As my first post to my Blog, I would like to introduce myself and share a few creations of mine. My name is Eddie, I have been playing D&D since 2008, killed my first bandit with magic missile as a Magic-User in BX; since then I have been addicted.
That being said I have played through many of the editions of D&D: OD&D, BX, 1e, 2e, 3.5, and 5e. I have spent many of my years playing BX, 1e, and 2e though; they are my bread and butter editions.
That being said, the main reason I start this blog is because I want to share my creations with all of you, and write up my session reports of my Shadowdark campaign and my solo campaign on my podcast that I shall be starting soon.
That being said, for now, I have many ideas for this blog; many updates and over time this will evolve. Please bare with me.
For now I present the Crysais Imbued; a class for my specific setting of Edenhel. It's based off the 5e wild magic sorcerer, but with my own touch; my own spin on the table of things you can do. This class can swing the tide of a fight and each individual shard is supposed to do other unique things. Thus making this class a must have for any group delving into dungeons.
The class:
Hit Die:
Prime Requisite:
Armor/Weapon Restrictions:
Crysais Imbued Class Table
Level | XP | Hit Dice (d4) | THAC0 | Sharding Uses per Day |
1 | 0 | 1 | 19 | 1 |
2 | 2,500 | 2 | 19 | 1 |
3 | 5,000 | 3 | 18 | 1 |
4 | 10,000 | 4 | 18 | 1 |
5 | 20,000 | 5 | 17 | 2 |
6 | 40,000 | 6 | 17 | 2 |
7 | 80,000 | 7 | 16 | 2 |
8 | 160,000 | 8 | 16 | 3 |
9 | 320,000 | 9 | 15 | 3 |
10 | 640,000 | 10 | 15 | 3 |
11 | 960,000 | 10+2 | 14 | 4 |
12 | 1,280,000 | 10+4 | 14 | 4 |
Saving Throws:
The Crysais Imbued uses saving throws similar to a Magic-User, with minor adjustments to reflect the chaotic nature of their magic.
Level | DeathPoison | Wands | Paralysis | Breath | Spells |
1-3 | 15 | 13 | 14 | 16 | 15 |
4-6 | 14 | 12 | 13 | 15 | 14 |
7-9 | 13 | 11 | 12 | 13 | 12 |
10-12 | 11 | 9 | 10 | 12 | 10 |
Class Abilities
Crysais Pull:
Once per round, as an action, the Crysais Imbued can activate their Crysais Shard to unleash magic. Roll on the d100 Crysais Pull Table to determine the magical effect. These effects range from beneficial to harmful and reflect the chaotic magic of the shard.
Sharding (Spell Substitution):
At 1st level, the Crysais Imbued can forgo using the Crysais Pull once per day to instead cast a spell from any class's spell list, with the following limits:
Spell Level Limit: You can cast a spell with a level no higher than half your current level, rounded down.
Cost: Casting in this way costs half your current hit points (rounded down), and these hit points cannot be restored by any means other than a full rest.
This ability can be used once per day at levels 1-4, twice per day at levels 5-7, and three times per day at levels 8-10.
Shard Control (6th Level Feature):
At 6th level, the Crysais Imbued gains more control over the shard's magic. You can roll twice per day on the Crysais Pull Table and choose which result to keep. You must decide to roll again after seeing the first result, and you must take the second roll.
Crysais Pull d100 Table
d100 Roll | Effect |
01 | The shard shatters into fragments. Lose all shard powers permanently. |
02 | The shard cracks, limiting its use to once per day until repaired (1d4 long rests). |
03-05 | You can see in complete magical and natural darkness for 1d6 hours. |
06-08 | Cast Fireball centered on a point within 60 feet (3d6 damage, save for half). |
09-10 | Heal 3d8 hit points (can be used on yourself or an ally within 30 feet). |
11-12 | You go blind for 1d4 days, but can hear out to a 1-mile radius. |
13-14 | Gain the ability to Lay on Hands, healing 10 HP over the next hour. |
15-17 | A spectral shield grants +2 AC for 1d6 turns. |
18-20 | Cast Magic Missile (3 bolts of 1d6+1 damage each). |
21-22 | Age 1d10 years (your choice to age up or down). |
23 | A sinkhole opens beneath a random point within 30 feet, leading to a cavern. |
24 | Summon a swarm of rats under your control for 1 hour. |
25-27 | Gain resistance to fire for 1d4 days. |
28 | Gain 4d6 extra hit points for 1d6 days. |
29-30 | For 1d6 days, you must eat wood to sustain yourself. |
31 | Cast Confusion (centered on a point within 60 feet). |
32-33 | Gain the ability to shapeshift into a mundane animal you’ve seen for 1d4 days. |
34-36 | Teleport up to 60 feet to a location you can see. Usable once. |
37-38 | You are transformed into a random mundane animal for 1d6 hours. |
39-40 | A spectral hand grants +3 to attack rolls for 1d6 turns. |
41-42 | You can speak with plants for 1d6 days. |
43 | Gain the ability to breathe underwater for 1d6 days. |
44-45 | Gain the ability to fly for 1d6 turns. |
46-48 | Gain +2 to all saving throws for 1d6 hours. |
49 | Summon a loyal goblin servant for 1d4 hours (1d4 hit points). |
50 | Cast Sleep as a 1st-level caster (affects 2d6 HD of creatures). |
51-52 | The next spell you cast deals double damage (if it requires a saving throw). |
53 | Fall into a deep sleep for 1d4 turns, waking only if attacked. |
54-55 | Gain True Sight for 1d6 turns (see invisible and hidden creatures). |
56-57 | A spectral sword attacks a random enemy for 1d6 turns (1d8 damage). |
58-60 | Gain the ability to see into the Ethereal Plane for 1d4 days. |
61-62 | Suffer a vision of fear, causing disadvantage on attacks for 1d6 turns. |
63-65 | Teleport randomly within 100 feet. |
66-67 | Summon a creature from the lower planes (1d6 hit points, hostile unless controlled). |
68 | Emit a blinding light, blinding creatures within 10 feet for 1d6 turns (save negates). |
69-70 | Gain resistance to all damage for 1d6 turns. |
71-72 | Cast Polymorph on yourself (choose a form you’ve seen). |
73-74 | Speak any language for 1d6 days. |
75-76 | Cast Cure Light Wounds (1d6+1 healing). |
77-78 | Cast Hold Person on a creature within 60 feet. |
79 | Paralyzed by fear for 1d6 turns. |
80-82 | Cast Bless: +2 to attack rolls and saves for 1d6 turns. |
83 | A violent earthquake shakes the ground in a 60-foot radius. |
84 | Explosive force: 1d6 damage to all creatures within 10 feet. |
85-86 | Permanently summon a goblin companion (basic goblin stats). |
87 | You can only speak by shouting for 1d4 days. |
88-90 | Create food and water for up to 10 people, lasting 1d4 days. |
91-92 | Gain perfect recall for 1d4 days. |
93-95 | Take an extra roll on this table immediately. |
96-97 | Disappear into your shard, entering a pocket dimension for 1d6 hours. |
98-99 | Gain a vision of the future, allowing you to reroll one d20 within 24 hours. |
100 | Mastery of the Shard: Choose any effect from this table, then the shard becomes dormant for 1d4 days. |
Here is the link to the drive with all of my made things so far, and here is the link to my podcast where my solo group will be put through the ringer soon.
Please excuse all of the unpreparedness, this will all be ironed out soon. I hope to post this solo game for a long while and put my group through dungeons, weave a good story from levels 1-14 and show off all of my classes as I make them and even more as I make homebrew mechanics as well.
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