May 16 2016

Ghostbusters 5E: Wits Class (First Draft)

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holtzman_wig

Wits (First Draft)

Hit Die: d8
Hit Points at 1st Level: 8 + your Constitution modifier
Saving Throws: Dex, Cha
Proficiencies: two toolsets, languages, or musical instruments of choice
Skills: Choose three from Acrobatics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Parapsychology, Perception, Persuasion, Pilot, Religion, Science, Stealth

Level Prof. Features
1 +2 Slick Operator, Make a Remark
2 +2 Jack of All Trades
3 +2 Specialty
4 +2 Personal Development
5 +3 Social Aggro
6 +3 Rally the Troops
7 +3 Confusion Attack
8 +3 Specialty
9 +3 The Hair of Your Teeth
10 +4 Personal Development
11 +4 Go Get ‘Em!
12 +4 C’mon Boxcars
13 +5 Specialty
14 +5 Work the Crowd
15 +5 Personal Development
16 +5 Smooth Recovery
17 +6 Devastating Quip
18 +6 Specialty
19 +6 Stroke of Luck
20 +6 Personal Development

Slick Operator
Choose two skills from: Acrobatics, Intimidation, Investigation, Persuasion, Perception, Stealth. When make ability checks using those skills, your proficiency bonus is doubled.

Make a Remark
You can use your wit to bring cheer to your friends or dismay your foes. As a bonus action on your turn, choose a creature within 60′ who can hear and understand you. If you are making a cheering remark, that creature may add a Ghost Die to one attack roll, saving throw, or ability check they make within the next minute. Alternatively, they may roll a Ghost Die and regain that many hit points. If they Roll a Ghost when restoring hit points, then they regain a number of hit points equal to their Constitution score (or 6, whichever is greater). If you are making a cutting remark, you roll a Ghost Die on their next d20 roll: they must subtract that amount from their roll. Alternatively, you may choose to roll a Ghost Die and subtract that number from their hit points. If you Roll a Ghost when making a cutting remark, the affected creature must subtract a number equal to your Charisma score (or 6, whichever is greater). You may use this ability a number of times equal to your Charisma modifier (minimum 1). After that, you must complete a short or long rest to use it again.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus (rounded down) to any ability check that does not already include your proficiency bonus.

Specialty
At 3rd level, you choose a specialty for character. The choices are The Pro and Snarkmaster General. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.

Social Aggro
Beginning at 5th level, you may use your action to weave a distracting string of words, causing a creature of your choice within 60′ who can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature that can’t be charmed succeeds the saving throw automatically, and if you our your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the beginning of your next turn or until the target can no longer hear you. The effect immediately ends if the creature takes damage from any source. You may extend this effect for a number of rounds equal to your Charisma modifier (minimum 1) by using a bonus action on each turn to continue talking. You must complete a short or long rest before you can use this ability again.

Rally the Troops
At 6th level, you use your charm and humor to bolster the morale of your allies. Every friendly creature within 60′ who can hear and understand you (including yourself) immediately gains a Ghost Die of hit points + your Charisma modifier. If you Roll a Ghost on this roll, the creatures regain hit points equal to their Constitution score (or 6, whichever is higher) + your Charisma modifier. You may use this ability of number of times equal to your proficiency bonus, after which you must complete a long rest before you can use it again.

Confusion Attack
At 7th level, your ability to spin fascinating but ultimately spurious talk has been honed to such a degree that any creature affected by your Social Aggro ability also becomes charmed and incapacitated.

The Hair of Your Teeth
At 9th level, when you are targeted by an attack or forced to make a saving throw, you may add a Ghost Die to your AC or your d20 roll. You may choose to do this before or after the attack or saving throw result is revealed, but before the damage or effects are applied. You must complete a long rest before you can use this ability again.

Go Get ‘Em!
At 11th level, you have become very effective at getting other people to achieve. On your turn, if you take no actions (except a possible reaction) and do not move, you may instruct one friendly creature within 60′ who can hear and understand you to take an action instead. That creature immediately gets the benefit of an Action Surge (as the Brawn class ability). You must complete a short or long rest before you may use this ability again.

C’Mon Boxcars
At 12th level, when using the Make a Remark or Rally the Troops abilities, you roll two Ghost Dice and take the more favorable result.

Work the Crowd
By 14th level, you have become so adept at Social Aggro (and by extension Confusion Attack) that it affects all creatures of your choice within 60′ who can hear and understand you.

Smooth Recovery
At 16th level you’ve mastered the art of rolling with a flub. When you expend a use of Make a Remark, Social Aggro, or Hair of Your Teeth and receive no or minimal benefit (rolling a 1 on the Ghost Die, failing the saving throw anyway, etc.), that use is automatically recovered. (The result does not change, but the use is no longer considered to have been expended.)

Devastating Quip
At 17th level, when you make a cutting remark, the affected creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes stunned until the end of their next turn.

Stroke of Luck
At 19th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you must complete a short or long rest before you can use it again.

