Hi I’m Mike, welcome to my website, check out the rest of it at your leisure (buttons at the top have free stuff as well as Street Fighter D&D 5e, Hyper Score Marvel, and random 5E builds).

If you dig on my designs check out the Book of Exalted Darkness Kickstarter (now with a do-gooder supplement) for more free stuff (including an evil adventure module). We’re $127 from the project goal (!!!) so any help getting the word out (about our decadent evil and good books) is always deeply appreciated. Ends Saturday June 17th!

Book of Exalted Darkness Kickstarter evil escape.jpg

If you spot a way this can improve, share the info–I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

EDIT: Lots of ideas going around for how to improve Jaqen here–monk of the long death, rogue assassin archetype, a little warlock for disguise self at will–but the most salient yet (or so I think, anyway) is that the (bardic) College of Whispers 6th level feature is perfect for him, working much like how the actual lore in the books works (thanks redditor desire-us!)
If I don’t get to fixing it this week, here’s what I will eventually be doing–C&P the build below and then strip him of his rogue abilities (Int save proficiency, 1 skill proficiency, cunning action, expertise, mage hand legerdemain, spellcasting, second-story work, sneak attack, and uncanny dodge) then put the stuff for a 6th level bard in its place (Charisma save, bardic inspiration, archetype features, bard spellcasting; avoid flashy spells for maximum authenticity).

jaqen hagahr 5e.jpg

Valar Morghulis – Jaqen H’ghar and The Faceless Men of Braavos

Medium humanoid (human), lawful neutral rogue (arcane trickster) 5 / fighter (battlemaster) 6
Armor Class 15 (studded leather)
Hit Points 86 (5d8+6d10+22)
Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 15 (+2) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +7, Int +6
Skills Acrobatics +7, Deception +12, Insight +5, Perception +5, Sleight of Hand +7, Stealth +11
Tools disguise kit (+8), thieves’ tools
Senses passive Perception 15
Languages Braavosi, Low Valyrian, Thieves’ Cant, Valyrian
Challenge 6 (2,300 XP)
Background Class Feature – Urchin: City Secrets. When not in combat, Jaqen (and companions he leads) can travel between any two locations in the city twice as fast as their speed would normally allow.
Action Surge (1/short rest). On his turn, Jaqen can take an additional action on top of his regular action and a possible bonus action.

Combat Superiority (4d8). Jaqen can use only one maneuver per attack. A superiority die is expended when Jaqen uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Jaqen hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 15 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Feinting Attack. Jaqen can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Jaqen hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.

Cunning Action. Jaqen can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action. If Jaqen is using mage hand he can control it with his bonus action.
Expertise. Jaqen’s proficiency bonus is doubled for any ability check he makes that uses either Deception or Stealth.
Feat: Master of Disguise. Jaqen adds double his proficiency bonus to checks he makes with a disguise kit. If he spends 1 hour observing a creature (or dons its face), he can then spend 8 hours crafting a disguise he can quickly don to mimic that creature. Making the disguise requires a disguise kit. He must make checks as normal to disguise himself, but he can assume the disguise as an action.
Feat: Mobile. When Jaqen uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
Fighting Style: Dueling. Jaqen gains a +2 bonus to damage when wielding a weapon in only one hand.

Mage Hand Legerdemain. When Jaqen casts mage hand, he can make the spectral hand invisible, and he can perform the following additional tasks with it:

  • He can stow one object the hand is holding in a container worn or carried by another creature.
  • He can retrieve an object in a container worn or carried by another creature.
  • He can use thieves’ tools to pick locks and disarm traps at range.

He can perform one of these tasks without being noticed by a creature if he succeeds on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

Spellcasting. Jaqen is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Jaqen has the following spells prepared from the wizard’s spell list:

  • Cantrips: blade ward, mage hand, prestidigitation, true strike
  • 1st-level (3 slots): charm person, disguise self, shield

Second Wind (1/short rest). On his turn, Jaqen can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 3d6 (1/turn). Jaqen deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Jaqen attacks twice.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) piercing damage.
Dagger (7). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 6 (1d4+3) piercing damage.

REACTIONS
Feat: Duelist. When Jaqen is wielding a finesse weapon with which he is proficient and another creature hits him with a melee attack, he can use his reaction to add +4 to his AC for that attack, potentially causing the attack to miss him.
Uncanny Dodge. When an attacker that Jaqen can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

 

—————– Reduced Statblock —————–

 

Valar Morghulis – Jaqen H’ghar and The Faceless Men of Braavos

Medium humanoid (human), lawful neutral rogue (arcane trickster) 5 / fighter (battlemaster) 6
Armor Class 15 (studded leather)
Hit Points 86 (5d8+6d10+22)
Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 15 (+2) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +7, Int +6
Skills Acrobatics +7, Deception +12, Insight +5, Perception +5, Sleight of Hand +7, Stealth +11
Senses passive Perception 15
Languages Braavosi, Low Valyrian, Thieves’ Cant, Valyrian
Challenge 6 (2,300 XP)
Action Surge (1/short rest). On his turn, Jaqen can take an additional action on top of his regular action and a possible bonus action.

Combat Superiority (4d8). Jaqen can use only one maneuver per attack. A superiority die is expended when Jaqen uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Jaqen hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 15 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Feinting Attack. Jaqen can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Jaqen hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.

