Posts Tagged ‘Dungeon Master’s Guide’

The story of The Wubba Wubba is not my own. In fact I have to give credit to master storyteller R. A. Salvatore for this. The creator of Drizzt Do’Urden, Cadderly Bonaduce, Cattie-Brie Battlehammer, and so many more of fantasy’s greatest always gives this response when asked why he loves games.

For those who don’t have the time or patience to watch I’ll sum up (though you should really watch it because it is a fun story told by a master storyteller). R. A. Salvatore had a D&D character who found a modified wand of wonder which had more options and randomness than the original. He kept killing a friend by accident and it was hilarious. He loves those kind of random events in games and that’s why he plays them.

I love R. A. Salvatore so I’m going to make my own version of the wand of wonder which he dubbed The Wubba Wubba (because the DM required he yell “Wubba wubba!” whenever he used it). I want to make an updated version of the item which works with the fifth edition Dungeons and Dragons rules.

Crafting The Wubba Wubba

The challenge of making The Wubba Wubba is that rolling on a bunch of different random tables can really slow game play. Yet the new edition of D&D is all about simple, fast results. How does one combine the two and get them to play nice?

I thought of a quick solution that generates 1 of 160 results. Roll two different dice together whenever The Wubba Wubba is used. Because the dice are different the person rolling them knows exactly which die pertains to which table, like when rolling attack and damage dice at the same time. You’ll see exactly how it works in the item’s description below.

The Wubba Wubba should encourage its wielder to get mischievous. I mean that literally so I made the item intelligent and gave it a provocative personality. Take a look below and let know what you think in the comments!

The Wubba Wubba

Wand, legendary (requires attunement by a non-lawful spellcaster)

At a glance this wand appears to be a normal wand of wonder but closer investigation reveals the multicolored gems along its length spell out the phrase, “Wubba Wubba,” in Common.

The legend of The Wubba Wubba is known far and wide, initially told and spread by epic poet Bob the Bard who wielded one of the wands. Only three were crafted before their creator, Michael the Prankster, disappeared in a planar magic accident. The item is both feared and sought after by scholars, for it is ever unpredictable, but holds great power.

While attuned the caster has advantage on all Charisma (Deception) checks and Charisma saving throws. Unlike a normal wand, The Wubba Wubba has unlimited charges.

Chaotic Magic. While holding the wand you can use an action to target a creature within 60 feet, shout, “Wubba wubba!” and then roll 1d8 and 1d20 on the tables below. The d8 corresponds to the first table, Schools of Magic, while the d20 corresponds to the table indicated by the first table. The Wubba Wubba uses your spellcasting ability modifier, spell save DC, and spellcasting attack bonus. The Wubba Wubba can only maintain the magic of one concentration spell at a time.

The Wubba Wubba Schools of Magic

d8 School
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation

The Wubba Wubba Abjuration Effects

d20 Effect
1 Dispel magic cast on target.
2 Protection from energy cast on self.
3 Magic circle cast centered on self.
4 Nondetection cast on self.
5 Banishment cast on target.
6 Freedom of movement cast on self.
7 You gain 20 temporary hit points.
8 You gain a +1 bonus to AC for 1 hour.
9 Shield cast on self.
10 Sanctuary cast on self.
11 You resist bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
12 High-pitched whistle sound which can be heard for 60 feet follows target making it easy to pinpoint even when invisible or hiding for 1 minute.
13 You resist necrotic and radiant damage for 1 minute.
14 You resist acid, cold, lightning, and fire damage for 1 minute.
15 You resist psychic damage for 1 minute.
16 You resist all damage until the end of your next turn.
17 You are immune to any damage dealt by cantrips for 1 minute.
18 You gain advantage on all saving throws against spells for 1 minute.
19 You gain advantage on all Constitution saving throws for 1 minute.
20 You gain advantage on all Dexterity saving throws for 1 minute.

