Posted on

5e: Arm Wrap

One thing I hear over and over again no matter what edition or variation of D&D, there just are not enough magic items for monks. In an effort to fix that, I started writing some. As usual for this blog when showing off something not yet published in a book, it hasn’t been approved by my editors yet so it is not as polished as it would be when given the final nod.

Tell us what you think of it in the comments below. Support our efforts to bring you more 5e awesomeness by downloading our adventures, races and more at JonBrazer.com. You can also find our 5e game supplements at DriveThruRPG RPGNow Paizo and the Open Gaming Store.

Arm Wrap

Wondrous item, uncommon (requires attunement)

When wrapped around the arms, you gain a +2 bonus to damage rolls on from natural weapons such as claws and bite attacks as well as martial arts that use unarmed strikes. If you have ki points, you gain an additional ki point.

Download our Fifth Edition PDFs at the JBE Shop. You can also find our 5e books at DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

Posted on

5e: Scroll of Blinding Ash

So I was leafing through the DMG the other day and I realized that there is a real shortage of awesome common and uncommon magic items. So I decided to start writing some. Magic items, especially low level items, make for an excellent and rewarding experience for players. They can separate an average game from a memorable game. Expect to see this and many other like it in an upcoming PDF release from JBE when we have completed enough to make for an awesome release.

Scroll of Blinding Ash

Scroll, uncommon
Upon activating this scroll, it turns to ash. The ash flies into the eyes of a creature within 30 feet and the creature takes 1d6 fire damage. On a failed DC 13 Constitution save, the creature is also blinded for the round.

You know what else makes adventures memorable? A unique adventure your characters never played before. Download Deadly Delves: Reign of Ruin for your Fifth Edition game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Prefer it in print? Order your copy at JBE Shop, DriveThruRPG/RPGNow, or Amazon today.

Posted on

5 Questions Every Ranger Should Be Able to Answer

Frequently depicted as the paladins of the natural world, rangers are far more complex than that. They are the fighting force in the places few others dare to tread. They stand on the bridge alone, preventing others from passing. They are loyal to their cause, to an individual, to a group, or to an ideal. While their general mission of protecting those that cannot protect themselves against terrible dangers frequently draws them to the wilderness, they can be found in towns, cities, and royal courts. Some look upon them as vigilantes, working outside of the law while others see them as the only semblance of law where the local guard fears to stand watch.

Join us Fridays as we delve into the classes one at a time, helping you to get in touch with your character. Previously we had similar questions for the barbarian, bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Do Your Loyalties Lie?

One does not simply walk into the mouth of danger for no reason. Even treasure hunters and tomb plunderers do not seek out terrible danger half as terrible as a ranger encounters on an average Tuesday. You face this danger out of loyalty to someone, some group, or to an idea. What is it that you are loyal to? Describe those you are loyal to. Is it your hometown? Maybe it is just your family. Perhaps it is something larger, like your people who have been persecuted by the crown for generations and no one is coming to help you in your people’s time of trouble? Maybe your kingdom was conquered, and you are one of the last of the royal guard, living in the wilderness to avoid detection by the new rulers, all this time you are carrying out your liege’s final request: protect the people.

2) Why Do You Continue On When Few Others Do?

The obvious answer here is, “because I am loyal to them,” but that is to easy of an answer. Others were loyal as well but they abandoned their such a dangerous situation. You are a ranger and stand your ground when few others do. Something drives you forward when prudence and good sense says to flee. What is it? Are you fighting to earn the respect of the parents of the one you love? Do you seek the safety of your family and your people? Did someone now gone save your life and you are fight on in your memory? What drives you into danger?

3) How Did You Become So Comfortable with Nature?

A ranger works among by the wild places in the same way a physician does surrounded by the sick. Some find those environs so dangerous, they will work hard to avoid them. You, however, fear it not and even find it comforting. That level of comfort does not come without any explanation. It can be as simple as growing up in a small town or as a serf child on a lord’s farm and you played in the woods when ever the adults were not looking. Perhaps you’re an orphan or a runaway that fled a city to avoid those from whom you had no defense, found people that took you in and loved you, so when they were in danger, you stood your ground. Even more, you learned to make friends with animals. Did you share with a wolf some meet from a deer you shot? Did you pull a thorn from a lion’s paw? Did you raise a dinosaur from an egg?