Specialties
The Pro
More Skills to Pay the Bills: At 3rd level, you gain three more skills, tool proficiencies, languages, or musical instrument proficiencies of your choice.

Pinch Hitter: At 3rd level, you can “fake it” well enough to emulate the 3rd level specialty of another class for 24 hours. For instance, you might choose to emulate the Inventor specialty of the Brain class, or the Danger Magnet specialty of the Moves class (or even the Snarkmaster General specialty of the Wits class). This confers all of the abilities that specialty would at 3rd level, but any ability must be one that stands alone rather than building on another ability of the class for you to be able to use it– you couldn’t emulate the Heart of the Team ability of the Guts class for instance, because it requires you to have the Got Your Back ability first. You may even choose non-spellcasting specialty trees from classes not in the Ghostbusters game with Ghostmaster approval, selecting the Thief specialty of the Rogue class from the Players Handbook, for example.

You may choose which ability you wish to emulate at any time; once the choice is made, it cannot be changed until you finish a long rest or a maximum of 24 hours. Once the 24 hours is up, any benefits granted by your current choice end immediately– the gadgets fall apart, for example, or you just can’t quite get the knack of those Slick Moves. Even if you choose the same specialty again, it is effectively “reset” to a fresh start.

Flexible Thinking: At 8th level, you are such a quick thinker that you can manage to twist even the most thorough compulsion to your own ends. You have advantage on all saving throws to resist all mind-affecting effects, including charm, fear, or confusion. Your character may very well be dominated by that Class IV possessor, but with a successful save they still remain completely under player control.

Quick Study: At 13th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 13th level.

The Pro From Dover: At 18th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 18th level.

Snarkmaster General
No Job Is Too Big, No Fee Is Too Big: Starting at 3rd level, when negotiating to mitigate damage or increase your team’s fee for a bust, you have advantage on your Charisma (Persuasion) check.

Fast Talk: Beginning at 3rd level, you have such a gift of gab that you can suggest a wildly improbably or even outrageous course of action (limited to a sentence or two) to someone within 30′ who can hear and understand you, and they must make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier) or they will pursue it to the best of their ability for up to 8 hours (or until they complete the action, whatever it is). Creatures that can’t be charmed are immune to this effect. Asking a creature to actively harm themselves or do something completely contrary to their basic nature immediately ends the effect. For instance, you might convince a police officer to stand guard over a sofa instead of questioning you, but you couldn’t convince him to shoot himself. You may also specify actions that will trigger a special activity during the 8-hour period. For instance, you might convince the police officer to arrest the first ghost they see– but if the police officer doesn’t see any ghosts before the 8 hours are up, he can’t very well arrest them. Once you have used this ability, you must complete a short or long rest before you can use it again.

Deadpan Snarker: Beginning at 8th level, you’ve become so jaded that you gain proficiency with Wisdom saving throws and have advantage on all Wisdom and Charisma saving throws.

Mind Trick: At 13th level, you’re so good at fast talking that you can actually make people doubt their memories. By taking an action to weave an at least marginally-convincing alternative scenario, you can force a creature within 30′ that can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier). Creatures that can’t be charmed are immune to this effect, and if you are fighting the creature, it has advantage on the saving throw. On a failed save, the creature becomes charmed by you for one minute. During that time the creature is incapacitate and unaware of its surroundings, though it can still hear you. If the creature takes damage for any reason the effect ends and none of the creature’s memories are modified. While the charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the even with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. The modified memories take hold when the charm ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. Once you have used this ability, you must complete a short or long rest before you can use it again.

Reality Distortion Field: By 18th level, your powers of persuasion are so off the charts that the stuff you come up with doesn’t even have to be believable any more. When using Fast Talk, Mind Trick, Social Aggro, or Devastating Quip, all creatures targeted by the abilities have disadvantage on their saving throws. (Alternatively, creatures with advantage on their saving throws have that advantage canceled out.) You still cannot force a creature to do something clearly suicidal or completely against its true nature, no matter how persuasive you are. But you can make them think about it, which is creepy enough.

That’s it for the classes! Whattya think? Next time, Ghostbuster Backgrounds (Traits, Ideals, Bonds, and Flaws).

-The Gneech

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May 13 2016

Ghostbusters 5E: Moves Class (First Draft)

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slimer_moves
(Artwork by T. Rex Jones. Thanks for the heads-up, Softpaw!)

Why just bust ghosts, when you can do it with style?

Moves (First Draft)

Hit Die: d8
Hit Points at 1st Level: 8 + your Constitution modifier
Saving Throws: Dex, Cha
Proficiencies: two toolsets, languages, musical instruments, or other equipment of choice
Skills: You are proficient with Acrobatics. You may also choose three from Athletics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Performance, Persuasion, Pilot, Religion, Stealth

Level Prof. Features
1 +2 Nice Moves, Nimble Minx
2 +2 Action Surge (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Uncanny Dodge
6 +3 Sure Footed
7 +3 Improved Critical
8 +3 Personal Development
9 +3 Specialty
10 +4 Reliable Talent
11 +4 Slippery
12 +4 Specialty
13 +5 Personal Development
14 +5 Action Surge (two uses)
15 +5 Elusive
16 +5 Specialty
17 +6 Personal Development
18 +6 Action Surge (three uses)
19 +6 Just That Good
20 +6 Specialty

Nice Moves
Choose one proficiency from your skills, tool proficiencies, or musical instrument proficiencies. Your proficiency bonus is doubled when making any checks on Dexterity (Acrobatics) and the chosen proficiency.