Cunning Action. Jaqen can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action. If Jaqen is using mage hand he can control it with his bonus action.
Feat: Mobile. When Jaqen uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Spellcasting. Jaqen is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Jaqen has the following spells prepared from the wizard’s spell list:

  • Cantrips: blade ward, mage hand, prestidigitation, true strike
  • 1st-level (3 slots): charm person, disguise self, shield

Second Wind (1/short rest). On his turn, Jaqen can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 3d6 (1/turn). Jaqen deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Jaqen attacks twice.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) piercing damage.
Dagger (7). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 6 (1d4+3) piercing damage.

REACTIONS
Feat: Duelist. When Jaqen is wielding a finesse weapon with which he is proficient and another creature hits him with a melee attack, he can use his reaction to add +4 to his AC for that attack, potentially causing the attack to miss him.
Uncanny Dodge. When an attacker that Jaqen can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

 

Some notes on Jaqen’s Build

My foremost goal here was making somebody who’s all about disguise and trickery, but not at the sacrifice of being badass with a sword. While he’s not going to be delivering an enormous amount of damage, Jaqen (as built above) will be able to move, strike, move again (far, far away) and disguise himself. Don’t roll him out in the middle of a field and expect fireworks–when using him in your game, do it in a crowded area where he can flit away and hide long enough to change faces, and give him some doses of poison to boot.

GAME OF THRONES FANS: George’s writing is way too slow-paced for me and I haven’t read past the first book so all my knowledge is from the television series–I’m sure there are things here that are inaccurate. If there’s anything worse than “SFXing his spellcasting to be intuitive and not as magicky” please let me know!

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

Last week we had Vision and next we’ve got Hulk, then Thing, Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! Full cast so far is over yonder. It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “awww man I have to download something!” I’ve got some brief explanations of the Hyper Score system right here in the Star Wars D&D 5E Hack.

If you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

PS: The Book of Exalted Darkness Kickstarter is almost 95% funded by more than 125 awesome backers that have unlocked the Book of Celestial Heroes do-gooder supplement–now there are pledge levels for being holy heroes or vile villains!

Take a look! There are 2 downloadable PDFs on the project page and the Kickstarter ends Saturday June 17th so get your pledge in if you dig it. Worst case scenario you walk away with a free evil adventure module, some vile character options, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders. 😀

Book of Exalted Darkness Kickstarter evil escape 2.jpg

gawd Mike just shut up and do the thing!

 

Somebody asked for Thanos but I say to thee naylet’s do the Infinity Gauntlet instead! If you haven’t read File Off The Serial Numbers by Sean K. Reynolds go spend $2 now (you won’t regret it) because that’s what we’re doing for Thanos.

Hyper Score Marvel Thanos

PATHFINDER THANOS

Take the Void Yai Oni statblock and make the following changes:

  • REMOVE outsider type (and native, oni, shapechanger subtypes), true seeing, regeneration, immunity to cold, mwk greatclub, change shape, void form, void trap
  • ADD +2 to CR, humanoid type, damage resistance 15/hyper, resistances (cold 30, fire 30, electricity 30), immunities (aging, disease, mind-affecting effects, poison, radiation), increase Intelligence by 14 (making his skill total for all Knowledges +34 and adding 7 languages), Improved Critical (slam), starflight, Thanos’ spell-like abilities are only accessible while using his hovering chair

D&D 5E THANOS

Take the statistics for a Pit Fiend and make the following changes:

  • REMOVE fiend type, fire immunity, truesight, wall of fire, bite, claw, and tail attacks
  • ADD humanoid type, +1 CR, resistances (fire, lightning, necrotic, radiant, thunder), immunities (diseases, psychic), darkvision 120 ft., tongues
  • CHANGE Multiattack to four slams per round, rename mace as slam, change additional damage from fire to necrotic (or psychic–GM’s choice).

 

 

Hyper Score Marvel Infinity Gauntlet

THE INFINITY GAUNTLET (Pathfinder)

Aura overwhelming (all schools); CL 30th
Slot hands; Weight 7 lbs. plus 1 lb. per infinity stone

DESCRIPTION
This heavy metal gauntlet is made from a material similar to gold but far more lustrous and the power of the glove is palpable, making the air itself heavy.

The wearer of The Infinity Gauntlet gains 1 Hyper Score along with the 1st route in a hyper route of its choice, immediately gaining the benefit of their chosen hyper route. Once a creature has worn The Infinity Gauntlet and chosen this hyper route, the hyper route this item grants cannot be changed for that creature. The wearer retains this Hyper Score and hyper route only while wearing the Infinity Gauntlet. A target that removes it loses this Hyper Score and hyper route granted by this item, but instantly regains if it dons The Infinity Gauntlet again. Wearers that already have a Hyper Score only gain a hyper route if this item increases their Hyper Score enough to gain another hyper route. The Infinity Gauntlet cannot increase a creature’s Hyper Score beyond 10.

The Infinity Gauntlet uses up your entire hands slot. You may not use another item that also uses the hands slot.

When an Infinity Gem is added to The Infinity Gauntlet, the wearer gains one additional Hyper Score per Infinity Gem as well as additional hyper routes (according to their new Hyper Score). If all six Infinity Gems are added to The Infinity Gauntlet, the wearer may use their spell-like abilities at will and gains both miracle and wish as at-will spell-like abilities.

