Archive for May, 2015


I sit down with Dave Gibson, Wade Kemper, Enrique Bertran, and Chris Dudley to discuss some optional d20 Modern mods for fifth edition Dungeons and Dragons as well as a Chris Perkins confirmed update to the Forgotten Realms. Then it’s an interview Wolfgang Baur of Kobold Press and Steven Helt of the Four Horsemen about their currently live Kickstarter for the Advanced Races Compendium for the Pathfinder Roleplaying Game. This podcast was recorded on April 28 and May 1, 2015.

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If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

Unapologetically I tell you Exploration Age has mechs. In fact you may remember my original post about mechs which I created using the rules in the final D&D Next playtest packet. Well I’ve updated those mechs to fit into the official Dungeons and Dragons fifth edition rules now that we have all the core rule books.

So take a look at the excerpt from the upcoming Exploration Age Campaign Guide below and let me know what you think of these sweet, sweet mech suits.

This is in my workplace right now and I think of it as our mech.

Mechs

Mechs are special suits of mechanically powered armor which completely surround a single driver. Mechs are designed to handle tasks of manual labor and war. A driver inside the mech can uses its action to perform one of the mech’s actions and it can use its own movement to make the mech move. Getting into or out of a mech requires an action.

Destroyer

Large mech

Armor Class: 17

Hit Points: 150

Speed: 15 ft.

Damage Immunities: poison, psychic

The heavily armored destroyer is a bipedal tank. Its slow speed doesn’t hinder it in combat as much as other mechs, since it can attack a distance with a powerful miniature cannon arm. For those creatures which get too close, the destroyer has a backup defense – a mighty hammer arm.

Multiattack. The destroyer makes two attacks with its hammer, or one attack with its hammer and one with its cannon.

Cannon. Ranged Weapon Attack: +9 to hit, range 100/400ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Hammer. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.

Explosive Shot. Every destroyer carries a special explosive cannon ball. The ball can be shot 100 feet and explodes in a 20-foot-radius sphere on impact. Creatures in the area must make a DC 15 Dexterity saving throw. Creature who fail take 22 (4d10) fire damage. Creatures who succeed take half damage. Because of the sensitive way this ball must be carried, each Destroyer can only carry one explosive ball at a time.

Gladiator

Large mech

Armor Class: 16

Hit Points: 125

Speed: 20 ft.

Damage Immunities: poison, psychic

The gladiator is one of the first mechs designed for combat. It stands tall, is quicker than most mechs, and has an impressively long trident arm. The mech suit sports a second arm capable of launching nets into throngs of enemies.

Multiattack. The gladiator makes two attacks with its trident, or one attack with its trident and uses its Net Launcher ability.

Trident. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Net Launcher. The gladiator launches a net 30ft. The net covers a 15-foot-square area. Creatures within the area must succeed on a DC 15 Dexterity saving throw or become restrained in the net. On its turn a creature use its action to make a DC 10 Strength to free itself or another trapped creature from the net. Dealing 5 slashing damage (AC 10) to the net also frees a creature.

Knight

Large mech

Armor Class: 20

Hit Points: 200

Speed: 20 ft.

Damage Immunities: poison, psychic

The knight is fast, super armored, and ready to cut through anything with its powerful sword arm. Its heavy metal shield arm protects the mech and allies in battle.

Multiattack. The knight makes three melee attacks.

Sword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 22 (3d10 + 7) slashing damage.

Shield. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and the target is knocked prone.

Shield Defense (Reaction). When a creature adjacent to the knight is targeted with an attack, the knight can impose disadvantage on that attack roll. The knight’s driver must declare the use of this ability before the result of the attack roll is announced.

Lifter

Large mech

Armor Class: 14

Hit Points: 30

Speed: 15 ft.

Damage Immunities: poison, psychic

This mech suit was created to do some heavy lifting. Anywhere physical labor is being done might have a lifter – shipping yards, warehouses, mines, forests, and more. The huge suits are equipped with two strong arms ending in claws meant for lifting everything from lumber to boxes.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The lifter has only two claws, each of which can grapple only one target.

Lumberjack

Large mech

Armor Class: 15

Hit Points: 50

Speed: 15 ft.

Damage Immunities: poison, psychic

This mech was built to aid in the lumber industry. One arm of the mech is a mechanical saw. The other is a large, three-pronged claw made for picking up several logs at once.

Chainsaw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13). The lumberjack has only one claw, which can grapple only one target.

Miner

Large mech

Armor Class: 16

Hit Points: 75

Speed: 15 ft.