The Wubba Wubba Conjuration Effects

d20 Effect
1 You switch places with the target.
2 Stinking cloud cast centered on target.
3 Sleet storm cast centered on target.
4 Hunger of Hadar cast centered on target.
5 Conjure animals cast.
6 Fog cloud cast centered on target.
7 Evard’s black tentacles cast centered on target.
8 Tidal wave cast centered on target.
9 Conjure woodland beings cast.
10 Conjure minor elementals cast.
11 Spirit guardians cast.
12 Cloud of dagger cast centered on target.
13 Web cast centered on target.
14 A swarm of insects hostile to all creatures appears adjacent to the target and attacks for 1 minute.
15 A gelatinous cube hostile to all creatures appears adjacent to the target and attacks 1 minute.
16 You teleport 60 feet in the direction of the target.
17 Grease cast centered on target.
18 A random trinket from trinkets table (Player’s Handbook chapter 5) appears at your feet.
19 You teleport 60 feet away from the target.
20 Conjure barrage cast.

The Wubba Wubba Divination Effects

d20 Effect
1 Comprehend languages cast on self.
2 Detect thoughts cast on target.
3 See invisibility cast on self.
4 Add a d20 bonus to your next attack roll.
5 Add a d12 bonus to your next damage roll.
6 Tongues cast on self.
7 You have advantage on the next saving throw, ability check, or attack roll you make.
8 Target has disadvantage on its next saving throw, ability check, or attack roll you make.
9 Detect magic cast.
10 Find traps cast.
11 Speak with animals cast on self.
12 You learn one of the target’s secrets.
13 You learn one of the target’s fears.
14 You learn the name and location of the target’s best friend.
15 You learn the name and location of target’s most prized material possession.
16 You can turn the next hit against you into a miss.
17 You can turn your next attack roll into a natural 20.
18 Target’s next saving throw is a natural 1.
19 Tongues cast on target.
20 Detect good and evil cast.

The Wubba Wubba Enchantment Effects

d20 Effect
1 Charm person cast on target.
2 Command cast on target.
3 Heroism cast on self.
4 Sleep cast centered on target.
5 Tasha’s hideous laughter cast on target.
6 Zone of truth cast centered on target.
7 Hold person cast on target.
8 Suggestion cast on target.
9 Calm emotions cast on target.
10 Confusion cast centered on target.
11 Crown of madness cast on target.
12 Enthrall cast on target.
13 Friends cast on target.
14 Compulsion cast on target.
15 Bless cast on self and two closest creatures.
16 Bane cast on target and two creatures closest to target.
17 You and creatures within 10 feet gain 15 temporary hit points.
18 Dominate person cast on target.
19 Compelled duel cast on target.
20 Your Strength score becomes 24 for 1 minute.

The Wubba Wubba Evocation Effects

d20 Effect
1 Fireball cast centered on target.
2 Fireball cast centered on self.
3 Lightning bolt cast at target.
4 Fire shield cast on self.
5 Cone of cold cast.
6 Shatter cast centered on target.
7 Spiritual weapon cast.
8 Ice storm cast centered on target.
9 Otiluke’s resilient sphere cast on target.
10 Otiluke’s resilient sphere cast on self.
11 Speak with animals cast on self.
12 Magic missile cast.
13 Daylight cast on The Wubba Wubba.
14 Chromatic orb cast at target.
15 Storm sphere cast centered on target.
16 Vitriolic sphere cast centered on target.
17 Erupting earth cast centered on target.
18 Gust of wind cast.
19 Darkness cast on The Wubba Wubba.
20 Melf’s acid arrow cast at target.

The Wubba Wubba Illusion Effects

d20 Effect
1 Blur cast on self.
2 Invisibility cast on self.
3 Mirror image cast on self.
4 Silence cast centered on target.
5 Fear cast.
6 Greater invisibilty cast on self.
7 Hypnotic pattern cast centered on target.
8 Phantasmal force cast on target.
9 Phantasmal killer cast on target.
10 Hallucinatory terrain cast centered on target.
11 Major image cast.
12 Disguise self cast on self.
13 Silent image cast.
14 Color spray cast.
15 Phantom steed cast.
16 You appear to grow a unicorn horn for 1 hour.
17 Your eyes seem to change color (DM’s choice) for 8 hours.
18 Nystul’s magic aura cast on self.
19 Minor illusion cast.
20 You appear as if you are on fire for 1 hour.