DESTRUCTION
There is no known way to destroy The Infinity Gauntlet without taking it to another universe where it is transformed into a completely mundane and ordinary gold gauntlet.

THE INFINITY GAUNTLET (D&D 5e)

Wondrous item, artifact
The power of this golden gauntlet is palpable, making the air around it shimmer and quiver. When you are wearing The Infinity Gauntlet your 1 Hyper Score increases by 1 and you gain the 1st route in a hyper route of your choice (once chosen this cannot be changed). You only gain this Hyper Score while wearing The Infinity Gauntlet. If you already have a Hyper Score you only gain a hyper route if this item increases your Hyper Score enough to gain another hyper route (this cannot increase your Hyper Score above 10.)

Your Hyper Score increases by 1 per Infinity Gem added to the Infinity Gauntlet (gaining new hyper routes according to your new Hyper Score). If all you add all six Infinity Gems to The Infinity Gauntlet, the game is over and you have won the game (able to cast wish at will). Congratulations.

Hyper Score Marvel Infinity Gems

INFINITY GEM (Pathfinder)

Aura overwhelming (varies); CL 30th
Slot none; Weight 1 lb.

DESCRIPTION
No chipping, tarnishing, or wear of any kind can be seen on this invaluably perfect gemstone and you can feel the powerful energies contained inside just by looking upon the jewel.

These remarkable gemstones float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires an Infinity Gem, they must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, an Infinity Gem must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while they sleep, for example), but they lose the benefits of the Infinity Gem during that time unless it is clenched in their fist. Infinity Gems have AC 30, 100 hit points, and hardness 20. The powers of each stone vary depending on its color and shape (see below).

  • Mind (Cyan) You gain a +4 enhancement bonus to Intelligence, telepathy 120 ft., and the following spell-like abilities (using Intelligence as your spellcasting attribute): at will–discern next of kin, intellect fortress I, mindlink, mental barrier I, mindscape door, mirror hideaway, mirror image, sow thought, thought shield II, 3/day–battlemind link, create mindscape, mindwipe, truespeak, 1/day–divide mind, greater create mindscape, mindblank, mind swap, repress memory, tower of iron will II.
  • Power (Red) You roll twice when rolling a Strength check and take the best result and gain a +4 enhancement bonus to Strength, double your Base Attack Bonus to CMB and CMD, and the following spell-like abilities (using Strength as your spellcasting attribute): at will–deadly juggernaut, empowered bull’s strength, enlarge person, mighty fist of the earth, 3/day–divine power, mass bull’s strength, righteous might, transformation.
  • Reality (Yellow) You gain a +4 enhancement bonus to Wisdom, true sight 120 ft., and the following spell-like ability (using Wisdom as your spellcasting attribute): at will–adjustable disguise, blur, invisibility, 3/day–displacement, improved invisibility, major image, 1/day–limited wish, mislead, nightmare, shadow walk.
  • Soul (Green) You gain a +4 enhancement bonus to Charisma, access to all the memories of any creature trapped inside of the gem, a kinetic blast ability (as a kineticist of 15th level but dealing force damage; ranged touch, 8d6 + 1/2 the wearer’s Constitution modifier, range 30 ft), and the following spell-like abilities (using Charisma as your spellcasting attribute): constant–tongues, at will–hyper enervation (as enervation but lowering Hyper Score instead of dealing negative levels).
  • Space (Purple) You gain a +4 enhancement bonus to Dexterity, a +30 ft. enhancement bonus to speed, and the following spell-like abilities (using Dexterity as your spellcasting attribute): at will–burst of speed, dimension door, dimensional anchor, twisted space, 3/day–dimensional bounce, teleport, walk through space, 1/day–interplanetary teleport.
  • Time (Orange) You gain a +4 enhancement bonus to Constitution, a +2 dodge bonus to AC and saving throws, cannot be caught flat-footed, and the following spell-like abilities (using Constitution as your spellcasting attribute): at will–haste, sands of time, slow, timely inspiration, time shudder, 3/day–elude time, 1/day–time stop.

DESTRUCTION
There is no known way to destroy an Infinity Gem without taking it to another universe where it is transformed into a completely mundane and ordinary jewel.

INFINITY GEM (D&D 5e)

Wondrous item, artifact
When you use a bonus action to clench an Infinity Gem in your fist or an action to toss one of these jewels into the air, the gemstone orbits your head at a distance of 2 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 26 or a successful DC 26 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

An Infinity Gem has AC 26, 50 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

