excerpt - the magic of krynn
DESCRIPTION
D&D 5e rules options for magic unique to Krynn, home of the Dragonlance campaign.TRANSCRIPT
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
167
The Magic of Krynn
Dragonspawn, Abomination
Dragonspawn are twisted creations of the dragon overlords that ruled over Ansalon for much of the early Fifth Age, fusing the mind and soul of a human (or half-elven) victim with the shard of a draconians soul to create a
draconian-like creature.
Abomination dragonspawn result when the spawning process is attempted with a humanoid other than a human or half-elf. With such creatures, the spawning process always produces abomination dragonspawn, creatures even more twisted (literally) than the more common dragonspawn.
Mechanically, dragonspawn are represented by applying the half-dragon template to a humanoid creature. Abomination dragonspawn gain a number of mutations depending on the race of the humanoid to be altered.
Abomination Dragonspawn
Mechanically, dragonspawn are represented by
applying the half-dragon template to a humanoid
creature. Abomination dragonspawn, in addition,
gain a number of mutations depending on the race
of the humanoid to be altered.
Each abomination dragonspawn gains one mutation
based on its original race prior to applying the half-
dragon template. If the race is not listed here,
choose any ability from the below racial groups that
best fits the original race (such as grouping half-
breeds with their parent race) or simply roll on the
general mutation table an additional time.
Due to the varying nature of abominations, traits of
no two abominations are exactly the same. Roll d%
on the Abomination Mutations table twice.
All abominations
Ability Score Decrease. Your Intelligence and
Wisdom scores decrease by 4.
Minotaur or Ogre
Rage. The creature can rage like a barbarian. If
the abomination dragonspawn already has access to
this ability, it can use it one additional time per day.
Elf
Limber Body. The creature gains proficiency with
Dexterity (Stealth) checks and Dexterity checks to
wriggle free of bonds.
Keen Vision. The abomination dragonspawns
darkvision extends to 120 feet, and it gains
proficiency with Wisdom (Perception) checks.
Kender
Rasping Voice. The voice of the abomination
dragonspawn is so horrid that whenever the
creature makes Wisdom (Insight) checks to taunts,
it treats all rolls of 1 as rolls of 2.
Centaur
Additional Legs. The abomination dragonspawn
gains an extra set of legs, granting it 2 hoof attacks
for every attack action.
Bone Spurs. Lengthy, rapid-growing bone spurs
lie flat against the creatures back. It can remove
these and use them as arrows or short swords. The
abomination dragonspawn has 2d4 bone spurs that
grow back after one week.
Dwarf or Gnome
Burrow Speed. The abomination dragonspawns
claws become suited for digging, granting it a
burrow speed of 20 ft.
utations depending on the race
be altered.
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
168
Abomination Mutations
d% Mutation Effect
1-5 Extra eyes Expertise with Wisdom
(Perception) checks.
6-10 Additional
arm
Attack twice whenever
you take the Attack
action.
11-15 Extremely
muscular +2 Strength
16-20 Extremely
agile +2 Dexterity
21-25 Extremely
tough +2 Constitution
26-30 Adapted
speed +10 ft. ground speed
31-35 Noxious
odor
Any creature other
than the abomination
dragonspawn that
starts its turn within
10 feet of it must
succeed at a
Constitution saving
throw (DC 8 + Strength
bonus + proficiency
bonus) or be poisoned
until the start of the
abomination
dragonspawns next
turn. On a successful
saving throw, the
creature is immune to
the stench of that
particular abomination
dragonspawn for 1
hour.
36-40 Frightful
presence
As dragons frightful
presence trait, 30 foot
radius.
41-45 Razor
claws
Unarmed attacks deal
damage one step
higher.
46-50 Tentacles You may grapple as a
bonus action.
51-55 Carapace
of scales
Gain natural armor
(AC 11).
56-60 Animal You have advantage on
instincts Wisdom (Perception)
checks that rely on
smell.
61-65 Resistant
scales
Resistance to one
damage type.
66-70 Enhanced
metabolism
As trolls regeneration
trait.
71-75 Venemous
secretions
Unarmed attacks deal
1d8 poison damage.
Targets struck must
succeed at a
Constitution saving
throw (DC 8 +
Constitution bonus +
proficiency bonus) or
be poisoned until the
start of the
abomination
dragonspawns next
turn.
76-80 Magically
resistance
Advantage on saving
throws against spells
and other magical
effects.
81-85
Enhanced
breath
weapon
Breath weapon attack
deals an additional two
dice of damage.
86-90 Magically
talented Gain one sorcerer level.
91-95 Light
refraction
When in well-lit areas,
attackers have
disadvantage on attack
rolls against you.
96-
100
Roll twice
more, re-
rolling
results of
96 or
above.