Nimble Minx
On your turn, you may use a bonus action to take the Dash, Dodge, or Disengage actions.

Action Surge
At 2nd level, on your turn, you may take an extra action, on top of any other action and possible bonus action. You must complete a short or long rest before using this ability again. At 14th level you have two uses between short or long rests, and at 18th level you have three uses between short or long rests.

Specialty
At 3rd level, you choose a specialty for character. The choices are Marksman or Razzle Dazzle. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, gain a feat.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Sure Footed
Beginning at 6th level, your movement is not hampered by difficult terrain. Also, you may return to a standing position from being prone on your turn without expending movement.

Improved Critical
Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Reliable Talent
Starting at 10th level, whenever you make an ability check that allows you to add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Slippery
Beginning at 11th level, you may add a Ghost Die to all saving throws to avoid the Grappled, Prone, or Restrained conditions.

Elusive
Beginning at 15th level, you are so elusive that no attack roll against you has advantage while you are not incapacitated.

Just That Good
Beginning at 19th level, whenever you Roll a Ghost (for any reason), you may immediately take a free action.

Specialties
Marksman
Sharp Shot: At 3rd level, you acquire the Sharpshooter feat if you do not already have it. Also, you get +2 on all ranged attacks, including ghost capture attempts (or alternatively, add +2 to the DC a ghost must beat to avoid a capture attempt you are making). When using the Attack action with a ranged weapon, you may use your bonus action to make a second attack.

From the Hip: If you are surprised on the first round in combat, you may still draw and fire a ranged weapon as a reaction, but with disadvantage on the attack roll.

Boom! Headshot. Beginning at 9th level, when you make a critical hit with a ranged weapon, it automatically does the maximum amount of damage.

Double Barrels: Beginning at 12th level, when making a ranged attack, you may attack twice with the attack Action (similar to the Extra Attack feature of the Brawn class). This is in addition to any attack you make with your bonus action.

Use the Force, Buster! At 17th level, your instincts are so finely honed that you do not actually need to be looking at your target to hit them. You are never at disadvantage for blindness or target invisibility when making a ranged weapon attack. You can also shoot a target while looking the other way, which just plain looks badass.

Fireworks: At 20th level, when make a ranged attack with the Attack action, you may choose to make a single attack against every target within range. Doing so forfeits the extra attack from Double Barrels, but you may still use your bonus action to make a second attack if you wish.

Razzle Dazzle
Slick Moves: At 3rd level, you learn a number of maneuvers from the Battle Master maneuvers list from the Fighter Class of the Player’s Handbook equal to your proficiency bonus. Every time your proficiency bonus increases, you may select another maneuver. When you gain new maneuvers, you may also replace one maneuver you know with a different one if you choose. Your “superiority dice” are Ghost Dice and their size does not increase. You have a number of superiority dice equal to your proficiency bonus + your Dexterity modifier. The saving throw against any of your maneuvers is equal to 8 + your proficiency + your Dexterity modifier.

You may also expend one of your superiority dice to add a Ghost Die to any Dexterity check, Dexterity saving throw, or ranged attack roll, but you may only do this once per turn.

Super Fly: Beginning at 9th level, when you Roll a Ghost on a superiority die, the die is considered to have not been expended by its use.

Quicker Than the Eye: At 12th level, when you are hit by an attack or fail a Dexterity saving throw, as a reaction you may immediately move yourself up to 30′ away before the blow lands (as if taking the Dash action). If this takes you out of range of the attack or the area of effect, you remain unscathed. You must complete a long rest before you may use this ability again.

Ain’t Even Tired: Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Phoning It In: At 20th level, if your attack misses a target within range, you may convert the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You must complete a short or long rest before you can use this ability again.

Whattya think? Next time, the last of the classes: Wits.

Brains class
Brawn class
Guts class

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May 11 2016

Ghostbusters 5E: Guts Class (First Draft)

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Hah! Think you can defeat me, moving? I still have a keyboard and a personal hotspot, therefore I shall continue to geek out on gaming stuff! Time for the heart of the team.