  • Mind (Cyan). You gain advantage on Intelligence checks, your Intelligence increases by 3, you gain telepathy 120 ft., and you are able to cast the following spells without the need for components (using Intelligence as your spellcasting ability): 4/day–mirror image, 2/day–modify memory, 1/day–mind blank.
  • Power (Red). You gain advantage on Strength checks, your Strength increases by 3, and you are able to cast the following spells without the need for components (using Strength as your spellcasting ability): at will–jump, 4/day–bull’s strength, enlarge.
  • Reality (Yellow). You gain advantage on Wisdom checks, your Wisdom increases by 3, and you are able to cast the following spells without the need for components (using Wisdom as your spellcasting ability): at will–disguise self, 4/day–blur, invisibility, 2/day–displacement, greater invisibility, major image.
  • Soul (Green). You gain advantage on Charisma checks, your Charisma increases by 3, access to all the memories of any creature trapped inside of the gem, and you are able to cast the following spells without the need for components (using Charisma as your spellcasting ability): constant–tongues, at will–eldritch blast. In addition, as an action you may make a ranged spell attack against a creature and on a successful hit, reduce its Hyper Score by 1d4 for as many days.
  • Space (Purple). You gain advantage on Dexterity checks, your Dexterity increases by 3, your speed increases by 30 ft., and you are able to cast the following spells without the need for components (using Dexterity as your spellcasting ability): 4/day–misty step, 2/day–dimension door, 1/day–teleport.
  • Time (Orange). You gain advantage on Constitution checks, your Constitution increases by 3, your AC increases by 2, you cannot be flanked, and you are able to cast the following spells without the need for components (using Constitution as your spellcasting ability): 4/day–haste, 1/day–time stop.

Welcome to the 17th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Ibuki!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Requests have poured in so we’ve got a bit of a queue worked up—Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is $350 from funding (92% of the way there!), has 2 downloadable PDFs on the project page, AND over 125 backers have unlocked the do-gooder Book of Celestial Heroes supplement (new Exemplar class playtest over on World Builder Blog!

BoED Ad Spot 7 on 5eSRD FINAL

Take a look! Worst case scenario you walk away with a free evil adventure module, some vile character options, and the means to make some truly classic heroes. Last week starts tomorrow! 😀

Dan moa Promo.png

Dan

Medium humanoid (soburi), neutral rogue (thief) 5 / fighter (battle master) 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Tools calligraphy kit, thieves’ tools
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Expertise. Dan gains double his proficiency bonus on Athletics and Performance checks.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. Dan is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Fighting Style: Dueling. When Dan is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Know Your Enemy. If Dan spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. Climbing no longer costs Dan extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Second Wind. On his turn, Dan can use a bonus action to regain 1d10+8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Strongest Stance. Dan uses Charisma to calculate his attack and damage rolls with unarmed strikes, can throw improvised range weapons (1d4, range 20/40, Charisma to calculate attack and damage), changes his AC, and is able to use the Dueling Fighting Style with unarmed strikes.
Unarmed Savant. Dan’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

NEW MARTIAL ARTS STANCE:

STRONGEST Stance
Prerequisites: Cha 13, Dignity 13
You believe that (despite being frequently told that a “self-taught” discipline is ridiculous) the best style of martial arts is learned from your own body and you take that confidence into the ring whenever you fight. You gain the following benefits:

  • If you have the Tavern Brawler feat, Martial Arts feature, or Unarmed Savant feature, you may use Charisma when calculating your bonuses to attack and damage with unarmed strikes.
  • Once per turn, you may choose to have one of your unarmed strikes deal force damage as you conjure a small ball of energy you throw at a creature within your reach (this is still considered a melee attack).
  • You are able to throw any object that fits into your hand with impeccable skill, turning it into an improvised thrown weapon (range 20/40) that deals 1d4 damage. You may use Charisma when calculating your bonuses to attack and damage rolls with such improvised weapons.
  • Your armor class becomes 10 + your Dexterity modifier + half your Charisma modifier.
  • You are able to use the Fighting Style: Dueling feature with unarmed strikes.

Unlike other Martial Arts Stances, this feat may only be selected once. After choosing this Martial Arts Stance, you forget any other stances you know and may not learn any other Martial Arts Stances.

————————- REDUCED STATBLOCK ———————–

Dan

Medium humanoid (soburi), neutral rogue 5/fighter 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Know Your Enemy. If Dan spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. When Dan makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Dan can use a bonus action to regain 1d10+8 hit points.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

BUILD NOTES ON DAN

Dan is almost certainly going to be the weakest Street Fighter in this series but I’m quite alright with that. If you want to give him a powerful ability to emulate his (only?) good energy attack, take the Shun Goku Satsu (Raging Demon) feature from Akuma’s Haitoku Prayer Beads, change its damage to force (instead of necrotic), reduce the movement Dan can take before striking to half his speed (15 ft.), remove the ki cost, increase the reach of the attack to 10 ft., and increase his CR by 1.

EDIT: While talking about Dan with moonshadowkati (see below) it occurred to me that making his non-super energy attack available was an easy fix. 😀

⚆ _ ⚆ Controversy! (°ロ°)☝

Redditor moonshadowkati has suggested Dan deserves legitimate monk levels but I remain skeptical. You can check out the reddit thread and weigh in yourself, but here’s what they suggested:

This doesn’t really seem to capture all that is Dan. Rather than Rogue, which doesn’t seem to do much for him, i’d recommend Sun Soul Monk levels instead:

  • Gadouken – Represented by the Sun Soul Monk’s Radiant Sun Bolt ability. This is perfect for Dan, because unlike other beam abilities (Eldritch Blast, Scorching Ray), RSB has a pathetic 30′ range and 1d4+Dex damage. It has a bonus action attack and a Flurry of Blows equivalent; the bonus action might represent EX or Shinkuu Gadouken, while the Flurry of Blows version would do the most damage and cost Ki, thus representing Haoh Gadouken.
  • (S)Hisso Buraiken – With Extra Attack, Action Surge, Battlemaster Maneuvers, and Flurry of Blows, this would be a surprisingly strong alpha strike at the cost of a great many resources.
  • Dankuukyaku – Step of the Wind would be a great way to get him the distance for those flying, leaping kicks.

