Sample file - Dungeon Masters Guild

Transcription

Sample file - Dungeon Masters Guild
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The Daggerspell Society
Built upon secrets to ensure that the greater truths are brought to light.
DESIGN
David Adams
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ART
Cover: Mucius Scaevola in the Presence of Lars Porsenna, Matthias Stomer PD-1996
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
damage against a creature that you hit when your
attack has advantage.
This damage increases to 2d6 at 8th level, and to
3d6 at 14th level. You can only deal this extra
damage once per turn.
DAGGERSPELL
2nd-level abjuration
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DAGGERSPELL ADHERENT
A quick blur of sharp daggers and a blinding flash
of magic are usually the last thing seen by those
tailed by a member of the Daggerspell Order.
Those that pursue this tradition of magic are
devoted to the use of daggers to, as they tell it,
‘surgically remove the truth.’
BACKSTAB
When you enter the order at 2nd level, you are
taught a rudimentary fighting style that exploits
gaps in your targets’ defenses to increase the
potency of your strikes. You deal 1d6 extra
New Spell
Casting Time: 1 bonus action
Range: self
Components: V,S
Duration: Concentration, up to 1 minute
With this spell, you magically enhance your ability to fight
with a pair of daggers. Any attack you make with a dagger
deals maximum damage on a successful hit. When you use
the dodge action, you have DR 5 and your movement
doesn’t provoke opportunity attacks.
When you cast this spell you must be holding a dagger in
each hand that you are attuned to, otherwise the spell fails.
At Higher Levels. When you cast this spell with a 5th
level spell slot, while you are dodging and subjected to an
effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
fail. When you use a 7th level spell slot, your daggers deal
twice their maximum damage. When you use a 9th level
spell slot, you can use a reaction while dodging to negate
the effects of one attack against you.
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aggers or knives appear in one form or
another as part of nearly every magic ritual
known to scholars within the
Realms. It is no surprise then that there are those
fanatics drawn to the symbolism and power
inherent in these weapons. The Daggerspell
Society is the most emblematic and intensely
secretive of those erstwhile individuals that gather
to share the knowledge they have built along the
knife's edge.
The society functions in nearly every far flung
corner of Toril, but has almost no reputation to
speak of. A rare few Harpers are aware it exists,
but know little about how to find it. This secrecy
is due largely to the fact that members gather only
infrequently, act largely independently, and have
no over-arching agenda.
Bound together by a mystical ritual in which
initiates forge and bond with a pair of daggers, the
adherents of the Daggerspell Society promote
justice through the discovery of truth. What this
means varies among members and the attendant
philosophical discussion about their mission
consumes much of their occasional gatherings.
Most members act behind the scenes as freelance
investigators, spies, or scouts. New members are
typically drawn into the society when their own
inquisitiveness crosses paths with the actions of
an adherent already in the midst of an
investigation. Those that are able to pursue and
uncover the truth about an existing member are
given the opportunity to join the Daggerspell
Society and learn its secrets.
INVOCATION OF THE KNIFE
Your initiation in the order at 2nd level begins with
a ritual that binds your magic to a pair of daggers
that you personally forge. The ritual permanently
attunes both daggers to you and you can attune
one fewer magic item.
You can transfer the enchantment of an existing
magic items to one of your daggers as a downtime
activity, provided the enchantment can be applied
to a dagger. Doing so takes the same amount of
time as it would to create a magic item of the
same type, but requires only 500 gold pieces in
incense and ritual components.
Should you ever lose one or both of your
daggers, you must forge a new set to regain your
abilities. It costs 500 gold pieces in raw materials
and components and takes 24 hours to complete
the ritual that creates your bond to the pair of
daggers.
Daggercast. You can use your daggers as a
spellcasting focus. Additionally, when you cast a
spell that deals damage you can choose to add
slashing to the type of damage the spell deals.
SPELLSTRIKE
Starting at 14th level, your mastery of the
daggerspell allows you to use it to unleash a
torrent of attacks against your foes. Any time you
cast daggerspell, you can make one attack with a
dagger you are holding as part of the action to cast
the spell. While you are under the effects of the
daggerspell, you can attack twice when using the
attack action and any dagger attack you make
deals half damage on a miss.
KNIVES OF THE FORGOTTEN REALMS
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When you reach 6th level, you can channel your
spells through your daggers. Any time you cast a
spell that targets a single creature, you can choose
to make a dagger attack (ranged or melee) as part
of the action of casting that spell. On a successful
hit, the spell is cast as normal on the targeted
creature.
You can also store a spell you cast in one of your
daggers as part of the action to cast it, triggering
the spell the next time you make a successful
attack with the dagger. If the spell targets an area,
it is centered on the target of the attack. Your DM
may decide that some spells cannot benefit from
this ability.
DAGGERSPELL FLURRY
DAGGERSPELL STANCE
At 10th level, your familiarity with the daggerspell
allows you to fight more effectively under its
effects. When you use the dodge action while
benefiting from the effects of the spell
daggerspell, you can make an attack with a
dagger you are holding against any creature that
attempts to attack you. You can make a number of
attacks equal to the higher of your wisdom or
intelligence modifier each time you dodge.
Along the Sword Coast, the baselard is the most
common form of dagger available. It is derived from
the multipurpose hunting knives commonly used by
knights and other individuals belonging to, or in the
service of, wealthier households. Most common folk
possess and use athames; a slightly smaller knife
designed primarily to skin small game. Some members
of the Daggerspell Society hold the athame in higher
regard because of its ease of use in arcane ritual, but
it is by far an inferior dagger compared to the
baselard.
The selection of what kind of daggers to use is an
intensely personal one for every daggerspell adherent,
and the reasons for choosing one type of dagger over
another varies as much as the kinds of daggers found
across Faerun. Below you’ll find a small sampling of
the other examples of daggers one might find in the
Forgotten Realms.
Katar. This unusual from Zakhara is notable for its
H-shaped hilt that results in the blade being situated
along the user’s knuckles. The resulting punch-style of
attacks see’s favor almost exclusively from the druids
of Chult that have imported the dagger from the
southern lands.
Kirpan. More status symbol than weapon, the kirpan
is notable for its curved tip. Favored in Mulhorand, it
was once reserved only for the Imaskari. Now the
freed men and women of Mulhorand carry the daggers
stripped from the wealth of their oppressors.
Stiletto. Unlike many other daggers, the stiletto has
a very narrow cross-section and delivers piercing
instead of slashing damage. This dagger is typically of
Amnish or Sembian vintage.
Yoroiodoshi. Few examples of this dagger are found
outside Kara-tur, but some adherents are drawn to the
exotic status this dagger holds. It is sharpened only on
one side and sized to excel at piercing ringmails.
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You must finish a short or long rest to use this
ability again.
Dagger Claws. When you change form while
holding your daggers, such as with the wildshape
ability or through spells like polymorph and shape
change, any natural weapons your form possesses
gain the magical properties of your daggers (such
as bonuses to attack and damage rolls, extra
damage, changes to damage type, or any special
abilities) and are treated as dagger attacks for the
purposes of the effects of any of your abilities or
spells.
Expanded Spell List. When you are of a high
enough level to cast them, you learn the following
spells, even if they are not on your spell list: blade
ward, blade barrier, cloud of daggers, and
daggerspell.
You always have these spells prepared and they
do not count against your limit for prepared spells
for the day. You can only cast these spells while
holding your daggers.