February 20, 2017

Chrono Hopper

Roguish Archetype
Comments from the Thumb: Cheers, love! The cavalry's here!

Chrono Hopper

You were exposed to powerful chronomancy magic that disrupted your hold on the flow of time. Whether through accident, experiment, or some artifact or magitech device, you now have the power to accelerate or reverse your position in the flow of time, among other tricks.

Blink
Starting when you select this archetype at 3rd level, you gain the ability to accelerate your forward momentum, crossing short distances in an instant. As a bonus action on your turn, you can teleport up to 20 feet in any horizontal direction to an unoccupied space that you can see, as long as there are no obstacles between you and your destination; for example, you cannot teleport through a keyhole, iron bars, or a transparent surface.

Time Dilation
At 9th level, you learn to slow your perception of time when you are in danger. When your current hit points are at or below half your hit point maximum, you have advantage on Dexterity checks and saving throws, and your AC increases by 2.

Recall
Beginning at 13th level, either as an action on your turn or as a reaction when you take damage, you can leap backward in time, vanishing from your current position and reappearing where you were at the end of your previous turn. If this space is occupied, you appear in the nearest unoccupied space. All physical changes to yourself, such as hit point loss or gain, spell effects, status conditions, or consumed items return to the state they were in at the end of your last turn. This feature does not restore spell slots, the use of this or other features, or magic item charges.
     Once you use this feature, you must finish a short or long rest before you can use it again.

Precognition
When you reach 17th level, you can occasionally catch glimpses of your immediate future. At the beginning of your turn, you can gain advantage on attack rolls, ability checks, and saving throws, you cannot be surprised, and other creatures have disadvantage on attack rolls against you until the beginning of your next turn.
     Once you use this feature, you must finish a short or long rest before you can use it again.



Changelog: 2/20/17: Recall: Changed what Recall affects slightly and clarified the wording a bit.

February 17, 2017

Muscle Wizard

Primal Path
Comments from the Finger: This one's been on the table for a long while, and I'm glad it's finally out there. Go punch some magic into people!

Path of the Muscle Wizard

You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything!
     You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

February 15, 2017

Quick Patreon Update

Everyone should go right away and check out Martin Kirby's awesome art for the Weird West Update! Click anywhere here!

Also, you should go and vote on our Patreon book for the month of June! Click anywhere here to do that!

The Tavern, a Rocks Fall Series

Hello, hello! We're proud to announce the first episode of our second YouTube show on Rocks Fall: The Tavern. On The Tavern, I'll be making alcoholic drinks inspired by D&D and other fantasy/nerd culture. I promise that all of them are delicious, and I can reasonably assure you that probably none of them will eat your face off. So without further ado, here's The Tavern:



Give us some feedback below and in the YouTube comments section to help us grow and put out more of what you love!

February 12, 2017

Travel Domain (Redux)

Divine Domain
Comments from the Finger: Weird West is coming this month on Patreon. The book has three clerics.
     We never were really happy at our first pass at the Travel Domain. In 3.5, this domain was powerful for a few reasons, but mostly because of its focus on teleportation, which doesn't seem thematically apt anymore. I think our first effort failed to revive this domain from 3.5, so hopefully this attempt will fix all those problems.

Travel Domain (Redux)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain – including Parcel and Risk in Manifest – are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

February 10, 2017

Necromancy Spells

Spells
Notes from the Nails: those of you who follow me on GitP have probably seen some of these before. The rest of you are in for a treat! Here is a selection of low-level necromancy spells to get your shambling horde of unspeakable horrors off the ground, right from level 1!

Animate Body Part
1st-level necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a severed body part from a Medium or Small creature within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombified body part (the DM has the creature’s game statistics).
     On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
     The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over two additional undead body parts for each slot level above 1st. Each of the creatures must come from a different part of a corpse - for example, you cannot cut one long tentacle down to make multiple smaller tentacles.

February 8, 2017

MFoV Dice!

Holy 20-sided heavens, we have MFoV branded dice! And we're giving them away as gifts to our producers! 

These d20s are custom engraved by none other than Q-Workshop and have a very detailed outline of the Middle Finger of Vecna logo in place of the normal '1'. That way, when you critically fail a sneak attack, you can shake your fist at us for ruining your roll! 

How to Get One

If:
A) You're a patron that has been on the $10 level for more than one month, and 
B) You live in the continental United States,



Q&A

So I believe in doing things as transparently as possible around here, and I anticipate a few questions:
Q: I'm not a $10 patron, but I still want one of your dice. How do I get one? 
A: The long and short of it is, you can't right now. 
I know this isn't an awesome arrangement, and $10 for a die isn't a particularly great sales pitch. Let me explain: These dice are quality work from a great manufacturer, and were done in a fairly small batch; we didn't pick up them dice for cheap, and we certainly can't ship them for a great price either. 

Rather than selling them at some ridiculous price to make a small profit, we want to look at these as gifts (with free shipping) for people who give to us most generously. These dice as a pittance compared to how much their support has meant to us as we've been getting this crazy thing off the ground, and we hope it can show a bit of our love back.
Q: Are you doing t-shirts, art prints, coffee mugs, tacky sweater vests…? 
A: Maybe! 
If you guys are interested in merchandise, let us know! We may do a poll soon to gauge interest in this sort of thing, but until then, sound off with an email or in the comments. Tell us what you'd like to be wearing or holding with our logo on it! 

Be aware that this might have some implementation lag. Right now we don't have an online store or any infrastructure to do mass shipping. That's something we're looking into, so it might take us a month or two (optimistically) to get gear rolling to people.