August 29, 2016

Circle of Steel

Druid Circle
Comments from the Finger: You know, this is the closest thing we'll get to a magitech druid for a while.

Circle of Steel

Most druids consider metals to be the domain of civilized races and an emblem of civilization's exploitation of nature. For this very reason, many druids refuse to wear metal armor or wield weapons composed of iron or steel.
     But the Circle of Steel thinks differently. Metals, like all things, come from the earth, and have as much a natural place in the world as any other material. These druids most highly praise the Ironwood Tree, which is a living amalgamation of metal and wood, which to them stands as a symbol of how to use metals in perfect balance with nature.

Bonus Proficiencies 
When you choose this circle at 2nd level, you can wear metal armor and shields and you gain proficiency with martial weapons.

Iron Flesh 
At 2nd level, your skin becomes like iron and resembles the bark of the Ironwood Tree. Your AC can never be lower than 14. By 6th level, it can never be lower than 15, and by 14th level, it can never be lower than 16.

Magnetic North
By 6th level, your connection with the metal of the land grants you a new magnetic sense. You always know which direction is north and have advantage on Wisdom (Survival) checks made to navigate.
     You can also use your action to detect the presence of nearby metal objects around you. To do so, make a Wisdom check with a save DC of 10 + 1 for each 100 feet you choose to sense. On a success, you can detect the largest metal object within range, and the precise direction to it. If you beat the DC by 5 or more, you can detect the number of metal objects within range and the direction to each. If you beat the DC by 10 or more, you can detect very small objects, like coins or nails, within range, and the direction to each.

Iron Defense
Starting at 10th level, as a reaction when you take nonmagical bludgeoning, piercing, or slashing damage, you can reduce the damage inflicted by 1d6.

Metal Tomb 
At 14th level, you can attract magnetic ore from the earth and cause it to rise beneath your enemies. As an action, select a 15 foot square area on the ground. Nonmagical metal walls rises up from the earth, surrounding the area. The walls are four three-inch thick, 15-foot-by-15-foot panels. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice.)
     The wall is an object made of metal that can be damaged and thus breached. Each panel has AC 16 and 60 hit points. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.
     This metal ore crumbles into rust after a number of rounds equal to your Wisdom modifier. After using this ability, you must complete a short or long rest before using it again.

Changelog: 8/29/16: Metal Tomb: Should last Wis mod rounds

August 27, 2016

Homebrew Filtering!

Quick update!

We've got a sweet new logo! It's not precisely where I want it to be, but I still have work to do on that yet.

I've been slavishly coding HTML and CSS on the back end of the site with the goal of making it very easy to find what you're looking for. To that end, I've implemented a new (experimental) feature: a homebrew filtering page! Now, when you click the Homebrew link, you'll be taken to a page that allows you to filter posts by class, race, or other parameters. You can still get to the very large HTML table by clicking 'Everything'.

This feature is still experimental, and won't work on mobile devices. Also, some posts might show up in the wrong spot, or not at all, which is something we'll be improving very soon as we refine labels.

Let me know if anything weird happens, or any of you have questions!

--The Finger

August 26, 2016

Slime Domain

Divine Domain
Comments from the Finger: I think every class needs some stranger options. Thanks to Sleepy Magus, who helped out on this one

Slime Domain

The god that you worship is bizarre, and forgotten to almost all in the realms of men. Gods of Slime are often nameless, churning deities of filth, possessing no temples and few if any worshippers. It is, therefore, a mystery wherefore their immense power originates. Scholars of divinity speculate that, perhaps, the Slime Domain naturally occurs as a result of other gods' waste. Or perhaps, oozes themselves, in spite of being unintelligent in every conceivable sense, still possess the capability to worship at some level, and therefore empower these nameless gods.

August 24, 2016

Variant Rule: Metagame Rewards

So, if the DM controls the guard, why can't you just bribe the DM in person instead of bribing the guard, and save your valuable gold pieces? Seriously, most DMs put an amazing amount of time and care into their campaigns, so I've written a few metagame rules that reward players for thanking the DM for all his hard work.

August 23, 2016

Buried Treasures: The Warlord

Welcome, one and all to Buried Treasures (name pending), our new feature here on MFoV! You all voted for a martial class, and we aim to deliver!

Our goal with this new column is to adopt a more Unearthed Arcana style to class building; that is, develop a more or less complete class, take a nice chunk of it, and make it available for you all to view, critique, playtest, and entirely break. It is our hope that this will lead to a more balanced, effective, and intuitive new class, and fewer post-releace balance changes and fixes.

The first up on offer is the Warlord. While sharing a name and general concept with the 4e class, this is not an adaptation. The concept here was to create a fully martial class that had both battlefield control and party support abilities, while still being fun to play. My initial draft was fully functional, and seemed to be balanced, but it felt bland, and was lacking some real punch: fighters had more attacks, bards and clerics have spells, barbarians have rage, etc. To that end, the warlord has something that no other class has: A cohort!

A cohort, in this sense, is another creature of one of the standard races, who increases in power as you gain levels in the warlord class. While not specifically gaining PC levels themselves, they gain abilities from a specific class based on the warlord subclass you choose.

All in all, we hope this is something that interests you, and we eagerly anticipate your feedback!

(Dev note: I wasn't able to copy over the stat blocks for the specific races into the google doc, so for the time being, use the basic stat blocks for each race shown in the Monster Manual)

August 22, 2016

Oath of Winter

Sacred Oath
Comments from the Finger: This is more or less a proof of concept for a Tundra Update. Lemme know what you think.

Oath of Winter

The Oath of Winter is a concord between a paladin and an ancient being of ice, Father Winter. With this treatise, the paladin swears to stand vanguard against the cold, but neither to unseat Father Winter from his throne of ice. So long as the paladin upholds this concord, he is made one with the winter's ice, and protected from its ravages.

August 19, 2016

The Titan

Otherworldly Patron
Comments from the Finger: This awesome original melee-oriented warlock comes from our friend, Kane0 from GiantITP. Expect to see more of his work in the future.

The Titan

The children of the gods and the manifest afterbirth of divinity, titans are the nearest living things to gods themselves. Titans are nearly immortal, but can by slain by beings with heroic strength, and so their numbers have dwindled in the millennia since creation.
     A titan has taken you as its servitor, and sends you about on quests for glory in its name. In exchange, the titan offers you a shade of its own power and rewards you with immaculate titles and divine trinkets when you make good on a quest.