Sometimes you don’t want to hurt someone — you just want to catch them. Of course if you’re not careful on your hunt, you may just fall into their trap. Today we have two closely related subclasses from Legends of Prestige and Prowess. Both of these subclasses feature new special weapons, and both are distinctly nonmagical.
Shield of Vanity is a nifty little spell that lets paladins, bards, clerics, and even artificers temporarily enchant their shield to be extra bright and shiny, and even a bit more magical! The reflective surface, when pointed at your foes, shows them a grand vision of themselves, encouraging feelings of jealousy and overconfidence that drives them to attack the bearer of the shield. Or maybe they just want it for its shininess!
We’ve got two new relatively general feats from Legends of Prestige and Prowess today, both dealing with opposite ends of the scale on how the narrative of the game treats the player character. Destined is a half-feat that grants story power while attempting not to influence combat power much if at all. Doomed, meanwhile, lies on the opposite end of the spectrum, representing characters who are powerful but fated to die.
Like most of the example characters we’ll see for the Leader prestige class, this PC is level 11. Since the Warlord isn’t dual-wielding, they won’t be using their bonus action as a fighter on most turns, making bonus action stratagems very appealing. Inspiring Word is a classic ability for 4e-style warlords, and with its short range our Warlord thinks they can make good use of it, since they’re often on the front-lines with their allies.
The Leader prestige class enables flexible and tailor-made builds for replicating the 4e Warlord, among other 4e leader-role classes. It is designed to work with a wide range of character concepts, spanning from the brave and inspiring sergeant wielding a sword and banner and heading the charge to the intellectual spellcaster laying careful traps for enemies and using allies as chess pieces.
Though these spells work best for the Arcane Tricksters they were designed for, they can be used to great effect by many other sneaky characters or illusionists of various classes and builds. If you want to force-choke your foes, these spells are for you!
The Oath of Grief paladin subclass was originally designed for a specific god within my homebrew setting, a god of solace, madness, and pessimism (with a gravity theme), but it works just as well for other dark gods or paladin orders. These guys may seem like edgelords, but they really do believe that to ignore their tenets is to cling to false hope and only hurt more for it.
Sift Memory began with a realization that while the existing modify memory spell allowed a caster to change someone's memory even of the distant past, there were no spells that could enable the caster to see the target's memories. The best you could do was prompt them to remember while using detect thoughts, but this has obvious downsides and limitations.
Do you wish that your Illusionist Wizard had more offensive spell options? Would you like to be able to build a sorcerer who only has illusion spells to represent someone with purely illusion-based magic? Today we’re previewing minor Illusion spells intended for combat from The Impermissicon!
Today we’re sharing one of my favorite content previews from the upcoming compendium The Impermissicon: new subclasses to enable players to build lycanthrope characters for the barbarian, druid, and warlock classes. The warlock subclass can also be used for PCs that are vampires rather than lycanthropes, as well as some other warlock concepts like shapeshifting witches.
This bard subclass began with a vision of teleporting bards, and evolved from there until the aspect of travel became the main aesthetic. What's more bardic than serenading your friends to march (or sneak) through the forest more effectively? Bards of this college believe that the best stories are found upon the open road, and thus they specialize in travel-based magic, even in planar travel, and especially in teleportation.
Today's spells are intended to be useful to a wide variety of characters but are also explicitly designed to be especially useful for Eldritch Knights and other warrior-mages/gishes.
These three spells are focused on movement and mobility, a common theme for Aeromancers, and share a thematic unity with the fly spell that makes it easy to reconcile retraining. For example, a low-level storm sorcerer may make use of the swoop spell until he is high enough level to cast fly, and then retrain swoop to fly, flavored as the character becoming more skilled at aerial magic.