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36 changed files with 101 additions and 65 deletions
DND
.Brew
TheVault
Classes
Equipment
Arcblade.mdCantrip Blaster.mdCursed Gloves.mdGilded Gambit.mdGilded Gambit.pngGloves of Magnetism.mdSpell Revolver.md
Feats
Features
Race
Readme.mdStats
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@ -1,40 +0,0 @@
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# **The Brewery**
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Welcome to the custom D&D rules repository! This README serves as an index to help you navigate the rules and guidelines. Below, you'll find a categorized list of the rules and mechanics.
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## **Index**
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### **1. Ability Score Generation**
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Custom rules for generating character stats
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- [Balanced Rolls](Rules/Stats/BalancedRolls.md)
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- [Empowered Array](Rules/Stats/EmpoweredArray.md)
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### **2. Custom Races**
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Detailed rules for homebrew races, including lore, traits, and mechanics.
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- [Blood Forged](Race/Bloodforged.md)
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- [Skeleton](Race/Skeleton.md)
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### **3. Feats**
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Descriptions of unique feats, their benefits, and prerequisites for use.
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- [Arcane Augmentation](Feats/Arcane%20Augmentation.md)
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### **4. Equipment**
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Custom items, including unique effects, attunement rules, and curses.
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- [Cantrip Blaster](Equipment/Cantrip%20Blaster.md)
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- [Cursed Gloves](Equipment/Cursed%20Gloves.md)
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- [Gloves of Magnetism](Equipment/Gloves%20of%20Magnetism.md)
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- [Spell Revolver](Equipment/Spell%20Revolver.md)
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### **5. Features**
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Not to be confused with [Feats](#3-feats), these are custom rules that can be applied to multiple things.
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- [Precise Calibration](Features/Precise%20Calibration.md)
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@ -33,28 +33,28 @@ The **Overseer** is a tactical commander specializing in leading semi-autonomous
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### **Class Table: The Overseer**
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| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
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|-------|--------------------|-----------------------------------|------------------|----------------|
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| 1 | +2 | Tactical Network, Constructed Ally | 1 | 2 |
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| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 |
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| 3 | +2 | Overseer Archetype | 2 | 4 |
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| 4 | +2 | Ability Score Improvement | 2 | 5 |
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| 5 | +3 | Efficient Directives | 2 | 6 |
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| 6 | +3 | Improved Upgrades | 2 | 7 |
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| 7 | +3 | Tactical Dominance | 3 | 8 |
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| 8 | +3 | Ability Score Improvement | 3 | 9 |
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| 9 | +4 | Enhanced Network | 3 | 10 |
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| 10 | +4 | Archetype Feature | 3 | 11 |
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| 11 | +4 | Overclock | 4 | 12 |
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| 12 | +4 | Ability Score Improvement | 4 | 13 |
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| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 |
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| 14 | +5 | Archetype Feature | 4 | 15 |
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| 15 | +5 | Master Strategist | 5 | 16 |
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| 16 | +5 | Ability Score Improvement | 5 | 17 |
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| 17 | +6 | Supreme Upgrades | 5 | 18 |
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| 18 | +6 | Archetype Feature | 5 | 19 |
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| 19 | +6 | Ability Score Improvement | 6 | 20 |
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| 20 | +6 | Command Perfection | 6 | 21 |
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| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
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|-------|--------------------|-----------------------------------|-------------------|-----------------|
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| 1 | +2 | Tactical Network, Constructed Ally | 1 (Constructed Ally) | 2 |
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| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 |
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| 3 | +2 | Overseer Archetype | 2 | 4 |
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| 4 | +2 | Ability Score Improvement | 2 | 5 |
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| 5 | +3 | Efficient Directives | 2 | 6 |
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| 6 | +3 | Improved Upgrades | 2 | 7 |
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| 7 | +3 | Tactical Dominance | 3 | 8 |
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| 8 | +3 | Ability Score Improvement | 3 | 9 |
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| 9 | +4 | Enhanced Network | 3 | 10 |
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| 10 | +4 | Archetype Feature | 3 | 11 |
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| 11 | +4 | Overclock | 4 | 12 |
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| 12 | +4 | Ability Score Improvement | 4 | 13 |
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| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 |
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| 14 | +5 | Archetype Feature | 4 | 15 |
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| 15 | +5 | Master Strategist | 5 | 16 |
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| 16 | +5 | Ability Score Improvement | 5 | 17 |
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| 17 | +6 | Supreme Upgrades | 5 | 18 |
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| 18 | +6 | Archetype Feature | 5 | 19 |
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| 19 | +6 | Ability Score Improvement | 6 | 20 |
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| 20 | +6 | Command Perfection | 6 | 21 |
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---
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DND/TheVault/Classes/Overseer.notes.md
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DND/TheVault/Classes/Overseer.notes.md
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# **The Overseer Class Overview**
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> [***Vaults of Resonance Content***](../Readme.md)
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> AI Generated short-notes.
