Pathfinder to 5e: Setting DCs

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I realized that one thing missing from my post on converting Pathfinder modules to 5e was how to convert difficulties for skill checks and saving throws.

The Math

Pathfinder skill checks tend to scale much higher than in 5e. Between feats, magic that improves ability scores and skills, and the base skill ranks, a highly-focused Pathfinder character could conceivably hit DC 60 without too much difficulty by 20th level. A similarly-focused character in 5e will have expertise, an ability score capped at 20, and probably the use of advantage and some kind of bonus die (like bardic inspiration). The 5e character hits only DC 36 with a similar frequency to the Pathfinder character hitting 60.

Using the theoretically most-focused character from level 1-20 in both systems, as well as a hypothetical “good-but-not-amazing” character, I worked out the skill DC curve below in a way that seems to be equivalent throughout play.

Straight up ability checks that don’t involve skills (like Strength checks to force doors) are probably closer to a wash: A character in Pathfinder can get ability scores over 20, but can’t usually apply most of the other bonuses that scale really high. 5e characters have access to advantage, and most miscellaneous bonuses (like bardic inspiration) apply to straight ability checks as easily as to skill checks, even if a high-ability-score character in 5e will be a few points behind a similarly focused character in Pathfinder. And, honestly, these checks are relatively uncommon at mid-to-high level anyway (since you can use utility magic to bypass them), so will tend to come up most frequently when characters have a similar range of ability bonuses anyway.

Meanwhile, saving throws are easier to figure out, since 5e tends to construct them into a very standardized 8 + proficiency + ability bonus. This means that you can assume DCs are almost always going to range from 10-21, and can figure out the most appropriate one by just figuring out the effective level of the threat plus the intended challenge of the threat (really easy threats are just 8 + proficiency + 0, while really hard ones are 8 + proficiency + 5).

The Conversion

Skill DCs

Pathfinder DC 5e DC
10 8
15 12
20 17
25 20
30 22
35 24
40 27
45 29
50 32
55 34
60 36

For DCs under 20, just take off 2-3 points of DC. For DCs of 20+, half + 7 gets you really close to the curve.

Ability Check DCs

If the ability doesn’t take a skill bonus, just use the printed ability check DC.

Saving Throw DCs

Figure out the approximate CR of the threat (when in doubt, just use the average PC level). Set the DC to 8 + that CR’s proficiency bonus + 0-5 (depending on how serious the threat is supposed to be).

For very quick and dirty math, just set the DC to half the CR + 10 and adjust it up or down by a point or two based on how serious the threat is.

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D&D: Political Alignments

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One of the many weird things about D&D alignments is that Law vs. Chaos tends to do double duty indicating whether you’re an orderly-minded person and whether you prefer a large, law-bound society or a loose, small-group affiliation. When elves tend chaotic, it’s because of their hippie-style small family groups based on respect rather than a deep legal system. Similarly, orcs tend chaotic because they form tribal warbands where there are no rules beyond those imposed through fear of the chief. So I got to thinking about ways to pull that political component out completely from whether or not you’re inclined to do whatever random thing jumps into your head.

Is a political alignment system actually useful? I dunno. Is the current alignment system all that useful?

Empire vs. Tribe

Individuals that favor organizing people into as large a social structure as possible have an Imperial alignment. Those with a benevolent outlook feel that wars and injustice would end if everyone in the world was bound by the same leaders and justice system. Those with less noble aims still prefer a world where you only have to learn and follow one creed and culture to get along anywhere.

Those that instead favor building society through direct ties of blood and respect have a Tribal alignment. They believe that society begins to collapse the moment justice must be administered by someone that doesn’t have personal knowledge of those being judged. “Impartial” is just another word for “uninformed,” and they’d rather stick with tight-knit groups of no more than a few hundred people with loose ties to their neighboring groups.

In between these two, some split the difference and consider themselves of the National alignment. They reject that you must have a personal relationship with your leaders and judges, but still feel that broader ties of race, religion, and culture can only stretch so far. At a certain point, a society would get too large for everyone to have the same aims and willingly agree to the same structures. They think empires fall not because of communication, but because of an unsolvable difference in subject peoples.

Obviously, all three types tend to have drawbacks.