4) What Was The Most Memorable Danger You Encounter Alone?

Remember, this is a world where a hag can disguise a cave as a candy house so unsuspecting children will enter, and it can devour them before the parents realize their young are even missing. So any tale about some deadly foe you encountered should be more interesting than a mundane mountain lion or bobcat. Make it something not from our world like gremlins, kobolds, giants, demons, or a ravaging horde of undead. No matter how you survived, it should not be by strength alone. Relying on your arm strength is for fighters. You should have survived and even overcome by your wits. Did you have the zombie horde run off the cliff edge like lemmings? Did you tie the giant’s shoe laces together when he was asleep? Did you sic the gremlins on the kobolds?

5) Do You Really Like Your Fellow Adventurers More Than Your Animal Companion?

Jokes about rangers loving their wolves a little to much aside, rangers are people that spend less time around others than they do battling monsters. Because of that, they can be socially less adept than other classes. So their interactions with their fellow adventurers should be a little awkward. No place is that better illustrated than in the Lord of the Rings when Aragorn first meets the hobbits. He’s abrupt, gruff, and even off-putting. It is when he proves to the four that he is there to help that they begin to trust him. In the same way, if your character grows up away from civilization and does not choose any Charisma-based skills, then your character should be rough around the edges. While your character should always be well meaning, helpful to the group, and never a jerk, there is plenty of room there for your character to be less than socially graceful. The strong-silent type, always phrasing their thoughts in as few words as possible, is an excellent way of doing this. No matter how you portray your character, remember to be one of the group.

Iragui is our signature ranger. His kind are knows as dragonborn but some call them a dragonspawn or even a wyvaran. He and his kind are no strangers to the wild places far from human civilization. With so much smaller numbers than humans, they have to be brave and delve into deadly places with little backup. Iragui knows the sounds of the woods and the smells of the caves. He know if the smell of mold is harmlessly decomposing something dead or if he should draw his weapon. He knows to be ready for battle when the birds are suddenly silent. All these little cues he constantly pays attention to, sometimes so much he misses the casual conversations of his fellow adventurers. While that doesn’t make him the most friendly of travelling companions, they do appreciate it when he warns then that battle is about to begin.

Find the racial stats on this dragon-based race and all our other nature-friendly races in the Book of Heroic Races Compendium and Advanced Compendium for Pathfinder, Book of Heroic Races: Player Races 1 as well as Player Races 2 for Fifth Edition, and Book of Heroic Races: Age of Races 1 and Age of Races 2 for 13th Age.

Posted on

Pathfinder: Not Going To PaizoCon Sale

It’s that time of year again when we get to find out what is coming from Paizo for the upcoming year for the Pathfinder Roleplaying Game and me being in the other end if the country means I don’t get to go as often as I’d like. So you get the benefit of having our Not Going To PaizoCon Sale again this year.

This year it is better than ever. We are doing 75% off all of our PDFs at the JBE Shop, Paizo, and the Open Gaming Store! That’s right! A crazy 75% off. We have a crazy surplus of PDFs and you get the amazing deal on them.

What about DriveThruRPG and RPGNow? We’ve got an amazing sale there as well. If you prefer your supplements in print you can grab all our Pathfinder print books there at 20% off.

These are deals that you Pathfinder fans cannot pass up. Grab these deals today before this sale ends.

Posted on

5e: Shadow Elemental

In our quest to increase the number of creatures you can bring to the table with the conjure spells, the most obvious place to expand is the number and type of basic elementals in existence. My interests in the shadow lands means a shadow elemental should be in the game. Naturally that also means there’s a light elemental somewhere but we’ll save that for another day. Today I just hope you enjoy this one.

Remember to check out all our Fifth Edition products at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Supporting us helps us to bring you more monsters every Wednesday and other blog posts throughout the week.