The Wubba Wubba Necromancy Effects

d20 Effect
1 Blindness/deafness cast on target.
2 Ray of sickness cast at target.
3 Ray of enfeedblement cast at target.
4 Animate dead cast on closest corpse.
5 Bestow curse cast on target.
6 Feign death cast on self.
7 Blight cast on target.
8 Chill touch cast on target.
9 False life cast on self.
10 Gentle repose cast on closest corpse.
11 2d4 zombies rise from the ground and attack all living creatures.
12 2d4 skeletons rise from the ground and attack all living creatures.
13 The closest vampire suddenly hungers for your blood.
14 1d4 wights rise from the ground and attack all living creatures.
15 Vampiric touch cast on self.
16 You learn the location of the seven closest humanoid corpses.
17 Protective bone armor grows around you, granting you a +2 bonus to AC for 1 hour.
18 Target loses 5 hit points and you gain 5 hit points.
19 You have advantage on all Charisma (Intimidation) checks for 1 hour.
20 A zombie ally rises from the ground and serves you for 1 hour.

The Wubba Wubba Transmutation Effects

d20 Effect
1 Blink cast on self.
2 Fly cast on self.
3 Gaseous form cast on self.
4 Haste cast on self.
5 Slow cast on target.
6 Speak with plants cast on self.
7 Water breathing cast on self.
8 Polymorph cast on target.
9 Stoneskin cast on self.
10 Polymorph cast on self.
11 Spider climb cast on self.
12 Alter self cast on self.
13 Jump cast on self.
14 Enlarge/reduce cast on self (reduce only).
15 Enlarge/reduce cast on self (enlarge only).
16 Heat metal cast on closest held metal weapon.
17 Heat metal cast on closest worn metal armor.
18 Your skin turns blue for 1 week.
19 Giant insect cast.
20 Darkvision cast on self.

Sentience. The Wubba Wubba is a sentient chaotic neutral wand with an Intelligence of 16, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is energetic and cartoony. While you are attuned to it, The Wubba Wubba also understands every language you know.

Personality. The Wubba Wubba exists to have a great time. It cracks bawdy jokes and then laughs out loud at itself. It encourages its wielder to prank friends, engage in revelry, and above all use the wand’s Chaotic Magic feature as often as possible.

If the wielder is a true partier and friend to The Wubba Wubba, the wand will fiercely defend the wielder from any japes or cutting remarks. The Wubba Wubba is quick to judge and if it doesn’t like someone that person will certainly know it, since the wand doesn’t keep its mouth shut. The wand does not suffer bullies of any kind and has no respect for authority.

The wand has an irrational fear of spiders. Any size spider within the wand’s sight causes the wand to howl in fear like a small child. In battle with arachnid foes The Wubba Wubba prefers its wielder to keep a healthy distance away but cheers with delight when all enemies are vanquished.

PDF

Yes, I did indeed make this very special item available as a PDF. You can download just The Wubba Wubba or get it along with 82 other magic items I designed for Exploration Age. You can get it all in the link below or feel free to head on over to the Free Game Resources section of this site to grab it whenever you like along with tons of monstersD&D fifth edition rules modules, backgroundsspells, and more

Wubba Wubba, The

All Magic Items

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!

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UPDATE: If you’d like the traps originally offered in this post you can now grab them in an edited, better formatted, art included PDF over at the DMs Guild as a Pay What You Want product.

If it hasn’t been made clear by yet, I love fifth edition Dungeons and Dragons. It’s really wonderful in all of its streamlined, versatile storytelling glory. So don’t think me harsh when I say the latest Dungeon Master’s Guide is lacking in the number sample traps to drop into your campaign. I totally understand why. This amazing tome is jam-packed with so many subjects, it’s difficult to give a lot of attention to one area without cheating another (though I could have used less detailed description Forgotten Realms coinage and more traps, but that’s me).

Anyway rather than sitting around and complaining about the lack of traps in the Dungeon Master’s Guide, I decided maybe I should provide some traps of my own. Take a gander at the traps below and feel free to steal ’em for your game. Scroll down to the bottom of the post for a PDF and if you feel so inclined, please share it around.

Traps

Many of these traps are found in older editions of the Dungeon Master’s Guide and were updated by me, a few are of my own creation, and one was stolen from Ewoks. Don’t tell me Ewoks aren’t scary. They eat people. Enjoy!