Those that favor Empires, even without the ultimate goal of subjugating the entire world for their emperor, tend to ignore the personal in the legal. They’ll try to make rules apply when they’re clearly wrong for the situation, or to write laws so broad and well-meaning that they’re useless in practice. They tend to be blind to dramatic cultural differences in needs from the law.

Those that favor Nations can become the worst sort of racists: folk that are too different are seen as basically alien. Even the benevolent among them see many outsiders as unable to be integrated into society, and can easily ignore ghettos and similar injustices because they think “those people” deserve their own laws, even as an island in another nation. The worst among them regularly start genocidal wars with their country’s neighbors.

Those that favor Tribes are not just limited to the wilderness: organized crime, guilds, military units, nobility, and law enforcement can easily inculcate a belief that laws should apply differently within the familial organization than in the society at large. They all can grow to feel that the laws of the larger culture don’t apply to them, and only their personal rules should matter. Even in the wilderness, justice based on bias can easily become extremely unfair when elders are weak to favoritism or cupidity.

Republic vs. Monarchy

It’s really hard to get a democratic regime off the ground, but those that favor it have a Republican alignment. They feel that every person in a society should have input into its laws and governance. Annoyingly, many tend to draw a circle around “persons” that doesn’t include all individuals in the society, but they still prefer a broader base of power than in other forms.

Conversely, the most common beliefs in support of a single strong leader have a Monarchist alignment. For those that have actually thought about it, they think that a single decider is more effective than many special interests all pulling in different directions. Particularly in war, even a tyrant is better than confusion.

There are relatively few in the middle of the two extremes, and they can be considered Oligarchists for lack of a better term. They agree with the monarchists that the masses cannot be trusted with control of society, but they think the risk of a single bad leader is too great. They prefer a small group of powerful and wise leaders that are few enough to get things done but numerous enough to check weakness or madness in one of their own.

These beliefs can reach across all sizes of government.

Those that favor Republics expect rule by the many to apply in an empire as easily as in a tribe. Obviously a tribal republic can easily be a direct democracy, where all individuals in the group offer their input toward rulings. As the society becomes larger, republican sentiment requires more layers of coordination. True republicans are always wary of the representatives they’ve elected as proxies for a democratic nation or empire becoming oligarchs.

Those that favor Oligarchies tend to be happier with the reality on the ground in empires and nations. In a monarchy, the reality of governance falls to important courtiers, and in a republic, elected officials inevitably draw power. Oligarchists just wish these systems could go ahead and abolish the weak link at the top of the monarchy, or the confused desires of the masses of the republic. In a tribe, they tend to favor a collection of elders or deacons rather than a single strong leader, but may be happy with a much smaller number of oligarchs than they would need in a large society.

Those that favor Monarchies are often happiest in a tribal setting, where they can personally know their chieftain. The larger the society they prefer, the more their personal relationship with their monarch is necessarily abstract. Monarchic imperialists often see a narrow difference between emperor and deity: who could truly make laws for the entire world other than someone so abstracted as to have become divine?

D&D 5e: Blade Witch (Fighter Subclass)

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Similar to the Mutant, this is intended to provide a Charisma alternate to Eldritch Knight. It has some major conceptual overlap with Hexblade, but hopefully takes it in a different enough direction to feel distinctive.

Many of the greater powers of the otherworlds forge weapons with a purpose unique to their ethos. Most of these are typical artifacts, usable by nearly anyone, but some draw their power from a unique bond with a mortal spirit. This power source allows the weapon to be created with much less personal investment of power by the creator, but grants much more agency to the wielder. The creators try to imbue the weapons with a fundamental desire to bond only to mortals that seem likely to fulfill their wishes, but, once bonded, the wielder has free will and often goes well off script.

Often found dormant in the form of a magical gauntlet or bracer of uncertain properties, the weapon comes to its full potential when it chooses its wielder (sometimes after the bearer carried it for years before reaching sufficient martial skill to make best use of it). While the weapon can only subtly nudge its wielder to actions that its creator would desire, the design of the weapon (and any other items later incorporated into it) is heavily based upon the aesthetics of the creator. Even if the wielder does not wish to pursue the ends of the weapon’s creator, the unmistakable visual stylings of the device will tend to mark the wielder as an agent of the creator to enemies and allies regardless.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. You gain cantrips, spells known, and spell slots based on the rules for the Eldritch Knight. You draw your spells known from the Warlock spell list, use Charisma as your spellcasting ability, and are not limited to abjuration and evocation spells, but otherwise follow the Spellcasting rules for Eldritch Knight.