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Guts Class (First Draft)

Hit Die: d12
Saving Throws: Con, Cha
Proficiencies: Padded Jumpsuit, Proton Pack, Slime Blower, a toolset or language of your choice
Skills: Choose two from Acrobatics, Athletics, Driving, Electronics, History, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Pilot, Religion, Science

Level Prof. Features
1 +2 Adrenalin Rush, Durable
2 +2 Got Your Back
3 +2 Specialty
4 +2 Personal Development
5 +3 Fast Movement, Bravery
6 +3 Frenzy
7 +3 Specialty
8 +3 Personal Development
9 +3 Fearless Presence
10 +4 Wild Ride
11 +4 Still Got Your Back
12 +4 Specialty
13 +5 Payback
14 +5 Recovery
15 +5 Personal Development
16 +5 Charmed Life
17 +6 In This Together
18 +6 Specialty
19 +6 Walk It Off
20 +6 Personal Development

Adrenalin Rush
You rush into action before putting too much thought into how dangerous it is, going on the adrenalin rush. You may enter an adrenaline rush on your turn as a bonus action. During an adrenalin rush, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You add a Ghost Die of damage to all successful attacks in combat.
  • You have resistance to bludgeoning, piercing, and slashing damage.

During an adrenaline rush, you are unable to do anything requiring concentration (including casting spells). The rush lasts for one minute, but it ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, taken damage, or expended a hit die since your last turn. You may also choose to end the adrenaline rush on your turn as a free action.

You may enter an adrenaline rush a number of times equal to your proficiency bonus. Once they are expended, you must finish a long rest before you can go into a rush again.

Durable
You add your Constitution bonus to your AC, as well as your Dexterity bonus.

Got Your Back
Starting at 2nd level, on your turn you may take a bonus action to aid a friendly creature that you can touch. By expending one or more of your own hit dice (as if recovering hit points during a short rest), you may choose to give the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die. (Note that you do not regain any hit points from this action.) Your hit dice are recovered at the end of a long rest, as normal.

Specialty
At 3rd level, you choose a specialty for character. The choices are Big Lug, or Danger Magnet. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 12th, and 18th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.

Fast Movement
Starting at 5th level, your movement speed increases by 10′ as long as you aren’t wearing heavy armor or under any other condition that would reduce your normal movement speed.

Bravery
Beginning at 5th level you have advantage on all saving throws to resist the effects of fear.

Frenzy
Beginning at 6th level, during an adrenaline rush you make two attacks with the Attack action instead of one. Other than the adrenaline rush requirement, this is similar to the Extra Attack of the Brawn class.

Fearless Presence
Beginning at 9th level, all friendly creatures within 60′ who can see or hear you (not including yourself) may add a Ghost Die to any saving throws made to resist fear.

Wild Ride
Starting at 10th level, you become a lot harder to knock out. Whenever you are at 0 hit points, you may choose to go into an adrenaline rush as a reaction. During an adrenaline rush, if you are reduced to 0 hit points, you may choose to remain conscious and active. However, you automatically fail all death saves to avoid going Down For the Count. While on this wild ride, your adrenaline rush will not end prematurely regardless of whether you attack anyone, take damage, or expend hit dice. (If your adrenaline rush expires due to coming to the end of a minute, you may enter another rush as a reaction, unless you have no more adrenaline rushes to enter.) If your adrenaline rush ends, you fall unconscious immediately.

Still Got Your Back
Starting at 11th level, when you expend your hit dice to help a friendly creature, they regain hit points equal to 2d12 + their Constitution modifier per hit die, plus a Ghost Die.

Payback
Beginning at 13th level, when you land a successful hit on a foe who has inflicted damage on you or any friendly creature during this combat, it is considered to automatically be a critical hit.

Recovery
Beginning at 14th level, if you have expended any of your hit dice to help a friendly creature, you may roll a Ghost Die at the beginning of a short rest and recover a number of spent hit dice up to the result. (The hit dice recovered do not have to have been spent to help a friendly creature, you simply must have spent one or more dice to do so.) These recovered hit dice are available immediately and can be spent to recover your own hit points during the short rest if desired. If you Roll a Ghost during this recovery, you regain all of your spent hit dice, no matter how many.

Charmed Life
At 16th level, you gain proficiency with all saving throws.

In This Together
Beginning at 17th level, when you expend one of your hit dice to help a friendly creature, you also regain hit points as if you had expended the hit die during a long rest (regaining hit points equal to 1d12 + your Constitution modifier). If the friendly creature Rolls a Ghost on their Ghost Die, you also gain the benefit of a maximum roll.

Walk It Off
Starting at 19th level, you no longer go Down For the Count. You no longer have to worry about failing death saving throws, but you must still roll them in order to potentially come back from the brink. You can be revived by anything that restores you to at least 1 hit point.

Specialties
Big Lug
Heart of the Team: Beginning at 3rd level, when you expend one of your hit dice to aid a friendly creature, you add your proficiency bonus to the number of hit points recovered. Also, if you Roll a Ghost doing this, you immediately recover the hit die expended as if you had finished a long rest.

Come At Me! Starting at 3rd level, when you are adjacent to a friendly creature, all attacks against that creature are made at a disadvantage.

Get Outa Dodge: Beginning at 7th level, you may take Dodge or Disengage actions as a bonus action on your turn.

Look Out! Beginning at 12th level, when a single friendly creature that you can see is called to make a saving throw, as a reaction you may also make the same saving throw, and the friendly creature may take whichever result they choose.