Get a look at one of the player options going into the Book of Celestial Heroes and let us know what you think!

World Builder Blog

The following playtest material (the Exemplar class by Mike Myler) appears in Book of Celestial Heroes, a part of the Book of Exalted Darkness Kickstarter. Unlike BoED the supplement this appears inis for the D&D 5E players and GMs that dig on the holy decopunk utopian world of Askis but aren’t that keen to playing evil adventurers. There are builds for Simon Belmont (from Castlevania) and King Arthur of Camelot (really a very silly place) to illustrate some exemplars at work over on Mike’s website. All of the illustrations below are by the principal artist for the project, the talented artist Indi Martin.

(Note from James: I’m a part of this amazing Kickstarter too! I’m making magic items!)

Leaping to the stage, Daedrus looked out at the discontent villagers and raised his voice above the din of the angry crowd. “Hear me, good townsfolk,” he…

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Book of Celestial Heroes Backer Goal UNLOCKED

As we approach the final week of the Book of Exalted Darkness Kickstarter, over 120 (wonderful!) pledges have unlocked our first backer goal: the Book of Celestial Heroes!

What’s inside this supplement of do-goodery?

  • 30 pages devoted to the holy decopunk utopia of Askis and its three continents: contiguous Ouranios, Samovi, and Zakuthombo.
  • 27 pages covering the 9 Spheres of Askis, great workings of the Celestial Heroes that rule over the world. By undertaking epic quests the PCs will solidify these global magics, making certain they last long after their creators pass away.
  • 33 pages of Player Options including Innate Beliefs, the new exemplar class, holy and technological class archetypes, feats (including troths for those devoted to celibacy, charity, hardship, truth, and more), inaequa equipment (like automobiles, blimps, and even jetpacks!), the holy magic tradition, and holy relics to give holy PCs an edge in their fight against evil!
  • 30 pages of powerful Mad Scientists, ruthless evil adventurers, and vile monsters for the party to hunt down and fight against!

Defenders of the World As defenders of the world and hunters of the last vestiges of evil within it, many of the nuances of the campaign setting (like exploiting the schedules of various officials) just aren’t necessary. Obviously we’re still devoting a fair bit of space to this section but we’ll be exploring more of what it’s like to be part of the establishment and that doesn’t require seeing all the gears at work.

Protecting the Spheres This section will be the reverse of a lot of the material in the Book of Exalted Darkness, giving a quick breakdown of how the sphere works and what it does, then quests for restoring it (if damaged) or making it permanent. We’re estimating 3 pages each but of all the parts of the book, this is one of the areas that might expand.

Holy Adventurers The big things here are definitely the exemplar class (which has a playtest version featured as a guest spot on James Introcaso’s Worldbuilder blog TOMORROW), class archetypes, and Holy Troth feats.

For archetypes here’s what we’ve got planned so far–I know that more are going to come up during playtesting. Even more so than the Spheres section, this part of the book has the greatest potential for expansion.

HOLY ARCHETYPES – These are *all about* being goody-two-shoes! Whether fighting with honor, empowered by celestial beings, possessing a truly blessed soul, or hunting down evil, these will have you covered. As of this moment I plan on reprinting the Gray Druid Circle and Gray Knight warlock patron, though I look forward to adding those in as additions to go with some more holy-oriented options later on. 🙂

  • Holy Spirit Primal Path (Barbarian)
  • College of the Celestial Song (Bard)
  • Cleric of the Celestial Bureaucracy
  • Chevalier Fighter
  • Heavenly Soul Monastic Tradition
  • Oath of the Chosen (Paladin)
  • Inquisitor (Ranger)
  • Samaritan Rogue Archetype
  • Angelic Sorcerer Bloodline
  • Holy Arcane Tradition (Wizard)

INAEQUA ARCHETYPES – Players interested in the technological side of things but not necessarily keen to making everything explode can pick up a few levels with one of these archetypes to take control of inaequa and really make the most out of the wondrous resource.

  • College of the Inaequa Tinkerer (Bard)
  • Cleric of the Cog
  • Deviant Technologist Rogue Archetype
  • Inaequa Inventor (Mad Scientist)

HOLY TROTHS – These are all feats done in the fashion of the Vows from the Book of Exalted Deeds with the exception that ours aren’t going to be unbalancing! Among them (so far) are Celibacy, Clarity, Charity, Hardship, Pacifism, Righteousness, and Truth, though I reckon playtesters will come up with a few more!

A Despicable Bestiary
This one is pretty simple to explain! We’ve got space allotted for 5 very challenging Mad Scientists (Challenge Rating 16+), 10 moderately challenging evil adventurers (of Challenge Ratings 5-13), and 15 vile monsters of varying challenge levels (ranging from low to high). We’ll work in more as the art budget allows of course, but each of these will have an illustration as well.

 

SO TELL YOUR FRIENDS! ^_^

Many of my previous Kickstarter backers expressed an interest in the campaign setting but weren’t interested in being evil, and I strongly believe in listening to folks when they have something to say so this tome has taken over most of my last week. It’s going to be just as decadent and awesome as the Book of Exalted Darkness so get your pledge in and help us unlock more backer goals (and soon I reckon, STRETCH GOALS! 😀 ) to make these books the absolute best they can be!