Shadow Elemental

Large elemental, neutral


Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)


STR 14 (+2) DEX 20 (+5) CON 14 (+2)
INT 6 (–2) WIS 10 (+0) CHA 6 (–2)


Damage Vulnerabilities radiant
Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses see in darkness, passive Perception 10
Languages Shadowspeak
Challenge 5 (1,800 XP)


Aura of Darkness. All non-magical light in a 20-foot radius from the elemental is treated as 1 level lower (bright light is dim light, dim light is darkness).
Light Blindness. The shadow elemental is blinded when in bright light.
See in Darkness. The shadow elemental can see in dim light and darkness like a human can in bright light.
Shadow Form. The shadow elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed a DC 15 saving throw or be blinded by shadows until the start of the shadow elemental’s next turn.
Douse Light (Recharge 4–6). A shadow elemental’s touch puts out nonmagical light sources (such as flames) of Large size or smaller and magical light sources of 3rd level or lower. The elemental can dispel magical light sources of 4th level or higher it touches with a Wisdom ability check against a DC of 10 = the spell’s level; a successful check dispels the light (as dispel magic).

Few things are as symbolic of Shadowsfall as a shadow elemental. They are dark, dangerous, all-concealing, and fatal to those unprepared for such an encounter. Summon one at your own peril.
—Irodia, “Collected Knowledge on the Shadow Realm

Composed of physical darkness, a shadow elemental wings its way about the shadowlands concealed in a deeper darkness. It is truly the horror of midnight imagings, but reports typically describe a black four-legged creature with only a pair of slitted eyes and a toothy grin clearly discernible. The elemental glides through the darkness as easily as a ghost through the ether. Swallowing any light encountered, it prefers to strike targets from this natural concealment catching them unaware.

Posted on

5e: Great Eagle

How many times have we all said that the answer is the giant eagles? I mean, come on. That has been the answer to how many problems in the Lord of the Rings and Hobbit trilogies? Yet the one in the book is only CR 1 and Large size. There’s no way that thing can go toe to toe with the great flying creatures that the Nine ride. So if you are a druid looking to call upon wondrous help when you cast conjure fey, you will need this choice creature.

Why not have a truly memorable character ride a great eagle instead of just another elf or dwarf. Download the Book of Heroic Races Player Races 2 for your Fifth Edition game at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com and make your 5e character something truly special.

Great Eagle

Gargantuan beast, neutral good


Armor Class 15
Hit Points 81 (6d20 + 18)
Speed 10 ft., fly 80 ft.


STR 20 (+5) DEX 21 (+5) CON 16 (+3)
INT 9 (–1) WIS 17 (+3) CHA 12 (+1)


Skills Perception +6
Senses passive Perception 16
Languages Giant Eagle, understands Common and Auran but can’t speak them
Challenge 6 (2,300 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions


Multiattack. The great eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the great eagle can’t use its talons on another target.

Posted on

5e: Flame Cat

Like I said a week ago, we went through the MM mentioned which monsters are usable with the various conjure spells and discovered the selection was rather thin. In an effort to correct this we are creating monsters you can conjure with these spells. Last week we shared the thunderscreech today we are sharing with you the flame cat, ideal for the conjure minor elementals spell.

Flame Cat

Small elemental, neutral evil
Armor Class 13
Hit Points 39 (6d6 + 18)
Speed 30 ft.


STR 12 (+1) DEX 17 (+3) CON 16 (+3)
INT 7 (–2) WIS 11 (+0) CHA 8 (–1)


Saving Throws Dex +5
Damage Vulnerabilities cold
Damage Resistance piercing and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1 (200 XP)


Fire From. The flame cat can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame cat or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the flame cat can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns.
Pounce. If the flame cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the flame cat can make one bite attack against it as a bonus action.
Variable Illumination. The flame cat sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The flame cat can alter the radius as a bonus action.
Water Susceptibility. For every 5 feet that the flame cat moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The flame cat makes two attacks: one claw and bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) fire damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) fire damage. Miss: 2 (1d4) fire damage

Wizards, with their spell books, tend to get nervous around flame cats. Unsurprisingly, flame cats love to watch things burn, and spell books have a tendency to go up in flames around them. Because of this, wizards do not summon them very often. Druids that live in the forest also tend to be skittish around flame cats, not wanting their homes burned down. Those druids that live in other environments—such as caves or deserts—frequently summon flame cats, especially when in the forest or when encountering a wizard.

Flame cats stand a little under 3 feet tall, their bodies constantly rippling. Unlike fire elementals, flame cats have a distinctive shape that is always present, no matter how strained that shape might be from a tight corridor.