Alternate Spellcasting (I have balance concerns about this): You gain cantrips, spells known, pact spell slots, pact slot level, and invocations known as a Warlock of 1/3 your Fighter level (round up). You use your full Fighter level to qualify for invocations, and may choose Pact of the Blade invocations, if desired. If you multiclass into Warlock, you must choose Pact of the Blade and your spellcasting and invocation levels stack (e.g., a Fighter 6/Warlock 3 casts spells and has invocations as a Warlock 5, but can choose invocations that require Warlock 9).

Your bonded weapon serves as a spellcasting focus, and must be used as a focus for all spells (though may be in its dormant form): in a very real way, your spells are not cast so much as manifested from the weapon itself.

Bonded Weapon

At 3rd level, your powers and abilities come from your bonded weapon, which is tied to your very soul. It has a dormant form, which typically takes the form of a distinctive bracer or gauntlet (this does not interfere with wearing separate bracers or gauntlets: the weapon adjusts to fit around the other item). You can switch your weapon out of its dormant form as an action (and return it to its dormant form as a free action). When you switch the weapon into its active form, you can choose its shape: it can function as any melee weapon.

If you ever lose your grip on the weapon, it disappears and immediately reforms in its dormant configuration (it cannot be stolen, but it also cannot be thrown). If the weapon is broken, it appears in a cracked dormant form and cannot be used for spellcasting or as a weapon, but automatically repairs itself after a short or long rest. If greater magics destroy the weapon, you cannot use it or cast spells until completing a long rest, at which point it reforms.

You may also, if desired, use an additional action to manifest an offhand weapon or shield in the same styling as the main weapon.

All manifested weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can perform a one-hour ritual to allow your weapon to “eat” a melee weapon or shield and gain its magic powers and special materials. Subsequently, any time you switch to an active form that is the same weapon/shield type as the consumed item (in your main hand or offhand) you may treat it as the consumed item (though it still has the visual stylings of your weapon). You cannot combine powers/materials from items, even of the same weapon type, but may switch between them by re-manifesting the weapon. At the DM’s discretion, some items may immune to being consumed (due to power or role in the world).

Witch’s Armor

Beginning at 7th level, your weapon may additionally manifest and consume armor identically to weapons and shields. You may garb yourself in armor of a type of your choice as an action and, as with weapons and shields, it may have the material and powers of any armor it consumed of the same type. As with the weapon, the armor is heavily stylized based on the aesthetics of the weapon, making you extremely obvious as an agent of the weapon’s creator.

Additionally, while you have any type of this armor manifested, you gain Resistance to one or more types of damage based upon the creator of the armor. Suggested resistances include:

  • Aberrant: Psychic (and you gain advantage on Wisdom saving throws against spells and similar mental effects)
  • Celestial/Divine: Radiant and Necrotic
  • Fiendish: Any one damage type (changed over a short or long rest) unless dealt by silver or magic weapons
  • Fae: Bludgeoning, Piercing, and Slashing damage unless dealt by cold iron or magic weapons

Unearthly Might

Beginning at 10th level, you’ve become sufficiently in tune with your witch’s armor to augment your physical capabilities. While you have any armor manifested from your Witch’s Armor ability, you gain advantage on Strength and Constitution checks, and on Death saving throws, and you may expend a Hit Die as a reaction to reroll a failed Strength or Constitution saving throw.

Deathless Warrior

At 15th level, the magic of your weapon has deeply infused your body and soul, preserving you as an eternal champion. You no longer age naturally, and will not die from age-related causes (if you were already of advanced age before gaining this ability, you gradually decrease in physical age to your prime). All of your hit dice rolls to regain hit points during a short rest are maximized (take the maximum value of the die instead of rolling). When you use your Second Wind, you roll additional d10s for healing equal to your Charisma modifier (minimum 1) and remove any diseases or poisons affecting you. Even without using your Second Wind, any diseases or poisons affecting you are removed upon completing a short rest (or after the first hour of a long rest).