Take One for the Team: At 18th level, when a friendly creature adjacent to you is hit by an attack or fails a saving throw, you may choose to take the damage or effects instead. You may choose to use this ability before or after the attack, damage, or saving throw is rolled. You must finish a short or long rest before you can use this ability again.

Danger Magnet
Fools Rush In: At 3rd level, when you are surprised on the first round of combat, you may still choose to act on your initiative. If you do, all attacks made against you have advantage, and you have disadvantage on all saving throws until the beginning of your next turn.

Also, whenever random chance determines who will be attacked or suffer the effects of a spell, trap, or other hazard, and you are one of the potential targets of the effect, you can simply claim it.

Lucky: Beginning at 3rd level, whenever you roll a 1 on a d20 roll, you may immediately re-roll it and take the better result.

Evasion: Beginning at 7th level, when you are 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.

Gotta Go Through Me First: Beginning at 12th level, as a bonus action on your turn, you may choose a number of friendly creatures equal to your proficiency bonus who are within 10′ of you. These creatures gain resistance to all damage as long as they stay within 10′ of you, but when they take damage you lose the same number of hit points they do. (For instance, if the friendly creature is hit for 25 points of damage, both you and they lose 12 hit points.) For you only, this resistance “stacks” with any other damage resistance you may already have, including the resistance granted by Adrenaline Rush. (Thus, in the previous example, if you were in an adrenaline rush and your ally was hit for 25 points of slashing damage, they would lose 12 hit points and you would lose 6.)

Missed Me! At 18th level, when you are hit by an attack, you may turn it into a miss. Alternatively, if you fail a saving throw, you may turn it into a success. You may declare this before or after the damage is rolled or the effects of the saving throw are revealed. You must complete a short or long rest before using this ability again.

Whattya think? Next time, Moves.

-The Gneech

Brains Class
Brawn Class

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May 04 2016

Ghostbusters 5E First Pass: Brawn

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Ghostbuster_by_WyA
(Illustration by Ryan Ottley)

Next up in our Ghostbusters classes, the Brawn class! Ghosts, this is gonna hurt.

Brawn Class (First Draft)

Hit Die: d10
Hit Points at 1st Level: 10 + your Constitution modifier
Saving Throws: Str, Con
Proficiencies: Simple Weapons, Proton Packs, Slime Throwers, Padded Jumpsuit, a toolset of your choice
Skills: Choose two from Acrobatics, Athletics, Driving, History, Insight, Intimidation, Medicine, Perception, Pilot, Survival

Level Prof. Bonus Features
1 +2 Second Wind, Strong Back
2 +2 Action Surge (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Extra Attack
6 +3 Personal Development
7 +3 Specialty
8 +3 Personal Development
9 +3 Indomitable (one use)
10 +4 Specialty
11 +4 Extra Attack (2)
12 +4 Personal Development
13 +5 Indomitable (two uses)
14 +5 Personal Development
15 +5 Specialty
16 +5 Personal Development
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Specialty
19 +6 Personal Development
20 +6 Extra Attack (3)

Second Wind
Starting at 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your Brawn level. You must take a short or long rest before you may use this feature again.

Strong Back
At 1st level, your carrying capacity (including maximum load and maximum lift) is doubled, and you may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.

Action Surge
Starting at 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must take a short or long rest before using this ability again.

Specialty
At 3rd level, you choose a specialty for character. The choices are Athlete, Brawler, or Master Blaster. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 10th, 15th, and 18th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.

Extra Attack
Starting at 5th level, when you use the Attack action on your turn, you can attack twice instead of once. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable
Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Specialties
Athlete
Remarkable Athlete: Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier plus a Ghost Die.

Fast Movement: Starting at 7th level, your speed increases by 10′ while you aren’t wearing heavy armor or carrying anything that would otherwise impede your running speed.

Evasion: Starting at 10th level, when subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take take no damage if you succeed the throw, and half damage if you fail.

Roll With It: Starting at 15th level, you gain Resistance to falling damage or damage taken from slamming into walls or other obstacles. Also, when any effect knocks you prone, you may immediately return to a standing position as a reaction without expending any movement to do so.

Amazing Moves: At 18th level, when you Roll a Ghost, for any reason, you may immediately take an extra action (as if using your Action Surge).

Brawler
Mighty Melee: Starting at 3rd level, your fists (feet, elbows, whatever) count as melee weapon attacks, doing a Ghost Die of damage. (Note that for critical hit damage roll calculations, a Ghost Die counts as a d6.)

Also, when you make a melee attack, Strength check, or Strength saving throw, you may add a Ghost Die to the d20 roll. You must take a short or long rest before you can do this again.

Hit ’em Where It Hurts: Starting at 7th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 19 or 20. Also, your unarmed attacks gain +1d4 damage (on top of the Ghost Die they already do).

Blocking Blows: Starting at 10th level, you add your Strength bonus to your AC against all melee attacks. Also, the additional damage done by your unarmed attacks increases from +1d4 to +1d6.