Get more monsters for your Fifth Edition game today in the Book of Beasts: Monsters of the Forbidden Woods. Download this book today at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

5e: Thunderscreech

Thunderscreech Image by Matt Bulahao

Last year, I had a series of blog posts that shared all the conjurable creatures in the 5e MM and I noticed that it was a rather thin selection. I decided to do something about that, seeing as how summoning monsters is something I enjoy doing. I’ve been working for the last few months when I have time (both seconds) on increasing that number. Today I thought I would share with you one of those creatures. This one is ideal for the conjure minor elemental spell, usable by wizards and druids.

Thunderscreech

Small elemental, chaotic neutral
Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 10 ft., fly 30 ft.


STR 13 (+1) DEX 16 (+3) CON 14 (+2)
INT 9 (–1) WIS 12 (+1) CHA 6 (–2)


Saving Throws Dex +5, Con +4
Damage Immunities lightning, poison, thunder
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 1/2 (100 XP)

Actions

Lightning Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage plus 2 (1d4) lightning damage. Miss: 1 (1d2) lightning damage.
Deafening Screech (Recharge 6). As an action a thunderscreech can let out a deafening cry. All creatures within 10 feet must succeed a DC 12 Constitution save or take 7 (2d6) thunder damage.

Looking like a bird the size of a gnome wreathed in lightning, a thunderscreech is known for its distinctive cry as it swoops in for the kill. A favorite among druids, the thunderscreech will sit upon the shoulder of the one that summoned it until it is given a command, its eyes darting around looking for signs of trouble.

Its exact form varies, covering all types of avians. It frequently appears as an owl for a wizard and a hawk or an eagle for druids. Some scholars believe that the thunderscreech that answers the summoning shares similarities to caster. Others believe that the thunderscreech can change its form to be looked upon more favorably by the summoning caster.

Check out the other monsters we created for Fifth Edition in the Book of Beasts: Monsters of the Forbidden Woods at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

Posted on

5e: What Should We Work On Next?

Last year, we asked what levels need more adventures. While we are working on adventures, we are starting to plan our player options. Tell us what you want to see and share with us your ideas as to what you want to see in the comments below, and be sure to check out what we already have in the JBE Shop.

What New Fifth Edition Projects Should We Do Next

View Results

Loading ... Loading ...
Posted on

Pathfinder: Summon Monster IX Unchained

Today we made it to the end of the this series. I hope you enjoyed it thus far. If this is the first in the Summon Monster Unchained series, please check out I, II, III, IV, V, VI, VII, and VIII.

This is the pinnacle, the highest level summon monster spell there is. What you summon here should be freaking awesome. This should demonstrate you prowess and power as a spellcaster. You should be summoning creatures that not only are perfect for the situation but also make you look cook at the same time. This spell is as powerful as miracle and wish. Only the most elite and dedicated spellcasters make it this far and this list of creatures should be suitably impressive.

So how many creatures can a good caster summon with the base list? Three. Yea, that’s why this is necessary. That is why we have been doing this.

Table 9: Summon Monster IX

9th Level Subtype
Astral Deva (angel) Good
Ghaele azata Chaotic, Good
Glabrezu (demon) Chaotic, Evil
Ice devil Evil, Lawful
Nalfeshnee (demon) Chaotic, Evil
Trumpet archon Good, Lawful
Pathfinder Roleplaying Game: Bestiary 2
Thanadaemon (daemon) Evil
Handmaiden devil (gylou) Evil, Lawful
Augnagar (qlippoth) Chaotic, Evil
Giant white whale*
Pathfinder Roleplaying Game: Bestiary 3
Shipwrecker crab*
Tarry demodand Chaotic, Evil
Sepid (div) Evil
Pathfinder Roleplaying Game: Bestiary 4
Morrigna (psychopomp)
Pathfinder Roleplaying Game: Bestiary 5
Rishi Manu (manasaputra) Good, Lawful
Bestiary 6
Temerdaemon (daemon) Evil
Oolioddroo (demon) Chaotic, Evil
Giganotosaurus (dinosaur)*
Titanoboa (megafauna)*
Oshageros (protean) Chaotic
Behimiron (qlippoth) Chaotic, Evil

Thank you for joining us as we did this series. Help us to do more Pathfinder articles like this by download Deadly Delves: The Gilded Gauntlet today from the Jon Brazer Enterprises Shop.