Abyssal Gate

Magic trap

This trap requires a spellcaster to carve a specific sequence of Abyssal runes into a doorframe using demon blood and diamond dust. The person who carves the runes chooses a passphrase in Abyssal. When the passphrase is spoken aloud (whispering counts) within 15 feet of the door, the trap is rendered inert for 1 minute. When the final rune is carved, the sequence fades into the woodwork, metal, or stone. The runes can be spotted with a DC 15 Wisdom (Perception) check, but a character can feel the runes if it runs its hand along the frame and succeeds on a DC 10 Intelligence (Investigation) check. A character who knows Abyssal can determine the passphrase with a DC 15 Intelligence check, though sometimes the passphrase is more difficult to discover and a clever carver may hide it in a riddle within the runes. Dealing 50 damage to the door’s frame renders the trap inert until it is repaired. The AC for the doorframe depends on the material of which it is made (wood AC 15, stone AC 17, metal AC 19).

Any non-fiend creature who walks through the door triggers the trap. The creature is transported into a random area of the Abyss and witnesses unspeakable horror. That creature must make a DC 15 Wisdom saving throw. On a failed save it takes 55 (10d10) psychic damage. On a success it takes half damage. The creature returns on the side of the doorframe from which it entered at the end of its next turn.

Acidic Fall

Mechanical trap

Suspended above a 10-foot-square of thin stone ceiling is an acid-filled container. Any weight of more than 20 pounds placed on a hidden pressure plate in the floor beneath this area triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

When the trap is triggered the container holding the acid opens, pouring it onto the ceiling. Immediately stone and acid rain down upon any creatures standing beneath. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 11 (2d10) acid and 11 (2d10) bludgeoning damage. Creatures who succeed take half damage.

Crushing Room

Mechanical trap

Stone walls at opposite ends of the room are rigged to move toward one another, crushing and compacting anything in the room until they touch. Any weight of more than 20 pounds placed on a hidden pressure plate at the center of the room triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A character can notice that the floor, ceiling, and walls have many scrapes on their surfaces with a DC 10 Wisdom (Perception) check.

When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with thieves’ tools can pick the lock with a DC 20 Dexterity check. A character without thieves tools’ can attempt this check with disadvantage using a hair pin, wire, or other thin, metal tool.

The traps acts at the start of every round, each wall moving toward the center of the room at a pace of 5 feet per round. Characters can attempted to slow the walls by bracing a sturdy object (such as an iron pole) between the two walls. If characters do this these objects break at the start of the round, but the walls do not move that round.

A character who is adjacent to a wall can try to delay one wall from moving by making a DC 20 Strength check. The creature must remain adjacent to the wall until the start of the next round. On a successful check the wall does not move forward at the start of the next round.

As the walls move toward one another, the room shrinks pushing creatures and objects toward the center. At the start of the round when the room becomes too narrow for a creature (once the walls are touching for Medium and smaller creatures) that creature is restrained and it must make a DC 17 Strength saving throw. Creatures who fail take 55 (10d10) bludgeoning damage and creatures who succeed take half damage. Once the walls touch they grind against each other for two rounds and the walls slide back to their original position at the start of a round at a rate of 5 feet per round.

Sometimes the designer of this trip will put a hidden kill switch somewhere within the room in case the trap is triggered by accident. Such a kill switch is usually well hidden beneath a stone in the floor or wall and requires a DC 20 Intelligence (Investigation) check to find. Pressing the switch causes the walls to slide back into their original position at a rate of 5 feet per round on the start of the round. Once the walls are back into their original position, the doors unlock.

Need MORE Traps?

If you want even more traps, check out my man David Gibson‘s designs. Devious! His entire website is awesome.

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!

Just a quick post here to let you all know that my first published article, “Give Chase,” is currently available through EN World EN5ider. Morrus, EN World King, and his team are awesome and have been putting out great fifth edition content and they have a whole catalogue of stuff still to come. I definitely recommend you check out the work over there.

“Give Chase,” is all about running a successful chase sequence in fifth edition. There’s advice for running a chase with miniatures, advice for running an abstract chase, and new chase complication tables for mountain, castle, and underground environments. The art and layout are amazing. I could not be prouder to be a part of the team which made this awesome article.

Tomorrow I’ll be writing a companion piece to go with the article on this blog so stay tuned!

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!