Thanks!

#3 is called “Demicorps 1899” and we are totally working on it. 😀

Owen K.C. Stephens

Summer often means new game systems are released, and new major campaigns are begun. So as a nod to the new games I know people will be playing in the coming months, here is the Top Ten RPG genre Mashups!

(And the systems they should be run in)

10. Champions of Cthulu (Hero) “With great power comes great responsibility. And great madness…”

9. Greyhawk Down (1st Ed D&D and 1st Ed Top Secret) “Barony troops serving in Bright Desert announced today a MX-14 Magic Carpet was shot down by City of Brass militia forces. A rescue mission is being assembled now at the Allied Command Inn.”

8. TOON 40k (FUDGE) “It’s Rabbit Season, marine Fudd. Heretical-mad-psyker-rabbit Season.”

7. World of Spycraft (a AAA MMORPG) “Your quest, Paladin Bond, is to stop the mad orc Platinumfinger before he starts a war that could absorb all of Azeroth.”

6. ForceGhostBusters (d6 System)

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star wars dnd 5e.jpg

Hello and welcome to my website. I have a bunch of free character builds (Hyper Score Marvel and Street Fighter D&D 5E are up to 16 each and then there’s handful of randomness like Afro Samurai, Venger, Aku, etc.) BUT that’s not what we’re here for today.

Today we are here for Star Wars.

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Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post–I’ve got an evil Kickstarter going right now too (maybe check it out and grab the free PDFs). Thanks!

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First of all you are going to want the following three (free) things:

  • Hypercorps 2099 5E Playtest – Obviously having the actual book is ideal but superheroes are not for everybody. Really we just need to plum the Parallel out of there for Force-users, Meganaut for folks into cyberwaring up, and Savant for everyone else.
  • Mists of Akuma Primer – You’re going to want Dignity and Haitoku out of this guy. You can go ahead and swap in Honor from the DMG for Dignity if you like, but Haitoku literally means “fall from virtue” so is perfect for going to the Dark Side (especially with the gradual signs of corruption and eventually mutation, although probably not into adeddo-oni just mad decrepit). The latter is going to replace Sin for determining…
  • Book of Exalted Darkness: Evil Primer Sin Points. One of the best parts of the d20 Star Wars rules were “dark side points let you do extra things but corrupt you” and “f#*$ off light side that’s not how this deal works you don’t get any extra stuff shut up and jump somewhere”
  • [optional] 2099 Wasteland Primer  The rules for custom building weapons would fit GREAT in a SW game and give people that are not into being Jedi/Sith/Adepts something fun to do comparable to energy swords but those are only included in the full book. You can dip in here for Irradiated though, depending on how the GM wants to handle Dark Side artifacts and so on.

ASIDE The core d20 Star Wars game is great, it’s probably half-price or less at your local FLGS, and you will be able to easily convert a lot of it to D&D 5e. I encourage you to totally have fun with all the stuff I talk about in this blog post but if you see that book for sale somewhere buy it.

Also if you have not seen it one of its designers (Owen K.C. Stephens) has the best story ever regarding Star Wars RPGs that I have ever heard.

Also worth checking out: Tribality did a solid article on 5E Jedi. Props for Richard Howard, incidentally, who helped convert Hyper Score from Pathfinder to 5E (and has a great Alchemist 5E class you can snag if you are like me and want to play a glitterstims-addicted space doctor). I’d probably run both this *and* the Hyper Score bit to really ram in the superiority of Force users, but do as you will.

CLASSES

Martial classes only! If you want tech-powered spellcasters (instead of having technological items that duplicate spells) there’s the Unearthed Arcana artificer and the (free) Scrapper PDF from 2099 Wasteland.

RACES

The Star Wars – D&D 5th Edition Conversion document by fedorable1 is very cool and worth looking at if you haven’t yet (there’s definitely d20 Star Wars echoes in there). What I’m offering here is way shorter than theirs, but it’s definitely worth popping over to grab the races: https://www.scribd.com/doc/278947931/Star-Wars-D-D-5th-Edition-Conversion-PF.
EDIT: Apparently folks *hate* Scribd so I’ve pulled Dale Easterling’s Species chapter from the above document and dropped it into GoogleDrive –> https://docs.google.com/document/d/10Tqj0nVpGfA94GrAE_dDyfIYC_jHIAC0BqrTrhKkhqM/edit?usp=sharing
EDIT: While organizing ^^ someone found a better link to Dale’s entire book –> http://fedorable1.wixsite.com/btdpress/books

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Hypercorps 2099 5EStar Wars 5E

The Hyper Score system is what adds superheroes into the Hypercorps 2099 setting by adding on a rules template that overlays the existing ruleset (Paizo’s idea shamelessly taken from Mythic Adventures). We don’t need a ton of Hyper Score to get what we need for being a run of the mill Jedi and if you want to do a full on levels 1-20 Star Wars campaign, go buy the Hypercorps 2099 5E PDF. Otherwise you’re going to get some Apprentices and Padawans and to make sure we get the latter, I’m including a little bit more than the playtest document offers right here so lucky you (and you can just make a sith lord or dark jedi as you would a monster). 🙂

Hyper Score Hyper Proficiency Hero Points Bonus Feat Hyper Abilities
1 +0 2 Hyper Feat Hyper Mortality, Hyper Route 1, Increased Ability Score
2 +1 2 Hit Points increase by 5, Hyper Attack 1, Hyper Proficiency
3 +1 2 1st Hyper Initiative
4 +2 3 Hyper Ability Trait, Hyper Route 2

WHAT ARE THESE THINGS?