You may extend some of this protection to allies of your weapon’s creator. You can automatically detect whether a touched entity is considered to be serving the ends of the weapon’s creator (which usually includes any of your personal allies currently assisting you towards ends approved by the creator). You can use your Second Wind to heal such an ally instead of yourself: apply the effects of your Second Wind to the touched target instead of yourself (including the removed diseases and poisons and increased healing based on your Charisma).

Mutability Mastery

At 18th level, you’ve gained mastery of the protean nature of your weapon. You can now manifest weapons, shields, and armor as a free action on your turn (instead of a standard action), which can allow you to change weapons between attacks, switch to a shield after attacking with a two-handed weapon, and other such tricks.

If your weapon is broken or destroyed, you may now repair or reform it as an action instead of during a rest.

Further, you may make subtle shifts to your weapons and armor during an attack to optimize them. As a reaction, you may grant yourself advantage on any attack with your bonded weapon (including spell attacks). Also as a reaction, you may impose disadvantage on an attack made against you or grant yourself advantage on Dexterity saving throws against effects you can see.

D&D Premise: Lord of the Flies

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Where do goblins come from?

While only the most skeptical of city-dwellers, insulated from the terrors of the wilderness, would opine that there are no such things as goblins, those that have encountered them are largely at a loss to explain their origin. Though many a hero for law and goodness has worried about the ethical conundrum that would entail from finding innocents of the species, none know of such a thing ever happening. Occasionally, a nest or warren of them is found that, if squinted at, seems like a cruel mockery of a town, but there is no real evidence of a greater culture or interaction with other goblin groups. Most religions write them off as merely the sins of the kith personified, to be killed on sight.

They’re not far wrong.

Another great mystery of the world is the nature of heroism. If a city gets large enough, it begins to train advanced techniques in the pursuit of battle, craft, and magic. Those that spend years and years training at colleges and gaining experience in the world can become extremely competent. Most humans and similarly-lived kith may master complex techniques equivalent to the third circle of magic before they enter their dotage, but it takes the lifespan of the elves to truly master such techniques. Still, only the most ancient of the elves, sequestered deep in their lands, profess to understand magics of the ninth circle.

Yet, there are constant tales of small groups of adventuring heroes that seem to have mastered skills while still young that rival the eldest scholars of the land. They don’t like to speak of what makes them different, if they understand at all.

There is a theory called spontaneous generation. While learned sages with an interest in experimentation are convinced that flies work much like moths, laying eggs that grow into maggots as a larval form before eating enough offal to become flies themselves, most common folk do not have access to this science. As far as they know, maggots and flies are spontaneously generated from rotting meat. When they leave meat to rot, maggots appear as if from nowhere, and flies thereafter.

They think the same thing about goblins, and they’re missing the point in exactly the same way.

Goblin hierarchies don’t make much sense. If they didn’t look similar in general shape and work with one another when no one else will, none would believe that the cowardly goblin, organized hobgoblin, and bestial bugbear were of one race. Were any hero to ever find evidence of a goblin civilization, it would have to explain much about the processes that could result in such differentiation in both size and temperament. Why are there no cowardly hobgoblins or organized bugbears? Does growing past a certain size change their entire mental state?

It all comes down to the flies.

Goblin flies are distinctive, if you look closely enough: greenish and with a goblinish cast to their features. Few have made a study of the differences, because they come in a swarm unaware on small villages far from scientists, and few kith tend to survive to spread the tale. First, they bite the livestock and small animals they can catch. The beasts get sick, and many of them die from the strange pox. If you don’t burn the bodies quickly enough, the larval goblins within manage to eat enough to burst free, fully formed. Their first task is to try to add more offal to the piles of their nascent siblings, creating enough rotting meat to build a whole goblin. Some say, in the death throes of the illness, the smallest animals are driven to seek out piles of other dead to add their own meat to the stores. Deep in the woods, sometimes a big predator falls ill. While prey and vermin universally produce the small goblins, a big enough predator can result in a bugbear. Those that named it must have known better than any ever guessed what was going on.