I love the madness rules in the Dungeon Master’s Guide but I do have a problem. I want more! I recently posted rules for going mad in The Damned Lands of my setting, Exploration Age. I realized that only 12 forms of indefinite madness were not nearly enough for my purposes. So I’ve created new rules for indefinite madness which will be available in the upcoming Exploration Age Campaign Guide. Take a look at the excerpt below.

A quick note about the excerpt. When I wrote the madness flaws, I was inspired by works of fiction I had consumed in the fantasy, science fiction, and horror genres. It’s been brought to my attention since first posting this, that some of the flaws hit close to home with folks struggling with or know someone struggling with mental illness, so please consider this a trigger warning.

Variant: New Forms of Indefinite Madness

Any extended adventure in The Damned Lands will have PCs fighting off madness. When their fight fails, DMs should use the rules for indefinite madness in chapter 8 of the Dungeon Master’s Guide. This variant rule is meant to expand the indefinite madness flaws available for your campaign.

When a creature contracts indefinite madness the DM may choose one of the flaws below which is then applied to the creature. The DM may instead to choose to roll for a random flaw. If this is the case the DM first rolls on the Types of Indefinite Madness table and then rolls on the appropriate flaw table.

Types of Indefinite Madness
d4 Type of Indefinite Madness
1 Violent
2 Paranoid
3 Identity Loss
4 Emotional
Violent Madness

People suffering from violent madness are out for blood. They might have specific triggers or simply take pleasure in causing physical harm to others. Those who revel in torture, pain, and murder suffer from this type of madness.

Violent Madness Flaws
d6 Flaw
1 I only feel pleasure when I am killing.
2 I murder people I disagree with rather than arguing with them.
3 Physically torturing others helps me understand my own pain.
4 I hunt and kill all members of a particular race or group of people I believe have wronged me.
5 When I see a physical imperfection on someone I must remove it.
6 Only those I deem perfect and holy can live.
Paranoid Madness

Those who believe they are being watched when no one else is around, those who are sure a secret organization has marked them for death, and those who know their friends are actually their enemies are people who suffer from paranoid madness. In a setting like Exploration Age there are many secret societies and plots to over-throw a government. Sometimes the lines between madness and the truth are blurred and it becomes that much more difficult to know what to believe.

Paranoid Madness Flaws
d6 Flaw
1 I am being watched at all times and therefore communicate in a code of my own creation.
2 Anyone who tries to get to know me better is going to be violently interrogated.
3 I will only consume food and drink I grow and harvest myself in a secret location.
4 Words can be used against me so I don’t communicate with anyone ever.
5 Everyone will turn on me eventually, so I better run away or turn on them first.
6 It is only safe for me in one location which I’ll never leave.
Identity Loss Madness

Sometimes madness causes people’s personal realities to crumbling around them to the point of victims not being sure who they are anymore. People who take on someone else’s traits, people who worry about fading away, and people who question their own existence all suffer from identity loss madness.

Identity Loss Madness Flaws
d6 Flaw
1 I see now that someone else has stolen my real identity and I must take it back by wearing that person’s clothes and acting like that person.
2 I am slowly forgetting all the details of my personal history and will soon not even know my own name.
3 I’m convinced that I do not actually exist in this world and nothing I do has any real consequences.
4 This whole time I’ve been a sleeper agent for a secret organization bent on world domination and my programming was just activated.
5 No one will remember me unless I commit violent and depraved acts.
6 To me what is friendly is terrifying and what is dangerous is attractive.
Emotional Madness

People suffering from emotional madness redefine the phrase mood swing. They don’t react to stresses good and bad the way someone without madness might. They’re unpredictable and as dangerous to themselves as they are to those around them.

Emotional Madness Flaws
d6 Flaw
1 What should make me angry makes me laugh, what should make me happy makes me furious.
2 Everything in life reminds me of the futile state of existence.
3 A friend only I can see tells me how to think, feel, and act.
4 I must constantly be inebriated or the pain of living is too great.
5 I have trigger words that make happy, sad, and angry. They change daily.
6 When in situations of extreme stress I literally become a completely different person.

It’s Time for a PDF

For those of you looking to have and hold these expanded madness options for your campaigns, I’ve created a free PDF for you. You can click on the link below or head on over to the Free Game Resources section of this site where it lives with a bunch of other supplements for your game like new magic items and monsters.

Expanded Indefinite Madness

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!