  • Hyper Score: Treat these as you would a level.
  • Hero Points: These do more than what’s in the DMG. Read the free playtest PDF for more info but definitely extremely important.
  • Hyper Feat: All Star Wars D&D 5E player characters receive the same hyper feat at Hyper Score 1 (take whatever feat you want at HS3) — Special Strike: Choose one weapon, spell that requires an attack roll (including class abilities such as divine smite), or unarmed strikes. You gain a bonus to damage with that weapon, spell, or unarmed strike equal to your Hyper Bonus.
  • Hyper Mortality: You gain advantage on saving throws against death and death effects.
  • Hyper Routes: These are like archetypes. We are interested in 3 of them (meganaut, parallel, savant).
  • Increased Ability Score: Starting at Hyper Score 1, you may increase one ability score by 2 points, or two ability scores by 1 point each (this increase may not be traded for a feat and an ability score may not be increased above 20 + your Hyper Score using this feature, or any similar features.)
  • Hyper Attack: Starting at Hyper Score 2, you may make an additional weapon attack when you use your action to attack.
  • Hyper Proficiency: Starting at Hyper Score 2, your bonus to weapons and other features (that are not skills or equipment) you are proficient with increases by 1. This bonus increases by 1 again at Hyper Score 4.
    Hyper Hit Dice: Starting at Hyper Score 3 you gain +1d10 hit dice.
  • Hyper Initiative: Starting at Hyper Score 3, you gain advantage on Initiative checks.
  • Hyper Ability Trait: Starting at Hyper Score 4, you receive one Hyper Ability Trait. For Jedi (parallel route) this could be a reflection of force powers, for meganauts it would be a reflection of some new kind of cybernetic part, and for savants it’s just being damn lucky (and probably quick of wit, charming, or very cunning). All of the Hyper Ability Traits in the playtest PDF should do you fine, although I do predominantly believe these best suit meganaut mercenaries.
  • Luck and Reputation: Hypercorps 2099 uses Luck and Reputation which are fun attributes. They aren’t totally necessary here, but you could reinterpret Luck to be the Force (so everybody gets it) or make it available exclusively to non-Force users.

HYPER ROUTES

Once again, you will want the free Hypercorps 2099 5E Playtest for more concrete details but here’s some hard and fast rules for getting (using parallel hyper route) a Jedi Consular, Jedi Guardian, or Jedi Sentinel, a cybered out mercenary (using meganaut), or a highly skilled pilot/mechanic/woman-of-the-hour (using savant). These are all Route 1 suggestions and you should not feel at all bound to them–I suspect by Hyper Score 4 you’ll be ready to pick out Route 2 on your own anyway–but are predominantly meant to illustrate a basic dichotomy for the run-up to full jedi-ness (a parallel literally chooses their ability score/cantrips/spells so pick the ones you think fit best).

JEDI CONSULAR

  • Chosen ability score: Wisdom
  • Cantrips: mage hand, vicious mockery
  • 1st-level spells: cure wounds, shield of faith
  • 2nd-level spell: hold person

JEDI GUARDIAN

  • Chosen ability score: Charisma
  • Cantrips: eldritch blast, mage hand
  • 1st-level spells: expeditious retreat or featherfall, jump
  • 2nd-level spell: enhance ability

JEDI SENTINEL

  • Chosen ability score: Intelligence
  • Cantrips: guidance, mage hand
  • 1st-level spells: charm person, heroism
  • 2nd-level spell: suggestion

MERCENARY (Melee)

  • Strong Hurl. Double the range ratings of any thrown weapon you use. Increase the damage die type of any improvised thrown weapon you use by a number of steps equal to the traits you possess in Hyper Strength (as a rule of thumb, a weapon’s damage dice increases by one step for every 100 lbs.; after reaching 1d10 it adds +1d8 per additional 100 lbs., up to carrying capacity). This damage bonus stacks with Primal Warrior if the thrown weapon is improvised.
  • Strong Warrior. You deal an additional amount of damage with melee weapon attacks equal to the number of traits you possess in Hyper Strength.

MERCENARY (Ranged)

  • Dexterous Warrior. Increase your ranged weapon damage by the number of traits you possess in Hyper Dexterity. You must be proficient with the weapon you use to gain this benefit.
  • Hand-Eye. Double the short range rating of any ranged weapon you use, including thrown weapons. Increase the damage roll of any ranged weapon you use by the number of traits you possess in Hyper Dexterity.

SAVANT

  • One bonus feat or hyper feat
  • Choose two skills or pieces of equipment. The bonus you gain from being proficient with the chosen skills or equipment is doubled.
  • Increased Ability Score (as above; this cannot be swapped for a feat)

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Mists of AkumaStar Wars 5E

There’s a lot of cool things you can further incorporate into this (samuraiiiiiiiiii paladin oath jedi FTW) but we’re predominantly concerned with Haitoku or “fall from virtue” which is where we are getting into the Dark Side of the Force. The basic info on Haitoku/Dark Side is below, but for more information go grab the (again, free) Mists of Akuma Primer PDF!