Brutal Brawler: Starting at 15th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit. Also, the additional damage done by your unarmed attacks increases from +1d6 to +1d8. (Thus, a critical hit with your fists would do a Ghost Die + 2d6 + 2d8 + your Strength modifier.)

Punishing Pugilist: Starting at 18th level, you add your proficiency bonus to all melee weapon damage rolls as well as your Strength bonus. Also, the additional damage done by your unarmed attacks increases from +1d8 to +1d10.

Master Blaster
Nice Shootin’, Tex!: Starting at 3rd level, you gain +2 on all ranged attack rolls, including rolls made to capture ghosts (or add +2 to the DC a ghost must beat to avoid capture, as applicable).

Also, when you make a ranged attack, you may add a Ghost Die to the attack roll or damage roll. You must take a short or long rest before you can do this again.

Bullseye: Starting at 5th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 19 or 20, and when you make a critical hit with a ranged attack, you add a Ghost Die to the damage rolled.

Hose ‘Em: Starting at 10th level, once per turn you can use your action to make a ranged attack against any number of creatures within 10′ of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Note that this only counts as one “attack” for purposes of the Extra Attacks ability, but any other attacks made on the turn must be normal attacks and not volley attacks.

Hardball: Starting at 15th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit.

Nice Grouping: Starting at 18th level, you may subtract up to your full proficiency bonus from your attack roll when making a ranged attack. If the attack hits, it does an extra +2 damage for each -1 to the attack roll.

Whattya think? Next time: Guts.

-The Gneech

Brains Class
Guts Class

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May 01 2016

Ghostbusters 5E First Pass: Brains

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Cc9vriiUkAENFjt
(Image created by @MajorSheep)

Honestly, I like Savage Worlds as a home for a Ghostbusters game, but the honest truth is that switching back and forth between systems gets tiresome and we keep forgetting the rules. ¬.¬ And besides, 5E is just awesome. So, it’s worth it.

Still, it’s no small task. I kinda have to reinvent most of d20 Modern along the way in order to make it work, and then tweak it to fit the weird flavor of Ghostbusters. Since I’m a lot less confident of my 5E mastery than I was of previous iterations, I’m gonna send up pieces of it as I go in case anyone has feedback or suggestions, starting today with the Brains class– after a few preliminary notes which are necessary to understand some of the class mechanics. (The other classes– Brawn, Guts, Moves, and Wits– will come in future posts.)

Preliminary: Hit Points or Death (Or Lack Thereof)

Ghostbusters is light-hearted comedy action fare, so characters almost never actually “die”. Thus, hit points explicitly do not represent physical wounds in Ghostbusters. When you lose hit points, you get banged up, scratched, frazzled and stressed out, maybe some wear and tear on your clothes, but you aren’t really hurt, at least until you run out. When characters get reduced to 0 hp, they are knocked out. After three failed “death saves,” characters don’t really die, but they are put “Down For the Count,” which sends them to the hospital. Genuine injuries, when they occur, are represented by conditions, particularly the poisoned or exhaustion conditions.

Also Preliminary: The Ghost Die

Previous versions of Ghostbusters (going all the way back to the original WEG game back in 1985) had the “Ghost Die,” which was a d6 in which the 6 was replaced by a Ghostbusters logo. This die acted as a kind of wild card– whenever the ghost showed up, some crazy bad thing happened. But after some years of playing that way… honestly? It’s not as fun as it sounds. It makes the players hate to roll the dice, which is something that in a tabletop RPG should just not happen. So in my 5E conversion, Ghost Dice are different.

When instructed by the GM, you roll the Ghost Die with the other dice and add it to the total, unless it comes up a 6. When you roll a 6 on the Ghost Die (also called “rolling a ghost”), the rest of the dice in the roll are considered to be the highest possible roll. For instance, if you add a Ghost Die to a d20 roll and roll a ghost, the d20 is considered to have rolled a 20, and the total of the roll is (20 + 6 =) 26. If you add a Ghost Die to a 2d8 roll and roll a ghost, each d8 is considered to have rolled an 8, and the total of the roll is (8 + 8 + 6 =) 22.

Some circumstances may give your character multiple Ghost Dice, which you may use on various things. You may also be instructed to roll a Ghost Die by the GM due to the actions of an NPC, creature, or other circumstance. However, you only roll one Ghost Die at a time, regardless of how many things may be happening to prompt the Ghost Die roll. You may roll any number of Ghost Dice called for on a turn, but only one at a time.

Brains Class (First Draft)

Hit Die: d6
Hit Points at 1st Level: 6 + your Constitution modifier
Saving Throws: Int, Wis
Proficiencies: Electronic Tools, Scientific Equipment, two additional languages or toolset of your choice
Skills: Choose four from Electronics, History, Insight, Investigation, Medicine, Occult, Parapsychology, Religion, Science

Level Prof. Bonus Features
1 +2 Expertise, Know-It-All
2 +2 Plan (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Retrograde Maneuvers, See It Coming (one use)
6 +3 Specialty
7 +3 Exploit Weakness
8 +3 Personal Development
9 +4 Plan (two uses)
10 +4 Specialty
11 +4 See It Coming (two uses)
12 +4 Personal Development
13 +5 The Horrible Truth
14 +5 Specialty
15 +5 Jinkies
16 +5 Personal Development
17 +6 Plan (three uses)
18 +6 Anticipation
19 +6 Personal Development
20 +6 Specialty

Expertise
At 1st level, choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Know-It-All
Starting at 1st level, you can add half of your proficiency bonus (rounded down) to any Intelligence check you make that doesn’t already include your proficiency bonus.