Several months ago I posted about the superpowers creatures can gain by surviving an extended stay in The Damned Lands. The Damned Lands, of course, are a psionically irradiated wasteland. The warped reality in The Damned Lands can drive a person mad, but managing to survive and resist the madness during an extended stay in the area comes with its own rewards. The psionic energy of the place can warp creatures’ anatomy and physiology granting them powers like the ability to fly or become invisible.

The Damned Lands (dark gray hexes are uncharted territory)

The Damned Lands (dark gray hexes are uncharted territory)

Well the rules I’d previously created for The Damned Land powers were based on the information in the final D&D Next playtest packet. We now have the official fifth edition Dungeons and Dragons rules, and so I’ve updated those rules. The update for superpowers are based on the rules for blessings in chapter 7 of the Dungeon Master’s Guide. I’m not calling these blessings though, since they aren’t granted by gods. Take a look at the excerpt from the upcoming Exploration Age Campaign Guide below.

Madness in The Damned Lands

As adventurers spend more time in The Damned Lands, they risk becoming infected with madness. Every ten days straight spent in The Damned Lands, a creature must succeed on a DC 10 Wisdom saving throw or contract a form of indefinite madness (see chapter 8 of the Dungeon Master’s Guide). For consecutive day beyond the first spent in The Damned Lands, the DC for the saving throw increases by 1, since the warping psionic energies become more and more difficult to resist.

If the creature fails this saving throw by 5 or more, in addition to gaining a form of indefinite madness, its Intelligence score is reduced 2, the DM takes control of the character, and if it ever leaves the borders of The Damned Lands it dies.

Damned Superpowers

There are two types of superpowers that can be acquired by staying within the borders of The Damned Lands, minor and major. Any creature who survives 15 continuous days or longer in The Damned Lands has a chance to acquire a minor power. The DM may choose or roll on the table below to grant a creature a power.

Any creature who survives 20 continuous days or longer in The Damned Lands has a chance to acquire a major power. The DM may choose or roll on the table below to grant a creature a power.

Minor Powers

Blindsight. You gain 5-foot blindsight.

Disguise Self. As an action you can cast disguise self. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Beast Speech. You can speak to and understand beasts.

Charm Person. As an action you can cast charm person. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Darkvision. You gain 60-foot darkvision. If you already have darkvision, add 60 feet to its range.

Detect Magic. As an action you can cast detect magic.

Fear. As an action you can cast fear. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a long rest before you can use this ability again.

Feather Fall. You can cast the feather fall spell at-will.

Increased Speed. Your walking speed increases 5 feet.

Inner Healing. As an action you regain a number of hit points equal to your Constitution score. You must complete a long rest before you can use this ability again.

Minor Telekinesis. As an action you can move an unattended object within 30 feet weighing 20 lbs. or less 30 feet in any direction. If the object moves more than 30 feet away from you, it falls.

Misty Step. As a bonus action you can cast misty step. You must complete a short or long rest before you can use this ability again.

Object Teleportation. As an action you can teleport an object you hold 50 feet (this includes into the free hand of another person).

Psychic Claws. As a bonus action you grow psychic claws from you hands that count as light finesse weapons which deal 1d6 psychic damage. You are proficient with these claws and can dismiss them as a bonus action.

Psychic Knives. As part of an attach can create psychic knives which count as light finesse weapons and deal 1d4 psychic damage. These knives can be thrown (range 20/60) and disappear at the end of your turn.

Pyrokinesis. As an action you can cause an unattended flammable object within 30 feet to catch fire.

Sanctuary. As an action you can cast sanctuary on yourself. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Telepathy. You can communicate telepathically with any creature within 30 feet of you which can understand a language.

Web. As an action you can cast web. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before you can use this ability again.

Zone of Truth. As an action you can cast zone of truth. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before you can use this ability again.

Major Powers

Amphibious. You are able to breathe underwater and gain a 30-foot swim speed.

Blink. As an action you can cast the blink spell.

Dispel Magic. As an action you can cast dispel magic. Your spellcasting ability for the purposes of this power is Charisma.

Detect Thoughts. As an action you can cast detect thoughts. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Flight. You gain a 60-foot fly speed.

Gifted Misty Step. As a bonus action you can cast misty step.

Invisibility. As an action you can cast the improved invisibility spell.

Invulnerability. You resist bludgeoning, piercing, and slashing damage.