Kith are harder to bite, and tend to resist the illness better, in the early days. But as the goblins kill the livestock, foul the fields and the water, and wear down the town’s guards with their attempts at incursions, it becomes harder and harder to stay healthy. Once the disease takes, the people fall just as ill as the livestock. There’s something about the minds of the kith that speaks to the growing goblin, and so the hobgoblins that burst forth from kith corpses share the kith tendency towards organization and structure that their brethren born of beasts lack. Never think of them as your loved ones turned into hobgoblins: that’s not your friend, it’s what ate her from within. Any similarities are just echoes of her mind that the larvae picked up.

Sometimes, though, an infection gets resisted. The healthy, or just the lucky, overcome the disease, purging it from their systems. But something of the magic remains. Perhaps it was the soul triumphing over the evil of the goblin plague, or the strange effects of magical fever dreams, but the survivors gain powers. For kith, this is one way that an adventurer is born: somehow, it’s much easier and faster to pick up the skills of battle, craft, and magic than for others. For beasts, this is often how the stranger magical creatures arise.

Adventurers don’t like to talk about it, because for many of them their first adventure was using their newfound strengths to purge the goblin infestation from what was once their idyllic village home. Often there’s not much left. They adventure because everything they know is gone and, if they’re honest, they’re seeking an answer to what happened to their families.

It’s clear that the goblin flies aren’t natural. They choose their targets. They come when those villages are least able to defend them. Somewhere, there’s a malevolent intelligence directing these swarms to bring ruin upon the lives of well-meaning settlers and peasants:

A lord of the flies.

D&D 5e: Mutant (Rogue Subclass)

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This is primarily intended to provide a Charisma alternate for Arcane Trickster. It’s probably also fairly easy to convert to an alternate Eldritch Knight.

Many individuals with the blood of supernatural creatures in their family trees or who were invested with a surge of chaotic energy become sorcerers, able to unleash titanic magics. Others are less robust in their expression of these powers. They gain a few useful tricks from their magic-infused blood, but not enough to see them through life. They tend to express signs of their powers, either obviously in their appearance or in the inexplicable accidents that happen around them as they grow up. They, in short, are frequently forced out and must turn to a life of crime, or at least an upbringing on the fringes. Adventuring is often the only way they can be accepted in society, for as accepted as adventurers are.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips based upon your mutations (see below). You learn another cantrip at 9th level when you gain your latent mutation (see below).

Spell Slots. You gain spell slots as an Arcane Trickster.

Spells Known of 1st-Level and Higher. You know three 1st-level spells. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be drawn from your personal spell list based upon your mutations (see below) or the spells available to all mutants because they are Hated and Feared (see below).

Whenever you gain a level in this class, you can replace one of the mutant spells you know with another spell of your choice from your personal spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your mutant spells, since they are produced from your innate magical energy. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mutant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Primary Mutations

Starting at 3rd level, you gain three mutations. Each mutation grants you a permanent special ability, a cantrip, and a list of spells that you may add to your personal spell list when selecting spells known.

Mutation Special Ability Cantrip Spells (1st, 2nd, 3rd, 4th)
Ceraunokinitic Resist Thunder Thunderclap (XGE) Thunderwave, Shatter, Thunder Step (XGE), Storm Sphere (XGE)
Clairvoyant Gain Expertise in Investigation, Perception, or Stealth True Strike Detect Magic, Darkvision, Clairvoyance, Locate Creature
Communicative Gain Expertise in Insight or Perception Message Comprehend Languages, Detect Thoughts, Tongues, Divination
Constructive Gain Expertise in all tools with which you are proficient Mending Mage Armor, Enhance Ability, Protection from Energy, Fabricate
Cryokinetic Resist Cold Ray of Frost Ice Knife (XGE), Shatter*, Sleet Storm, Ice Storm
Dimensional Gain Expertise in Deception, Performance, or Sleight of Hand Prestidigitation Feather Fall, Blur, Blink, Banishment
Dominant Gain Expertise in Deception, Intimidate, or Persuasion Friends Charm Person, Suggestion, Enemies Abound (XGE), Charm Monster (XGE)
Electrokinetic Resist Lightning Shocking Grasp Witch Bolt, Misty Step*, Lightning Bolt, Dimension Door*
Entropic Resist Acid Acid Splash Chromatic Orb, Knock, Dispel Magic, Polymorph
Illusory Gain Expertise in Intimidation, Performance, or Stealth Minor Illusion Silent Image, Invisibility, Major Image, Greater Invisibility
Immune Resist Force Blade Ward Shield, Mirror Image, Counterspell, Stoneskin
Luminous Resist Radiant Light Magic Missile, See Invisibility, Daylight, Sickening Radiance (XGE)
Mesmeric Resist Psychic Dancing Lights Color Spray, Hold Person, Hypnotic Pattern, Confusion
Nightmarish Resist Necrotic Chill Touch Ray of Sickness, Blindness/Deafness, Fear, Blight
Pyrokinetic Resist Fire Fire Bolt Burning Hands, Scorching Ray, Fireball, Wall of Fire
Telekinetic Gain Expertise in Athletics or Acrobatics Mage Hand Jump, Levitate, Fly, Freedom of Movement
Turbulent Resist Poison Poison Spray Fog Cloud, Gust of Wind, Stinking Cloud, Vitriolic Sphere (XGE)