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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Leeching Magic Items
In the early decades of the Fifth Age, Wizards
found themselves powerless, as the three moons of magic had disappeared and been replaced by a single pale moon. Desperate to regain a measure of their former power, these former wizards discovered that magic items retained their magical power. A rush was made to hoard as many of these magic items as possible.
The Shadow Sorcerer (actually Takhisis in disguise) discovered that it was possible to actually leech the magical power from magic items and temporarily allow wizards to cast their spells once more, despite the absence of the moons of magic. An even greater rush for
magic items soon ensued. What follows are variant rules for leeching magic items.
Variant Magic
Leeching
As a bonus action, any sorcerer or wizard can leech
magic from any magic item she is touching. The
wizard gains a number of spell slot levels from the
magic item leeched, which can be used as normal.
The amount of spell slot levels gained varies by
magic item rarity. The wizard determines how many
spell slot levels to leech at the time of leeching.
Consumable magic items, such as potions and
scrolls are immediately destroyed when leeched and
only impart one spell slot level, regardless of what
spells are currently stored within. Any amount of
leeching from a magic item will cause that magic
item to become dormant, and until it recovers all its
spell slot levels, it is for all intents and purposes a
mundane item. If all the spell slot levels are leeched
from a magic item it is destroyed, as though it were
a consumable magic item.
The DM determines how many spell slot levels can
be leeched from an artifact. Artifacts retain their
magical power unless they have been completely
drained of spell slot levels.
Leeched magic items recover one spell slot level per
day.
Cantrips are treated as a spell slot level.
Magic Item Leeching
Rarity Spell Slot Levels
Common 2
Uncommon 4
Rare 8
Very Rare 16
Legendary 32
Magic Sword by Larry Elmore
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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e.g. Dalamar, a level 13 high elf wizard, normally has the following spell slots per day:
-Spell Slots per Spell Level-
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 3 3 3 2 1 1 - -
Since the campaign takes place in the first few godless decades of the Age of Mortals, Dalamar is powerless. Using a medallion of faith (an
uncommon magic item), Dalamar can drain anywhere from 1 to 4 spell slot levels. Since Dalamar is currently being accosted by a band of goblins, as a bonus action Dalamar drains 3 spell slot levels from the medallion of faith, and with his action casts a fireball (level 3 slot). The medallion of faith is now powerless and
will take 3 days before it becomes functional once more.
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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Ogre Titans
The Age of Dreams has returned, and we are
those dreams made flesh. Dauroth, first of
the titans
Ogre Titans are massive 15 foot tall creatures of midnight blue skin, cat-like yellow eyes, and tremendous physical and magical power. They are the mythological high ogres made real, and it is all a lie, for their Transformation and continued existence as Ogre Titans requires the blood of living elves. Assuming the Ogre Titan can maintain his state of grace, he could theoretically live as long as the elves whose blood sustains him (see Rise of the Titans and the Ogre Titans trilogy of novels for more
information on ogre titans).
The Transformation
For an ogre (as well as oni) to undergo the transformation to titan, a large amount of fresh, pure, elven blood is required, specifically that of at least ten adult elves. The blood must come from the bodies no more than three hours before the ritual is performed. The blood is placed in a specially prepared iron cauldron and mixed with a number of other ingredients, mostly special plants and some ground minerals such as quartz from the Valley of Crystal (see The Odyssey of Gilthanas for more
information on this valley), and gemstones. Transmutation and necromantic magic are required to infuse the components within the
cauldron with the necessary energy to create a titan.
Titan
Ogres and oni that complete the Transformation
gain the following traits.
Ability Score Increase. Your Strength,
Dexterity, and Constitution scores increase by 2.
Your Intelligence, Wisdom, and Charisma scores
increase by 4.
Size. Titans average 15 feet in height and 5,000
pounds in weight. Your size is Huge.
Awe-Inspiring Presence. The mere presence of a
titan can have an incredible effect upon those
around him. Ogres and half-ogres (including oni,
but not minotaurs or high ogres) within 60 feet
must make a Wisdom saving throw or else be
charmed by the titan. The DC for this Wisdom
saving throw equals 8 + your Charisma modifier +
your proficiency bonus.
The charmed target treats the titan as a trusted
friend to be heeded and protected. Each time the
titan or the titans companions do anything harmful
to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise the effect
is continuous, and lasts for 24 hours after the ogre
or half-ogre leaves the titans presence.
Non-ogres (including minotaurs and high ogres)
that enter the area of effect must make a Wisdom
saving throw as well, or else be frightened for 1
minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success. If a creatures saving throw is
successful or the effect ends for it, the creature is
immune to the titans Awe-Inspiring Presence for
the next 24 hours. The DC for this Wisdom saving
throw equals 8 + your Charisma modifier + your
proficiency bonus.