Magic Resistance. You gain advantage on saving throws against magical effects.

Major Image. As an action you can cast major image. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Polymorph. As an action you can cast polymorph. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Psychic Pet. As an action you summon a psychic creature which has the same statistics as a Tyrannosaurus rex, except that all of its attacks deal psychic damage. The creature is under your control and takes only actions you order, though it will defend itself if attacked. You must complete a short or long rest before you can use this ability again.

Regeneration. At the start of your turn as long as you have at least 1 hit point remaining, you regain 5 hit points.

Resurrection. You can cast resurrection without expending any material components. You must complete a long rest before you can use this ability again.

Super Intelligence. Your Intelligence score becomes 26.

Super Speed.  Your walking speed is tripled.

Super Strength. Your Strength score becomes 26.

Telekinesis. As an action you can cast telekinesis.

Time Stop. As an action you can cast time stop. You must complete a long rest before you can use this ability again.

Tunneler. You gain a burrow speed equal to your walking speed, 60-foot tremorsense, and 30-foot blindsight.

Power Tables
d20 Minor Power
1 Blindsight
2 Disguise self
3 Beast speech
4 Charm person
5 Darkvision
6 Detect magic
7 Fear
8 Feather fall
9 Increased speed
10 Inner healing
11 Minor telekinesis
12 Misty step
13 Object teleportation
14 Psychic claws
15 Psychic knives
16 Pyrokinesis
17 Sanctuary
18 Telepathy
19 Web
20 Zone of truth
d20 Major Powers
1 Amphibious
2 Blink
3 Dispel magic
4 Detect thoughts
5 Flight
6 Gifted misty step
7 Invisibility
8 Invulnerability
9 Magic resistance
10 Major image
11 Polymorph
12 Psychic pet
13 Regeneration
14 Resurrection
15 Super intelligence
16 Super speed
17 Super strength
18 Telekinesis
19 Time stop
20 Tunneler

PDFs!

You probably knew I wouldn’t leave you without a PDF. All the information above is in a juicy download for you below and on the Free Game Resources section of this site. You can use these superpowers as is or plug them into your game as blessings per the Dungeon Master’s Guide.

Note: These superpowers are game-changers that make PCs into superheroes, so use at your own risk.

Madness and Powers in The Damned Lands

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I was on a recent episode of The Tome Show! I was part of an awesome team which reviewed the Dungeon Master’s Guide.


The Tome Show’s 5e review team gets together one last time to review the final book in the core D&D 5e 2014 release. Hosts Jeff Greiner and Tracy Hurley are joined by Mike Shea and me. (Sam Dillon was unable to attend the recording.) The group discusses the good, the bad, and the ugly of the 5e Dungeon Master’s Guide.


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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 Basso, Alex Basso, and Vegas Lancaster to discuss the latest Dungeon Master’s Guide previews and the release of the Bahamut and Tiamat miniatures from Wiz Kids. This podcast was recorded on November 23, 2014.


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A new episode of my podcast, Gamer to Gamer, is up on The Tome Show’s website.


I sit down with Jeremy Crawford, one of the lead designers of fifth edition D&D! We talk about Jeremy’s career at Green Ronin and Wizards of the Coast, the campaign world he’s been running since he first started playing, and all things Dungeon Master’s Guide, Jeremy’s latest creation. This podcast was recorded on November 12, 2014.


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A new episode of my podcast, The Round Table, is up on The Tome Show’s website.

I sit down with Alex Basso, Topher Kohan, and Round Table newbie Enrique Bertran (aka Newbie DM) to talk about previews from the Dungeon Master’s Guide related to the Wizards of the Coast participation in Extra Life. The conversation doesn’t stop there, we then talk about the possibility of the Eberron campaign setting being brought into the fifth edition rules. This podcast was recorded on October 21, 2014.

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The Tome Show on Facebook

newbiedm.com

Topher’s Google+ Page

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

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.

I sit down with Alex Basso and Round Table newbie John Fischer to talk about the Dungeon Master’s Guide’release being pushed back and a whole bunch of previews from the upcoming Monster Manual. This podcast was recorded on September 18, 2014.

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Intellect Devourer

Kobold

Golems

Umber Hulk

Bone Devil

Sphinx

Rust Monster

Manticore

Thri-Kreen

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