Plan
Starting at 2nd level, you can take an action to formulate a plan. Choose up to six creatures (including yourself) who can hear and understand you to include in the plan. In the next minute, each creature who is part of the plan may choose to roll a Ghost Die with their choice of any one attack roll or ability check per turn (this does not effect any other Ghost Dice they may be rolling on their turn for other reasons). You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain additional uses of this ability before must rest.

Specialty
At 3rd level, you choose a specialty for character. The specialties for a “traditional” Ghosbusters campaign the specialties are Anatomist, Inventor, and Professor. However, for a “Gonzo Ghostbusters!” campaign (see Campaigns in the Ghostmastering section) you may also choose Arcanist or Psychic. You immediately gain the first benefit associated with that specialty, and gain another benefit at 6th, 10th, 14th, and 20th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.

Retrograde Manuevers
Starting at 5th level, you may take the Disengage action as a bonus action.

See It Coming
Starting at 5th level, when you are instructed to make a saving throw, add a Ghost Die. You must have a short or long rest before you can use this ability again. You gain another use of this ability between rests at 11th level.

Exploit Weakness
Starting at 7th level, you can use a bonus action to assess a creature’s weakness. Add your Intelligence bonus to all attack rolls, damage rolls, and ability checks against that creature for one minute. You must complete a short or long rest before you can use this ability again.

The Horrible Truth
Starting at 13th level, you have learned so many strange and terrifying things in your studies that nothing phases you any more: you now have advantage on all Wisdom, Intelligence, and Charisma saving throws.

Jinkies
At 15th level, your ability to analyze information and make deductive leaps is honed to a razor’s edge. When investigating a situation, looking for evidence or clues, or attempting to solve a puzzle or confusing situation, you automatically find all relevant information. Alternatively, as a free action on your turn, you may ask the Ghostmaster to answer up to three questions, which must be answerable with: “Yes,” “No,” “Good,” “Bad,” “Yes and No,” “Good and Bad,” or “Indeterminate.” Alternatively, the GM may choose to provide you with hints or suggestions of their own devising, such as, “The emphasis on ‘Keymaster’ and ‘Gatekeeper’ suggests the opening of a portal.” You must take a short or long rest before using this ability again.

Anticipation
Starting at 18th level, if any d20 roll you make results in a failure (including ability checks, attack rolls, or saving throws), you may declare that you anticipated this event and planned for it. You may immediately make the roll again, and take the better of the two results. You must have a short or long rest before using this ability again.

Specialties
Anatomist
First Aid: You are trained in the art healing. At 3rd level, you gain proficiency with Wisdom (Medicine) if you do not already have it. As an action, on your turn, you may attempt to heal an adjacent character (or yourself) who has taken damage in combat, restoring 1d8 hit points + your Intelligence bonus. You may do this a number of times equal to your proficiency modifier, but then must have a short or long rest before you can use this ability again. You must have a first aid kit or in your possession or be at some sort of medical facility to use this ability.

You may also use your knowledge to help revitalize your allies during a short rest. If you or any friendly creatures you can attend to regain hit points at the end of the short rest, each of those creatures regains an extra Ghost Die worth of hit points as well. You must have a first aid kit or in your possession or be at some sort of medical facility to use this ability.

Finally, your enhanced knowledge of anatomy enables you to hit ’em where it hurts. Whenever you make an attack roll against a humanoid, beast, or other creature with a discernible anatomy, you score a critical hit against that creature on a roll of 19 or 20. This does not apply to oozes, incorporeal undead, or most aberrations, but does apply to things like zombies, ghouls, vampires, and terror dogs.

A Real Doctor: Beginning at 6th level, when you use your ability to administer first aid, you roll 2d8 + your Intelligence bonus. Alternatively, you may use your healing ability to remove one disease or any one of the following conditions from the afflicted creature: blinded, deafened, paralyzed, or poisoned. (Similar to the lesser restoration spell.)

Also, your knowledge of anatomy increases your ability to land effective blows in combat. Whenever you score a hit in combat (critical or otherwise) against a humanoid, beast, or other creature with a discernible anatomy, you roll a Ghost Die of additional damage. This does not apply to oozes, incorporeal undead, or most aberrations, but does apply to things like zombies, ghouls, vampires, and terror dogs.

Back On Your Feet! At 10th level, you have become such an accomplished healer that you can revive an ally who has been Knocked Out or put Down For the Count within the past minute (10 rounds). The ally is fully conscious and stable at 1 hit point and may act again as soon as their turn comes up again on the initiative count. When you administer first aid, you roll 3d8 + your Intelligence bonus.