Damage Immunities: poison, psychic

These mechs were built to carve tunnels through the hearts of mountains. As a result, they are heavily armored to avoid damage from the debris their pickaxe and drill arms kick up. The feet of the miner sports large scoops which can kick debris in several different directions to keep the path before them clear.

Drill. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Pick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Drill Press. The miner makes a drill attack against a prone creature. If the attack hits, the target is pinned to the floor and restrained. At the start of the miner’s driver’s turn if a creature is restrained in this way it automatically takes damage from the miner’s drill attack and the miner may still make a pick attack. If the miner attacks another creature with the drill or moves to a space not adjacent to the target, the creature is no longer restrained.

A restrained creature can use its action to make a DC 14 Strength check to free itself from the drill.

Scoop Kick (Bonus Action). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: Target is knocked prone.

Pyro

Large mech

Armor Class: 17

Hit Points: 150

Speed: 15 ft.

Damage Immunities: poison, psychic

Sometimes it’s all about making your enemies fear you. That’s certainly what the pyro’s inventors had in mind. The mech moves through the battlefield, spouting flame out of one arm and hacking down enemies with the axe in its other.

Multiattack. The pyro makes two attacks with its axe.

Axe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 21 (3d10 + 6) slashing damage.

Fire Spray. The pyro shots a line of fire 100 feet long and 5 feet wide. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creatures who succeed take half damage.

Flame Jet. The pyro shoots a 15-foot cone of fire. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creatures who succeed take half damage.

Time For a Change!

Of course the way I’ve updated my rules for siege weapons and mechs now means that to operate them proficiency is no longer necessary. That means I’ve needed to update my original backgrounds. The demolitions expert, harvester, and tinkerer had proficiency in these bad boys, so I’ve swapped those for other proficiencies. The PDFs have been updated below and on the Free Game Resources section of the site.

Demolitions Expert

Harvester

Tinkerer

All Backgrounds

PDF

Speaking of PDFs, if you like these rules for mechs and want to use them in your campaign, they are now available in a downloadable PDF from the link below.

Mechs

If you want to grab this PDF at a later date, it will live in the Free Game Resources section of this site along with monstersD&D fifth edition rules modules, backgroundsspells, magic items, and more.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Last year I created some siege weapons using only the Basic D&D rules and some information I had in the final D&D Next playtest packet. A lot of the weapons I gave statistics for are now part of the official fifth edition Dungeons and Dragons rules because they made an appearance in the Dungeon Master’s Guide.

Update Time!

Siege weapons inspired by Labrynith are good, right? Right?

Well I’ve decided to update the arcane cannon and create a new weapon dwarven drill into the upcoming Exploration Age Campaign Guide. I’ve also added some new ammunition for the cannon, mangonel, and trebuchet in the Dungeon Master’s Guide. Take a look at the rules below and let me know what you think.

New Siege Weapons

These new siege weapons are meant to be used with the rules found on pages 255 – 256 in the Dungeon Master’s Guide. They can be added to any game at the DM’s discretion.

Arcane Cannon

Large object

Armor Class: 20

Hit Points: 100

Damage Immunities: poison, psychic

Special alchemical canisters are loaded into the muzzle of these magically reinforced cannons. The gems along the barrel of the cannon can be charged with magical energy which is used to propel and explode the canister.

An arcane cannon is usually supported in a metal frame with wheels. Before it can be fired the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. The weapon must be fired by a spellcaster, who feeds an amount of magical energy akin to casting a cantrip into the cannon.

Acid Canister. An acid canister explodes as soon as it leaves the cannon’s muzzle, spraying acid in a 30-foot cone from the front of the cannon. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 22 (4d10) acid damage and can use their next action to roll on the ground to wipe the acid off their bodies. Creatures who do not use their action to wipe the acid off their bodies take another 11 (2d10) acid damage at the end of their next turn as the acid continues to each at their flesh. Creature who succeed take half damage and do not need to wipe the acid off their bodies.

Fire Canister. The fire canister explodes as soon as it leaves the cannon’s muzzle, shooting fire in a line 100 feet long and 5 feet wide. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creature who succeed take half damage.

Force Canister. Ranged Weapon Attack: +7 to hit, range 800/3,200 ft., one target. Hit: 55 (10d10) force damage.

Frost Canister. The frost canister can be shot 800 feet. It explodes in a 30-foot-radius sphere on impact. Creatures within the area must make a DC 15 Constitution saving throw. Creatures who fail take 22 (4d10) cold damage and have their speed reduced by 10 feet for one minute. Creatures who succeed take half damage and do not have their speed reduced. A creature whose speed is reduced in this way may repeat the saving throw at the end of its turn, ending the reduced speed effect on a success.

