If you're interested, please reply to this post with: Name: (Real or nick) Availability: (What time zone and days) Preferred Method of Play: (Voice, Chat, Other, All, etc.) Age: (18+ due to the contents of the game and the maturity involved i.e. Plus: Speak a foreign language, have Dnd5e/Pathfinder experience, open-minded to a non-linear game that will constantly challenge you. Don't ask for what "boons" you get, but yes you will be a rider of Baba Yaga (no, do not look up what stats they have already). You have been chosen specifically as her first Riders to protect her plans, uphold the peace in the land while bringing destruction upon your enemies and search for the artifacts needed to shape her masterpiece. However, the plans to a newly developing tool for empowering her further are in the making (out of character, the Chicken-Foot Hut). Brief Synapsis of the Story: It is a time when the waxing of the moon is settled under the stars of the "Dragon God" and Baba Yaga's powers are at her weakest. while I despise those who try to power game without being story-centric. I am the type of DM who loves outside knowledge as long as you can justify it in-game. Prerequisites include: Passion for Slavic/Russian history and/or fascination by Baba Yaga and Witches, comfortable with a challenging game that I (the DM) will be omniscient in and constantly mixing, up based on Slavic lore / Baba Yaga's stories, and willing to make a story-centric character. It will take place within either Pathfinder or D&D 5e edition (using their rule sets, respective locations, etc.) but voted upon by the majority who are accepted into the game. I have produced a few of my own fun adventures based on some books I am writing but I would like to invite a very special select few to participate in a 3-5 session adventure. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.I'm from Russia originally and have studied slavic folklore my entire life. The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. ![]() If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn. The target takes an extra 1d4 thunder damage. The target takes an extra 1d8 fire damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. ![]() The target takes an extra 1d6 damage of the weapon’s type. ![]() ![]() The next time you hit a target with a melee or thrown weapon attack within the next minute, the attack has an additional effect depending on the origin of your giant magic: As a bonus action, you can call on the power of your giant magic to imbue your attacks with additional power. Choose one of the kinds of giants listed below. You have absorbed primeval magic that gives you an echo of the might of giants. Source: Unearthed Arcana 85 - Wonders of the Multiverse
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