diff --git a/collaborations/dark-tides-of-bilgewater.index b/collaborations/dark-tides-of-bilgewater.index new file mode 100644 index 000000000..ec345157f --- /dev/null +++ b/collaborations/dark-tides-of-bilgewater.index @@ -0,0 +1,18 @@ + + + + Legends of Runeterra: Dark Tides of Bilgewater + + + + + + + + + + + + + + diff --git a/collaborations/dark-tides-of-bilgewater/LRDTOB.png b/collaborations/dark-tides-of-bilgewater/LRDTOB.png new file mode 100644 index 000000000..44ca5601f Binary files /dev/null and b/collaborations/dark-tides-of-bilgewater/LRDTOB.png differ diff --git a/collaborations/dark-tides-of-bilgewater/barbarian-depths.xml b/collaborations/dark-tides-of-bilgewater/barbarian-depths.xml new file mode 100644 index 000000000..eddbede8e --- /dev/null +++ b/collaborations/dark-tides-of-bilgewater/barbarian-depths.xml @@ -0,0 +1,145 @@ + + + + + + + + + Primal Path + +

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.

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At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.

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+ + You have the ability to breathe underwater. + + + + +
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Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.

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As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.

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+ + You manifest an extra appendage, and you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC{{dredge line:dc}}) or be pulled up to 10 feet in a straight line towards you. + + + + + + +
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Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.

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+ + You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks. + You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw (DC{{ghostwater dive:dc}}. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks. + +
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At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.

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Eyes of the Deep. You gain the ability to use echolocation. When you do so, you cast the true seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.

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Arms of the Deep. While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.

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Heart of the Deep. Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

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Soul of the Deep. You are now immune to all effects that would cause you to be charmed or frightened.

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Armor of the Deep. Your skin hardens, increasing your Armor Class by 1.

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+ + You may replace your chosen manifestation during a long rest. + + + + + +
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Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.

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Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.

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You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

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+ + Each creature within 10 feet of you must make a Dexterity saving throw (DC {{shifting the odds:dc}}), taking 4d10 force damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. + + + + + + + +
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At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

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+ + After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you. + +
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At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

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  • You regain expended power for your Wild Card’s Gambit feature:
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    • Cards. You regain all spent uses of that feature.
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    • Dragonchess. You regain all spent uses of that feature.
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    • Dice. You regain all spent dice.
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  • Your movement speed is doubled.
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  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
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  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
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This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

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+ + You take on an incorporeal form for 1 minute. You regain all expended power from your Wild Card's Gambit feature, your movement speed is doubled, you have resistance to all damage, and immunity to the grappled, paralyzed, stunned, and restrained conditions. You can also move through objects and creatures as if they were difficult terrain, and if you end your turn inside a creature, it takes 1d10 force damage and is shunted into an adjacent space within 5 ft of their original location. + +
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You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)>

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When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

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+ + When a creature targets you with an attack, you can spend up to {{loaded dice:limit}} dice from your pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. + + + + + + + + + +
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Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

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Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.

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Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.

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Sylph. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.

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+ + You can execute one of the following chess maneuvers: + • Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal additional {{level:rogue}} points of damage. + • Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn. + • Sylph. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn. + + + + + + +
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You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.

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You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

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Wild Card Suit Table

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Damage die (d4)Suit
1Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
2Shackle. Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
3Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
4Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect.
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+ + If you have not yet used your Sneak Attack this turn, you can attack a creature within 30 feet with your enchanted cards. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + {{dexterity:modifier}}. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled: + Blade. On a 1, roll your Sneak Attack damage and add it to the damage dealt. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. + Shackle. On a 2, until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. + Heart. On a 3, roll your Sneak Attack damage and add it to the damage dealt. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. + Wild Ace. On a 4, choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect. + + + + + + +
+ diff --git a/collaborations/dark-tides-of-bilgewater/source.xml b/collaborations/dark-tides-of-bilgewater/source.xml new file mode 100644 index 000000000..17cc13320 --- /dev/null +++ b/collaborations/dark-tides-of-bilgewater/source.xml @@ -0,0 +1,23 @@ + + + + + + + + + +

Legends of Runeterra: Dark Tides of Bilgewater includes three new subclasses perfect for adventures on ships, under the sea, and on the scummy streets of the Bilge. A new adventure full of brand-new monsters, magic items, and NPCs drawn from the lore of Legends of Runeterra.

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+ + LRDTOB + + https://www.dndbeyond.com/sources/lrdtob + https://raw.githubusercontent.com/AuroraLegacy/elements/master/collaborations/dark-tides-of-bilgewater/LRDTOB.png + D&D Beyond, Riot Games + 20200609 + true + This content is no longer available on D&D Beyond. + +
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