Request to Playtest (DnD 5e, L4F)

Started by ZameRagues, June 22, 2018, 02:59:15 AM

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ZameRagues


Hello there, I am hoping to run a one shot story with the intention of play testing a homebrew archetype, Circle of Iron Druid. My idea behind the Druid of Iron is a darker theme for a Druid. They could be rejected by their clan or tribe, rejected by nature, maybe even failed base lessons and practices. The Druid could have grown up in a city environment, never receiving nature's blessing. Perhaps they started learning to be a Druid and abandoned the practices and beliefs. They have no proper teacher or guidance to help them. Their shape changing becomes irregular and twisted. They learn to shape-shift into other people and take on aspects of abominations.

For those still interested, the campaign is simple. You wake up in a ragged tunic, skirt, and sandals. The only thing of value on your person is a pouch of coins. Looking around you are in a massive underground cavern. You're currently atop a cliff with a large city below. A handful of large glowing orbs shine a blue light over the city. Several spots of fire and candle light further illuminate the streets and buildings. People come and go as they please, the city if thriving, but as you look closer they aren't Humans and Elves. These are Demons, fiends, and devils. You quickly realize you're not in the material plane. Further investigation reveals the occasional human, elf, dwarf, and like from the material realm, all of which are being treated as sex slaves. Their presence in this plane merely for pleasure of whichever evil entity owns them. You fail to find any individual not of evil origin with any kind of freedom.

The goal of the campaign is simple, escape the pocket of the Lust Plane you find yourself in. There are a handful of methods scattered within the city and the surrounding areas. Death is not a concern of this game as it sucks and is boring. I do intend for this to be difficult however as I want to test how the class is, thus failure is not without consequence. Sex in the Plane of Lust happens frequently to all creatures and has a greater effect, most humans and elves giving in to pure lust after only a few orgasms.

Now for the details of the campaign. I am looking for a player willing to play a female human or elven character using the Druid archetype I have made. You're free to use any source material otherwise. A character will not die in this game however if they are receive cum or are brought to orgasm three times then they will succumb to lust and essentially lose. Victory is escaping back to the material plane, which can be done by finding a portal or item that will send you back. The character will be level 10 and start with 15000 gold in platinum coins and rare gems. For stats it'll be using the point buy system. Human variant, is allowed. All interested are welcome to create a character, I will only be choosing one though. I may run a second thread later on depending on how things turn our or flow. If there are questions, comments, concerns, or suggestions feel free to let me know. I want this to be difficult, but I want it to be fun as well, primarily fun.

Circle of Iron, Druid
2nd Level, Lack of Druid Ritual
Starting at Level 2 you ignore the Druid’s rule against using metal and metal armor

2nd Level, Circle Spells
Your perverse or lack of connection with the land and nature has allowed you to pick up strange and foul magic. At 3rd, 5th, 7th, and 9th levels you gain access to certain spells based on the list chosen. Spells provided are always prepared and don’t count against your total prepared spells per day. These spells are not on the Druid list, but count as druid spells for you.
Cemetery
= 3rd, False Life, Inflict Wounds
= 5th, Life Transference, Vamp Touch
= 7th, Shadow of Moil, Enervation
= 9th Raise Dead, Danse Macabre
Slums
= 3rd, sleep, Disguise Self
= 5th, Silence, Invisibility
= 7th, Greater Invis, Enemies Abound
= 9th, Mislead, Modify Memory


2nd Level, Monstrous Shape
This ability replaces the base Wild Shape of the Druid Class.
You can stay in an Aberrant shape for a number of hours equal to half your druid level (rounded down), you then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn.
While you are transformed, the following rules apply:
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment.
- While in an Aberrant Shape you gain temporary hit points equal to half of your maximum HP (Rounded up). The Aberrant Shape is lost when the temporary hit points are lost.
- You can cast spells so long as your current form has the physical capability to perform all components necessary for the spell such as somatic components.

- As an action you can gain the benefits of one of the following options
= Change Appearance - You transform your appearance. You decide what you look like, including your height, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your stats change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, for instance you can't use this ability to become quadrupedal. At any time for the duration, you can use your action to change your appearance in this way again.
= Natural Weapons - You grow claws, fangs, spines, horns, or a different melee natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. Your natural weapons can also have one of the following features; Finesse, Heavy, or Light

Starting at 4th level you gain access to the following abilities for Monstrous Shape.
= Aquatic Adaptation - You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swim speed equal to your walking speed. At level 10 this becomes twice your walking speed
= Earthly Adaptation - You adapt your body to an earthly environment, growing long sharp tipped claws. You now have darkvision up to 60ft and gain a dig speed of half your walking speed. Your climbing speed is equal to your walking speed. At level 10 your dig speed becomes equal to your walking speed.

Starting at 8th level you gain access to the following abilities for Monstrous Shape.
= Your Wild Shape uses increases by 1.
= Aerial Adaptation - You adapt your body to an aerial environment, growing wings and a tail for balance. You have a fly speed of 30.
= Ranged Adaptation - You gain access to Ranged Natural Weapons in the form of a 1d6 quill with a range of 30/120. Your natural melee weapon damage increases to 1d8

6th Level, Monstrous Trait
Starting at 6th level, anytime you use Monstrous Shape you can choose a trait as well from the list below.

Shadow Stealth - While in dim light or darkness, can take the Hide action as a bonus action Keen Smell/Sight/Hearing - Advantage on Wisdom (Perception) checks that rely on said sense Mimicry - Can mimic simple sounds of speech it has heard, in any language. DC 10 Wisdom (Insight)
Pounce - If moves at least 20 ft towards a creature and then hits it with a claw attack on the same turn, that target must succeed DC STR save or be knocked prone. If target is prone, player can make one bite attack against it as a bonus action.
Mobility - +10 speed (Does not count towards swim, climb, or dig speeds). Player can make a standing leap, long jump up to 25 feet, high jump of 15 feet, with or without a running start.
Poison spit - DC 12 Con save or 2d4 poison damage. action to apply it to weapons. Lasts for one hour.
Evasion - Dex save to take only half dmg, or no dmg on successful saving throws.
Roar/shriek - can roar or shriek, each humanoid or beast within 30ft and able to hear DC 12 wisdom save or be frightened. Success make immune to further attempts to fear from player for one hour.
Natural armor - +1 AC natural armor

10th level, Aberrant Thief
Starting at level 10, you can take the essence of a monstrous or aberration creature that you have defeated and gain one of it’s abilities or actions. You can not take weapons, magic, abilities to shapechange, legendary resistances, legendary actions, or any specific ability designated by the DM. Abilities taken maintain all DCs, range, damage, and recharge rates. Examples of an ability taken would be the Lightning Breath of a Behir.

Images of what could be seen as Circle of Iron Druids.
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