* Change the energy type and trappings of these spells to match the overall energy type of the mutation (e.g., Misty Step has you teleport on a line of electricity).

It is highly suggested that you pick a suite of mutations that point to a particular origin. For example:

  • Aberrant: Communicative, Dominant, Mesmeric, Turbulent
  • Celestial: Communicative, Constructive, Dimensional, Luminous
  • Draconic: Dominant, Immune, Telekinetic, (Cryokinetic, Electrokinetic, Entropic, Pyrokinetic, or Turbulent based on dragon color)
  • Elemental: Ceraunokinetic, Dimensional, Luminous (Constructive, Cryokinetic, Pyrokinetic, or Turbulent based on elemental type)
  • Fey: Constructive, Dimensional, Illusory, Mesmeric
  • Fiendish: Cryokinetic, Electrokinetic, Pyrokinetic, Turbulent
  • Undead: Dimensional, Entropic, Immune, Nightmarish

If your race or other source already grants you a resistance you’d gain from one of these mutation types, work with your DM to replace it with an appropriate expertise.

Hated and Feared

Starting at 3rd level, elements of your mystical heritage become readily apparent. Work with your DM to develop a particular mystical signature or physical stigma that calls attention to you in civilized lands. You have disadvantage on Charisma (Persuasion) checks to interact with the superstitious unless you go to great pains to hide your heritage, but you gain advantage on Charisma (Intimidation) checks against the same kind of individuals.

You may also add the following 1st-level spells to your personal spell list from which you can choose Spells Known. They are general magics that all mutants seem to have access to, in order to hide and protect themselves from a world that hates and fears them: Absorb Elements (XGE), Chaos Bolt (XGE), Disguise Self, Expeditious Retreat, False Life.

Latent Mutation

Starting at 9th level, you gain a fourth mutation. You immediately gain the cantrip and special ability of that mutation, and may add its spells to your personal spell list.

Emissary

At 13th level, your mutation has progressed to the point that your progenitors recognize you as one of them, and you also have standing among the mutant community. You have advantage on Charisma checks when dealing with other mutants, and when dealing with the creature type of your origin. Creature types of your origin will tend to treat you as a peer or relative rather than a threat upon first encounter.

Omega Class

At 17th level, you may use the Empowered Spell and Heightened Spell metamagic abilities of the Sorcerer class. You have sorcery points equal to your Charisma modifier, and you recover to full sorcery points upon taking a long rest.

D&D 5e: Alternate Ways to Be Angry

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This is the previously promised pair of writeups designed to take what I consider to be essential features of Barbarian and port them to becoming subclasses of the more-interesting-to-play Fighter and Ranger (though I’m told that one really should play the Unearthed Arcana ranger rather than the one in the PHB). The goal here was to pack some fairly strong features into the subclasses (which are not usually strong enough to carry another class’ core mechanic). So I’ve made some additional limitations for each to try to expand the “budget” of how awesome they can be.

The Berserker College

Warriors from many cultures and eras have often come to the realization that fury is a useful tool in a fight. Some hone their rage through cultural traditions, while others simply have anger-management issues and low impulse control. Either way, when their blood is up they start to land brutal hits and seem insensate to pain, but give up a great deal of finesse.