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The **Overseer** is a tactical commander who leads **Constructed Allies** (semi-autonomous constructs) in battle, using their expertise to coordinate and enhance their units. They specialize in battlefield control, unit upgrades, and strategic command maneuvers.
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## **Core Mechanics**
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- **Constructed Ally (Level 1):** You gain a semi-autonomous construct companion (based on the **Steel Defender** stat block). Your ally grows stronger as you level up.
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- **Tactical Network (Level 1):** Establish a mental link to command your **Constructed Ally**. The ally acts on your turn, using Command Points to perform actions.
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- **Command Points (Level 1):** You have a pool of points to issue tactical commands (like maneuvers) to your units. They regenerate on a long rest.
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- **Command Maneuvers (Level 2):** Choose from a list of maneuvers to enhance your units (e.g., **Shockwave**, **Intercept**, **Coordinated Strike**).
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## **Class Progression**
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- **Level 3 - Overseer Archetype:** Choose a specialization (e.g., **Field Commander**, **Mechanist**, **Dominion Controller**) that shapes your playstyle.
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- **Level 5 - Efficient Directives:** Issue commands as a bonus action.
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- **Level 6 - Unit Upgrades:** Select an upgrade for your allies (e.g., **Flight Systems**, **Heavy Armor Plating**, **Pulse Cannon**).
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- **Level 10 - Archetype Feature:** Gain additional features tied to your chosen archetype.
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- **Level 11 - Overclock:** Temporarily boost your Constructed Ally’s power.
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- **Level 13 - Multi-Unit Maneuvers:** Command multiple units at once and issue complex maneuvers.
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- **Level 15 - Master Strategist:** Enhance your tactical abilities, improving battlefield control and synergy between units.
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- **Level 17 - Supreme Upgrades:** Maximize the power of your upgrades.
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- **Level 20 - Command Perfection:** Issue unlimited commands for 1 minute once per long rest and gain perfect coordination with your allies (e.g., advantage on attacks after a critical hit).
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## **Key Features**
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- **Constructed Ally:** A reliable combat companion that grows with you.
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- **Command Points & Tactical Commands:** Spend Command Points to issue commands, with a growing number as you level up.
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- **Archetype Specializations:** Customize your Overseer to focus on battlefield control, technological enhancements, or magical constructs.
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- **Unit Upgrades:** Make your Constructed Allies stronger with upgrades like armor, flight, or ranged attacks.
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- **Strategic Maneuvers:** Use your Command Points to issue various battlefield maneuvers, like knockbacks or coordinated strikes.
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---
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In essence, the **Overseer** is a **battlefield tactician** who thrives on managing multiple constructs and directing them through a combination of tactical maneuvers, strategic upgrades, and command abilities. They grow in power by improving their control over units and fine-tuning their commands for maximum efficiency.
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DND/TheVault/Equipment/Arcblade.md
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DND/TheVault/Equipment/Arcblade.md
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# Arcblade
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- *Weapon (Sword), One Handed, Light, Wonderous*
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- **Description**:
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Arcblade is a magical sword that consists of a physical hilt and a blade of pure, glowing energy. The blade emanates a bright, electric yellow glow, crackling with arcs of lightning. It is forged for spellcasters who blend martial and arcane prowess. The wielder can shift the elemental properties of the blade as needed, though it requires focus and attunement to harness its full potential.