Necromantic Talent. You have resistance to
necrotic damage.
Innate Spellcasting. Your innate spellcasting
ability is Charisma. You can cast the following
spells, requiring no material components.
At will: magic missile, stone shape (Unlike the spell,
you are capable of finer mechanical detail. The DC
is determined by the complexity of the design).
Heightened Senses. You have advantage on
Wisdom (Perception) checks.
Ogre Titan by ?
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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Inscrutable Intellect. You have advantage on
saving throws against Enchantment spells and
effects.
Natural Armor. You have natural armor (AC 11).
Elbow-Spurs. Melee Weapon Attack: reach 10 ft.,
one target. Hit: 1d6 + Strength modifier piercing
damage.
Languages. You can speak, read, and write
Titan.
Degeneration
The power a titan commands is immense, but it is not permanent. One month after their transformation, a titan must make a hard (DC
20) Constitution saving throw or begin physically degenerating, transforming into a monster with none of the titan powers, all within 5 days of failing this saving throw. The next day, the titan must make another Constitution saving throw, this time at very hard (DC 25) difficulty, or else succumb to degeneration. Every subsequent day the Constitution saving throw increases by one degree until it is impossible to resist the degeneration.
The only method of forestalling this degeneration is to undergo the transformation once again, or to take a sustaining elixir that
must be consumed during the new moon and requires the blood of but a single elf. Unlike the transformation, the blood need not come from a single elf, and once bottled, stores well and can be used up to a year after its containment.
Should the titan completely degenerate, she does not simply revert to her original form. She not only loses all the benefits of being a titan, but also suffers a -3 penalty to Strength, Constitution, and Intelligence, as well as a -6 penalty to Charisma.
Ogre Titan by ?
Degenerate Titans by ?
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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Sample Titan
The titan below used to be an ogre, prior to his Transformation.
Ogre Titan Huge giant, lawful evil
Armor Class 18 (plate) Hit Points 73 (7d12 + 28) Speed 40 ft.
Str Dex Con Int Wis Cha 21 (+5) 10 (+0) 18 (+4) 9 (-1) 11 (0) 11 (0)
Skills Perception +3 Damage Resistances necrotic Senses darkvision 60 ft., passive perception 10 Languages Common, Giant, Titan Challenge 7 (2,900 XP)
Awe-Inspiring Presence. Ogres and half-ogres (including oni, but not minotaurs or high ogres) within 60 feet must make a Wisdom saving throw (DC 11) or else be charmed by the titan. The charmed target treats the titan as a trusted friend to be heeded and protected. Each time the titan or the titans companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise the effect is continuous, and lasts for 24 hours after the ogre or half-ogre leaves the titans presence.
Non-ogres (including minotaurs and high ogres) that enter the area of effect must make a Wisdom saving throw (DC 11) as well, or else be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to the titans Awe-Inspiring Presence for the next 24 hours.
Innate Spellcasting. The titans innate spellcasting ability is Charisma. It can cast the following spells, requiring no material components.
At will: magic missile, stone shape (Unlike the spell, you are capable of finer mechanical detail. The DC is determined by the complexity of the design). Heightened Senses. The titan has advantage on Wisdom (Perception) checks. Inscrutable Intellect. The titan has advantage on saving throws against Enchantment spells and effects.
Actions
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Elbow-Spurs. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Ogre Titan by ?
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by Ray Cordova, [email protected] last updated on July 8, 2015 at 22:07:27 PM
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Shapechanger
True lycanthropy does not exist on Krynn, but
certain bloodlines exist among the various common races that allow individuals to take on the aspects of certain animals.
Shapechanger
Shapechangers adhere to all the rules regarding
lycanthropes, save that they may only assume
animal form and do not possess the curse of
lycanthropy. The werebear, weretiger, and werewolf
correspond to known shapechanger bloodlines on
Krynn.
The following information applies to specific
bloodlines.
Crocodile. The character can transform into a
crocodile. The character gains a Strength of 15 if his
or her score isnt already higher, and a +2 bonus to
AC while in crocodile form (from natural armor).
Attack and damage rolls for the natural weapon is
based on Strength. For the bite, the escape DC for
the grapple is 8 + the characters proficiency bonus
+ Strength modifier.
Giant Lizard. The character can transform into
a giant lizard. The character gains a Strength of 15
if his or her score isnt already higher, and a +2
bonus to AC while in giant lizard form (from natural
armor). Attack and damage rolls for the natural
weapon is based on Strength.
Owl. The character can transform into a giant
owl (use giant eagle stats). The character gains a
Dexterity of 17 if his or her score isnt already
higher. Attack and damage rolls for the natural
weapons are based on whichever is higher of the
characters Strength and Dexterity.
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