Haitoku means “fall from virtue” and represents a character’s gradual embrace of dark methods, immoral ethics, and fel powers. Characters with a high Haitoku score do whatever is necessary to achieve their goals—endangering children and the infirm, sacrificing the lives of others, committing a settlement to bloody reprisal from a rival town, or even dooming a region by disrupting a powerful relic for their own gain—and it taints their soul. This severe disposition can be recognized by others who share a willingness to be cutthroat, and some truly embody their depravity to unlock powerful abilities beyond the ken of mortal beings.

Haitoku can be raised by committing evil acts using the Force as your tool to inflict death, destruction, and suffering. A character always has a number of levels of the misted condition equal to their Haitoku modifier.

Haitoku Checks. Haitoku checks can be used much like Wisdom, when how despicable a character is plays an impact on a social situation. Generally if the Intimidate skill is applicable, Haitoku may be used with it. The GM might also call for a Haitoku check in the following instances:

  • A character is unsure of whether they are going to endanger others with their direct actions.
  • A character wants to know another character’s Haitoku score (DC 20 – character’s Haitoku modifier).
  • A character wishes to unlock the secrets of a powerful item, activating it with the implacable and unending perseverance of their spirit.
  • A character wants to influence another character by revealing how depraved they are willing to be and that no consequence or measure can stop them.

Haitoku Saving Throws. Haitoku saving throws are used against Dignity-driven abilities or when a character pushes their body and mind beyond their limitations.
The GM might also call for a Haitoku saving throw in the following instances:

  • A character can resist death by dipping into their deepest reserves of unyielding resolve. As a reaction, a character can attempt a Haitoku saving throw (DC equal to the damage from the last attack). On a successful save, the character regains 1 hit point and a level of the exhausted condition. They may activate this ability even while unconscious (and before they make a Death Save). A character may resist death a number of times equal to their Haitoku modifier (minimum 1). Uses of this ability recharge after a long rest and when they do the character gains a point of Haitoku.
  • A character encounters a truly unnatural horror that would shatter the mind of a less resolute being. When an effect would cause insanity (such as the symbol spell or to resist madness) a character may make a Haitoku saving throw in place of a Wisdom or Charisma saving throw. They may make this Haitoku saving throw with advantage by gaining a level of the exhausted condition.

Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. 

Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to Constitution 
7 Ignore the first 3 points of damage from each attack or spell
8 Complete descent into the Dark Side and corruption of the body (lower Constitution by 2). 

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Book of Exalted DarknessStar Wars 5E

This is on Kickstarter right now and you should totally go check it out (even if you are not down for the evil!), BUT, for Star Wars D&D 5E we only need Sin Points:

An evil adventurer begins play with a number of Sin points equal to half their proficiency bonus. Otherwise an evil adventurer gains a Sin point whenever it increases its Haitoku Sin score (gaining a number of Sin points equal to the amount of increase). The maximum number of Sin points an evil adventurer can have is equal to its level. By spending a Sin point as a reaction, an evil adventurer can do any of the following:

  • Change the damage of a spell or weapon attack to necrotic.
  • Reroll a failed ability check or saving throw.
  • Gain a +1d6 bonus to an ability check or attack roll so long as it is part of committing an evil act (desecrating a holy object or place, delivering a poison, preparing a murderous ambush, telling a hurtful lie, and so on). At 11th level this bonus increases to +2d6.
  • When casting a spell, you may delay its effects for 1d4 hours per spell level. Cantrips count as 1st-level spells when sending Sin points in this way and can be delayed up to 1d6 hours per point of proficiency you possess.

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2099 WastelandStar Wars 5E

I spent a lot of time polishing, tweaking, and improving the custom-building weapons rules in D&D 5E and I simply cannot in good conscience share them here (that would be unfair to the 100+ people that backed the Kickstarter for it) but if you’re going full-in and do a complete Star Wars D&D 5E game I suggest you recommend it to the group if somebody has chosen to not be a jedi (it will make combat way more interesting for them although you could totally build lightsabers with it too). Oooh and we’ve got a bunch of vehicular rules in there (for Mad Max style stuff) that could easily be converted entirely to 3-D for space combat (take the gyrocopter, increase various values for flying through space, add in shields, ta-da).
Depending on how the GM wants to approach the Dark Side of the Force, the (free) rules for Radiation might be useful as well (tying Irradiated into Haitoku).

LIGHTSABER

Legendary magic weapon (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic sword has the Finesse property and deals 3d4 damage on a successful hit. A character with a Hyper Proficiency bonus of +0 or greater and proficiency with shortswords or longswords is proficient with the lightsaber.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals fire, force, and radiant damage instead of slashing damage. If you are a parallel, you increase the damage the lightsaber deals by 1d4 per point of Hyper Proficiency (to a maximum of 8d4 at Hyper Score 10).
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

That’s it!

Gather up the few bits I haven’t reprinted from the freebie PDFs (full Hyper Routes and Hyper Traits), fill in the blanks above, paste it into a word document, print it out, and let me know how it plays! I’ve got the day off today so I think I’ll be giving it a shot on Roll 20 myself! 😀