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- **Proficiency**: Yes
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Proficiency with swords is required to use this item effectively.
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- **Attack Type**: Melee
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- **Damage**:
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- **Unattuned**: 2d6 + Dexterity modifier
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- **Attuned**: 2d10 + Dexterity modifier + Spellcasting modifier (minimum +1)
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- **Damage Type**: Lightning (default, changeable to Fire, Cold, Acid, Radiant, or Necrotic as a bonus action)
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- **Weight**: 2 lbs
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- **Cost**: Priceless (typically found, not bought)
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- **Properties**:
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- **Elemental Adaptation**: As a Action, the wielder can change the blade's elemental damage type to one of the following: Fire, Cold, Lightning, Acid, Radiant, or Necrotic.
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- **Ethereal Blade**: The blade is made entirely of energy. It cannot be broken or parried by mundane means. If dropped or the wielder is incapacitated, the blade vanishes until wielded again. If the wielder rolls a natural 1 on an attack, they take half the blade's rolled damage (before modifiers) as feedback of its current elemental type.
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- **Attunement**: Yes (requires a spellcaster)
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- **Arcane Empowerment**: When attuned, the wielder adds their spellcasting ability modifier to attack and damage rolls, in addition to their Dexterity modifier.
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- **Bound Blade**: When attuned, the Arcblade becomes magically bound to its wielder. If the blade is lost, discarded, or stolen, the wielder can use a bonus action to summon it back to their hand, regardless of distance, as long as both exist on the same plane of existence.
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- **Elemental Adaptation**: As a bonus action, the wielder can change the blade's elemental damage type to one of the following: Fire, Cold, Lightning, Acid, Radiant, or Necrotic.
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- **Energy Surge**: Once per long rest, the wielder can channel a surge of magical power into the blade. On the next hit, the weapon deals maximum damage.
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- **Profiency**: When attuned, the wielder becomes proficient with this weapon.
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- **Notes**:
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The weapon is particularly effective against foes vulnerable to energy-based attacks but requires focus and attunement to fully unlock its potential.
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- **Source**: *Homebrew*
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Before ![]() (image error) Size: 1.6 MiB After ![]() (image error) Size: 1.6 MiB ![]() ![]() |
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# Vaults of Resonance
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Welcome to the **Vaults of Resonance**, an ever-shifting repository of homebrew content for your tabletop adventures. This content is experimental in nature and is provided to inspire creativity, exploration, and discovery in your games. However, please be aware of the following:
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Welcome to the **Vaults of Resonance**, an ever-shifting repository of homebrew content for your tabletop adventures. This content is experimental in nature and is provided to inspire creativity, exploration, and discovery in your games. Many of the items within the Vault are crafted by **Shieldbearer Kybr**, a renowned artificer whose creations nearly rivaled those of the gods. Items crafted by Kybr are accompanied by his personal notes, detailing their creation and intended purpose. However, please be aware of the following:
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## Disclaimer: Playtest Content
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- **Balance**: These mechanics, spells, classes, items, and rules may not be fully balanced. They are subject to testing and refinement based on feedback from players and Dungeon Masters.
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- **Compatibility**: Some content may not integrate seamlessly with official rules or other homebrew materials. Adjustments may be necessary to maintain harmony in your game.
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- **Flexibility**: Dungeon Masters are encouraged to modify or veto any content from the Vaults of Resonance to suit the needs of their campaigns.
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- **Flexibility**: Dungeon Masters are encouraged to modify or veto any content from the Vaults of Resonance to suit the needs of their campaigns. Kybr’s personal notes on his items can serve as a guide or inspiration for such adjustments.
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## Feedback and Adjustments
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- What felt unbalanced or awkward?
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- What could be improved?
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Your insights help shape future iterations and ensure that the Vaults continue to resonate with the spirit of adventure.
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Your insights help shape future iterations and ensure that the Vaults continue to resonate with the spirit of adventure, particularly when it comes to the intricate designs and lore of Kybr’s creations.
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---
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