Berserker Features

Fighter Level Feature
3rd Frenzy
7th Reckless
10th Instincts
15th Relentless
18th Unstoppable

Frenzy

When you choose this archetype at 3rd level, you may enter a Frenzy by expending your Second Wind. Second Wind costs a bonus action normally, and you still make the same roll, but instead of regaining hit points, you gain a “frenzy counter” for each hit point you would have healed. While you have frenzy counters, you gain all the benefits and drawbacks of being in a frenzy.

You may:

  • Spend one frenzy counter at the beginning of your turn to maintain your frenzy. This cannot be performed if you are unconscious. If you cannot or will not spend a frenzy counter at this point, you leave frenzy.
  • Spend frenzy counters up to your proficiency bonus to add damage to a melee weapon attack after confirming it was successful. You can choose to add the amount of counters spent as a flat damage bonus, or instead choose to add a die to the roll with a maximum value equal to twice the counters spent (e.g., d12 for 6 spent counters).
  • Spend one frenzy counter to take half damage from a single source of Bludgeoning, Piercing, or Slashing damage.
  • Spend one frenzy counter to gain advantage on any Strength check or saving throw.
  • Spend one frenzy counter to gain advantage on any saving throw against Enchantment spells or against any effect that would cause you to become Charmed or Frightened on a failure.

Unless otherwise noted, spending frenzy counters does not require an action.

While in a frenzy:

  • Every time you miss an enemy with a melee attack roll, you gain an additional frenzy counter.
  • Every time you take damage from an enemy’s attack that you don’t spend a frenzy counter to reduce, you gain an additional frenzy counter.
  • Every time you fail a saving throw, you gain an additional frenzy counter.
  • If you are able to cast spells, you can’t cast them or concentrate on them.
  • You suffer disadvantage on ranged attack rolls.
  • You suffer disadvantage on Intelligence, Wisdom, and Charisma checks except for Intimidation.

If frenzy ends while you have frenzy counters remaining, you regain the use of your Second Wind. If you use Second Wind again before your next short or long rest (either for frenzy or for its normal use), instead of rolling, the result is automatically equal to half the frenzy counters you had remaining.

Reckless

Starting at 7th level, you can choose to attack recklessly before making any attacks on your turn. Doing so gives you advantage on all melee weapon attacks, but all attack rolls against you have advantage against you until your next turn.

Similarly, you may add a bonus die of a size up to twice your proficiency bonus (e.g., d12 at proficiency +6) to any Strength, Dexterity, or Constitution check, but lose hit points equal to the roll of the bonus die. This generally indicates that you hurt yourself excelling at the physical task.

Instincts

Starting at 10th level, you gain proficiency with Dexterity saving throws. You also gain advantage on initiative rolls.

Relentless

Starting at 15th level, while you are in a frenzy, if an attack would reduce you to 0 hit points, you are instead reduced to 1 hit point and any excess damage beyond that necessary to reduce you to 1 hit point is applied to your frenzy counters as if they were temporary hit points. If you are damaged sufficiently to remove all your frenzy counters and reduce you to 0 hit points, you begin dying normally.

Unstoppable

Starting at 18th level, while you are in a frenzy, you may spend a frenzy counter as a reaction when you would become Grappled, Paralyzed, Petrified, Prone, Restrained, or Stunned to not suffer that condition. Additionally, you may spend two frenzy counters as part of a move to double your base speed for the rest of your turn.

The Totem Conclave

While many rangers are quite happy to ally themselves with beasts and become a better team, some instead invite the very spirits of the beasts themselves to bond with them. These totem warriors can enter a state where they allow their civilized impulses to be subsumed by the instincts of their animal patron. Unlike lycanthropes or druids, they do not physically transform, but simply channel the strongest aspects of their totem through their mundane forms.

Totem Warrior Features

Ranger Level Feature
3rd Fury, Totem Spirit
5th Bestial Quickness
7th Aspect of the Beast
11th Fangs and Fur
15th Totemic Attunement

Fury

Starting at 3rd level, you spend a bonus action and expend a single spell slot to enter a state of fury. The level of spell slot expended gives you a totem die: the die size is equal to a d4 if you expended a 1st level spell slot, and increases a die size for each additional level of spell slot (to a maximum of d12 if you expended a 5th level slot).