Lightning Canister. The lighting canister can be shot 800 feet. It explodes in a 20-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) lightning damage. Creature who succeed take half damage.

Poison Canister. A poison canister explodes as soon as it leaves the cannon’s muzzle, spraying poison gas in a 30-foot cone from the front of the cannon. Creatures in the area must make a DC 15 Constitution saving throw. Creatures who fail take 22 (4d10) poison damage and are poisoned for 1 minute. Creatures who succeed take half damage and are not poisoned. A creature poisoned in this way can repeat the saving throw at the end of its turn, ending the poisoned condition on a success.

Dwarven Drill

Large object

Armor Class: 20

Hit Points: 150

Damage Immunities: poison, psychic

This tread-lined wheeled vehicle has an enormous, rotating wheel covered in drill bits large and small. It was originally designed for digging large mining tunnels, but the vehicle has proven effective in destroying enemy walls and breaking enemy ranks so it is now used in war.

The drill can seat up to two creatures in an enclosed, window-lined carriage and requires at least one creature to operate. A creature seated in the drill can use its action to make the drill move forward 80 feet in the direction it is facing or it can use its action to turn the drill so it faces a new direction.

Drill Press. When the drill runs into a large structure (such as a building, mountain, or wall) it deals 1d10 piercing damage to the structure for every 10 feet of movement it has remaining. If the drill runs into a creature or smaller object, the target must make a DC 15 Dexterity saving throw. Creatures who fail are pushed along for the rest of the drill’s movement and take 1d10 piercing damage for every 10 feet of movement the drill pushes them. Creatures who succeed dodge out of the way into an adjacent space the drill did not pass through. If they are unable to get out of the drill’s way, a creature automatically fails this saving throw.

New Siege Weapon Ammunition

The siege weapons on pages 255 – 256 of the Dungeon Master’s Guide. The listed weapon can be loaded with the proper ammunition and then fires as described. The ammunitions can be added to any game at the DM’s discretion.

New Cannon Ammunition

Canister Shot. This canister is full of bullets and explodes in a 30-foot cone immediately when it exits the cannon. Any creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 22 (4d10) piercing damage. Creatures who succeed take half damage.

Chain Shot. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 22 (4d10) slashing damage. Special: This attack deals triple damage to cloth targets such as a ship’s sails.

Shell. A shell is a special cannon shot which can be fired 600 feet and explodes in a 20-foot-radius sphere on impact. Creatures within the area must make a DC 15 Reflex saving throw. Creatures who fail take 22 (4d10) piercing damage. Creatures who succeed take half damage.

New Mangonel Ammunition

Mangonel Flaming Barrel. Flaming barrels of oil and pitch can be loaded onto a mangonel and up to fired 200 feet (and no less than 65 feet). The barrel explodes in a 10-foot-radius sphere on impact. Creatures in the area must make a DC 13 Dexterity saving throw. Creatures who fail take 16 (3d10) fire damage. Creatures who succeed take half damage.

The ground in the area where the barrel exploded is filled with burning pitch and oil until the start of the turn of the creature who fired the mangonel. Creatures and objects which start their turn in or enter the area take 5 (1d10) fire damage.

New Trebuchet Ammunition

Trebuchet Flaming Barrel. Flaming barrels of oil and pitch can be loaded onto a trebuchet and fired 300 feet (and no less than 65 feet). The barrel explodes in a 15-foot-radius sphere on impact. Creatures in the area must make a DC 13 Dexterity saving throw. Creatures who fail take 27 (5d10) fire damage. Creatures who succeed take half damage.

The ground in the area where the barrel exploded is filled with burning pitch and oil until the start of the turn of the creature who fired the trebuchet. Creatures and objects which start their turn in or enter the area take 5 (1d10) fire damage.

PDF!

Did you like these rules? Hey, if you did, go ahead and use the link below to grab these siege weapons in a free PDF.

Siege Weapons

If you want to grab this PDF at a later date, it will live in the Free Game Resources section of this site along with monstersD&D fifth edition rules modules, backgroundsspells, magic items, and more.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!


I sit down with Rudy BassoAlex Basso, Ray Fallon, and Andrew Timmes to discuss Pendelton Ward, Adventure Time and Bravest Warriors creator, visiting Wizards of the Coast to collaborate on a future D&D story and an announcement from Monte Cooke Games about their upcoming Kickstarter for No Thank You, Evil. This podcast was recorded on April 23, 2015.

Please rate and review us on iTunes, it helps a boat load!

Links:

If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!