learn how to make armour out of the energy, too. This technique allows one to summon any type of armour (light, medium, heavy) with all properties of a mundane armour, except made of coruscating energy.
- Energy bubble: As a reaction once per round, reduce incoming damage by your energy throwing die.
- Energy breath: Disperse your blast through your mouth as a cone-shaped emanation with range of 30 feet.
- Eye beam: This technique allows you to concentrate the blast through your eyes, dealing d20 damage but blinding you for [digit sum of damage] rounds after each use.
- Elemental blast: Choose one element; you can now change your blast into that element.
- Twin blasts: Create one blast in each hand, throwing them both as a single action. They each deal only d6 damage, though.
- Chained blast: On 10+ damage, the blast jumps to another nearby creature. It can jump a second time, too.
- Kamehameha: Technique of the secretive monkey monks. Takes two full rounds to charge up (and can be interrupted), then releases as a brilliant beam that deals 2d12 damage to everything in a 100 ft line. Any wall weaker than a castle bulwark is melted through, too.
"I play Conan, you play Mulan, Bob plays Gandalf, and we fight Dracula because there's sick loot in his castle."
10 February 2025
Class: Energy Thrower
14 January 2025
5e Lingering Injuries
- I wanted something small and simple, rather than a fiddly subsystem with multiple tables for an eventuality that is frankly rather rare.
- I wanted something painful. Dismemberment happens rarely, but it should matter when it does. Even if there is a save, it should not negate a consequence.
- I wanted diegetic, not mechanical penalties. While -4 Strength is painful, it is also patently unfun. On the other hand, "You cannot speak." or "You have only one arm." are painful and interesting, because they force the player to actively adapt, rather than do the same old with lower bonuses.
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| Jan Žižka |
- Panicking, you block the blow with your weapon - successfully, but you only hold a half of your weapon now. Magical weapons get a Dexterity saving throw. On success, you were only disarmed.
- The blow was so hard that your armour is all twisted, sundered and useless now. At least all your limbs are still attached. Magical armours get a Dexterity saving throw. On success, you were only sent flying backwards.
- Suddenly, blackness. Until this injury is healed, you are in a coma.
- Blood everywhere! So much blood! Until this injury is healed, gain +1 Exhaustion level for every strenuous action. Fighting or casting spells is strenuous. Lying in a ditch or shuffling around is not.
- Something inside you is broken. Lose all Hit Dice and you cannot regain hp naturally until this injury is healed.
- You spit teeth and blood. You cannot speak or cast spells until this injury is healed.
- Ouch, my eye! A successful Constitution saving throw means it is too bruised to use, but can be healed. A failure means you are left with an empty socket.
- Crunch! Lose d2 legs. A successful Constitution saving throw means they are broken, but can be healed. A failure means they are no longer attached to your body, and healing the injury only stops the bleeding.
- Crunch! Lose a random arm. A successful Constitution saving throw means it is broken, but can be healed. A failure means it is no longer attached to your body, and healing the injury only stops the bleeding.
- Blood is dripping from your nose, but you have to laugh. Regain 1 hp and immediately get an extra turn.
4 January 2025
Class: Ogre Ape
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| Ogre Sitting by vshen |
Language: dialect basically unheard of Around Here
Take half damage from things smaller than you.
Edit:
Half-Naked
Commanding Roar
Powerful Presence
Unyielding
Silverback Punch
Withstand
30 December 2024
Ritual of Communion
No wizard is to be trifled with lightly, but when several wizards join forces, they become the stuff of nightmares. Especially if they literally join forces via the ritual of communion.
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| Winter Solstice by shk28 |
All wizards partaking in a communion must be within a pre-made magic circle. The wizard who initiates the ritual becomes the communion master, the rest are communion slaves. Communion slaves cannot use magic until they break communion by stepping outside of the circle.
The communion master gets access to MD and spells of all communion slaves, and can use them as if they were his own.
Only one participant is affected by any Mishaps or Dooms triggered during communion. The communion master chooses who is affected - potentially shunting any consequences of powerful spells onto a communion slave. This is often kept secret from the communion slaves, for obvious reasons.
Wizard shackle: Most often forged in the form of a ring or manacle, it obviates the need for a magic circle when starting a communion. The bearer of the master ring can draw upon anyone wearing a linked shackle.