While in this state:

  • The first time per turn that you hit a target with a weapon attack, it takes an additional totem die of damage from the weapon.
  • If you deal damage with a weapon attack, you gain temporary hit points equal to the roll of the totem die on your attack (including if it is doubled on a crit).
  • You may add the totem die to all Intelligence, Wisdom, or Charisma saving throws.
  • You have disadvantage on all Intelligence, Wisdom, and Charisma checks, except Insight, Perception, Survival, and Intimidation.
  • You can’t cast spells or concentrate on them.

This state ends when you become unconscious, take a short or long rest, or choose to take a bonus action to willingly end the state.

Totem Spirit

At 3rd level, when you adopt this conclave, you choose a totem spirit and gain its feature. Your totem spirit remains the same for all subsequent totem abilities gained at later levels. Example totems are below.

  • Totem of Strength (Wolf): While in fury, you have advantage on all Strength checks and saving throws. If you hit a target with a weapon attack while at least one ally is within 5 feet of it, it must make a Strength saving throw (DC equal to 8 + Your Proficiency Bonus + Your Strength Bonus) or fall prone.
  • Totem of Dexterity (Eagle): While in fury, you have advantage on all Dexterity checks and saving throws. Additionally, you may Give Ground* without using a reaction, but you may further reduce the damage by your Totem Die by spending your reaction. If you took the Dash action on your turn, you may also Give Ground against ranged weapon attacks, and against spells that target you and make an attack roll.
  • Totem of Constitution (Bear): While in fury, you have advantage on all Constitution checks and saving throws. You also have advantage on death saving throws you make if you were reduced to 0 hit points while in a fury. Additionally, you may use your reaction to gain resistance against any source of damage except Psychic after the damage amount is declared.

* Give Ground: (based on Brandes’ house rule) As a reaction, when you take damage from a melee weapon attack (or spell that requires a touch attack), if there is an empty space adjacent to you and roughly opposite to you from the direction of the attack (i.e., one of three squares when using a grid), you can choose to be shoved away from the attacker into that space (i.e., the empty square of your choice). This movement does not provoke attacks of opportunity, but does cause you to suffer any effects of moving into the space. If the attacker has remaining movement, she may move normally to make follow-up attacks or continue to engage you in melee. If you successfully Give Ground, reduce the damage of the attack by 1d6.

Bestial Quickness

At 5th level, while you are in a fury, you can attack twice, instead of once, whenever you take the Attack action on your turn. Your speed increases by 10 feet, even when you are not in a fury.

Aspect of the Beast

At 7th level, you gain a magical benefit based on the totem animal of your choice. Use the features for the Barbarian ability of the same name. (Wolf may overlap too much with default ranger abilities?)

Fangs and Fur

At 11th level, you fully embrace the fighting style of your totem, and gain benefits while unarmed or unarmored. When you are not wearing any armor, your AC is equal to the higher of 10 + your proficiency bonus or 13 + your Dexterity bonus. You can roll 1d8 in place of the normal damage of your unarmed strike, and you treat unarmed strikes as finesse weapons.

Totemic Attunement

At 15th level, you gain a magical benefit based on the totem animal of your choice. Use the features for the Barbarian ability of the same name (with “while raging” replaced with “while in a fury”).

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Exalted Clay

(D&D, Scion, Nobilis, etc.)

The gods do not like to speak of the real reason for the punishment of Prometheus. “Giving fire to mankind” was the metaphor for his crime: teaching a collection of demigods and mortals the skills to make themselves a threat to the divine themselves, and selling them on the idea that for mankind to be free, there could be no immortal tyrants upon the mountaintop. The uprising was narrowly defeated, Prometheus bound, and the souls of his Dragon’s Teeth locked away in Tartarus for all eternity.

Or until today.

Someone nearly succeeded in murdering Zeus. He awoke, battered and bloody washed ashore of the river Lethe. He’d lost days of memory. But he was certain that the only explanation was that another god had tried to kill him.

His only choice was to free a handful of Dragon’s Teeth to attempt to solve the crime, with freedom their reward for success. After all, who else could he trust to be impartial, to hunt a murderous god, other than those who were formerly bent upon destroying all of the gods?

And will this hamartia of hubris finally bring low mighty Zeus, as it has so many patriarchs of the past?

 

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