Sample file - Dungeon Masters Guild
Transcription
Sample file - Dungeon Masters Guild
ple m Sa file The Daggerspell Society Built upon secrets to ensure that the greater truths are brought to light. DESIGN David Adams Sa m ple file 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 m Sa 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. file ple 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 Sa m ple 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. file 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.