Also your delvings into the weird anatomies of eldritch and otherworldly beings are so advanced that your critical hit chances and extra damage apply to all creature types.

Tampering in God’s Domain
Beginning at 14th level, your advanced weird studies have begun to unlock the secrets of life and death. You may now reanimate dead tissues, creating effects equal to the animate dead spell as if cast at a level equal to your proficiency bonus. Alternatively, you may temporarily restore a semblance of life to a dead creature (or inert undead creature), creating effects equal to the speak with dead spell as if cast at a level equal to your proficiency bonus. Be warned that neither of these activities are likely to be met with a sympathetic public. You must complete a long rest before you can use this ability again.

When you administer first aid, you may choose to provide true healing: the patient regains 70 hit points, and all blindness, deafness, and diseases affecting the target are removed. You must have a long rest before using this ability again (but it only counts against one of your uses of first aid).
Also, your knowledge of anatomy is so advanced that when you successfully make a critical hit in combat, you may choose to force the target to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence bonus. On a failed save, the target takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below zero. You must have a long rest before using this ability again.

Reanimator
Beginning at 20th level, you have become a true reanimator. In addition to the abilities granted by your tampering in God’s domain, you may create effects equal to the create undead spell as if cast at a level equal to your proficiency bonus. You must have a long rest before using this ability again, and it’s only a matter of time before you’re destroyed by your own creations, you monster.
You also gain the ability to use your enhanced healing and combat damage abilities under the Tampering in God’s Domain abilities twice each before requiring a long rest.

Inventor
Gadgets: At 3rd level, you learn how to build amazing gadgets. You may choose a number of Prodigy-level gadgets from the Gadget List equal to your intelligence bonus (or come up with your own using the Custom Gadget). These gadgets are persistent items which you may add to your inventory, loan to friends or allies, etc. You may also leave “gadget slots” open indefinitely until such time as you decide to build a new gadget. If you have filled all your gadget slots and decide you want to build another gadget, you must first break down an existing gadget for parts. You must have a gadget in your possession to break it down.

Some gadgets are modifiers, rather than stand-alone items. “Elemental Modulation” allows an existing weapon to change its damage type on the fly for example. In that case, the final gadget (an elementally-modulated energy ray) actually counts against two gadget slots.

Building a new gadget (including breaking down an existing gadget, if required) requires a workshop and applicable tools, and takes two hours per gadget slot modified. (For instance, to break down an elementally-modulated energy ray would take four hours; to then use those parts to build another gadget would take an additional two hours.) The time does not have to be spent consecutively, it can be broken up over the course of days or weeks as desired. Up to four hours of this time can be combined with a long rest without interfering with the rest.

Unless specified otherwise, activating a gadget requires an action. You are always considered proficient with your own gadgets; however, you may also decide what other proficiencies apply to a gadget, subject to common sense and Ghostmaster approval. For example, a modified proton pack probably works with the proton pack proficiency. Rocket skates, on the other hand, would probably require their own proficiency.

If a gadget is lost or destroyed, that gadget slot cannot be reclaimed until the end of your next long rest. Gadgets loaned to friends or allies are not considered “lost” unless that friend or ally is also somehow “lost” and cannot (or will not) return the item to you.

Genius: At 6th level, you have figured out how to build Genius-level gadgets. Also, the time required to modify Prodigy-level gadgets is halved (to one hour per gadget slot).

Perfected: At 10th level, you may choose three gadget slots’ worth of gadgets. You have perfected those designs and may fabricate those gadgets as needed, without expending gadget slots on them. It takes twelve hours per gadget slot to fabricate a perfected gadget.

Mastermind: At 14th level, you have figured out how to build Mastermind-level gadgets. Also, the time required to modify Genius-level gadgets is halved (to one hour per gadget slot) and the time required to modify Prodigy-level gadgets is quartered (to half an hour per gadget slot).

Prolific Fabricator: At 20th level, you are no longer restricted by gadget slots. You may simply fabricate as many gadgets as you need (although the time required to create the gadgets is unchanged).

[Gadget List not included in post. Just assume that it’s full of awesome gadgety goodness.]

Professor
Specialized Knowledge: At 3rd level, choose two new proficiencies, whether skills, tool proficiencies, or languages. Also, choose two more skills for which you gain the benefits of Expertise. Also, when making a Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) check, you may roll a Ghost Die and add it to the results of that check.

Cunning Action: At 6th level, you may use the Dash, Disengage, or Hide actions as a bonus action on your turn in combat.

Correlating Contents: At 10th level, your investigations and breakthroughs have enabled you to form a network of like-minded contacts throughout the world, putting vast stores of knowledge at your disposal. By taking half an hour to research a topic and “consult your brain trust,” you may unerringly: translate a passage of text or speech in any terrestrial language; decipher a code; discover hidden links in seemingly-unrelated data points (if any); discover the last known location of an item, piece of experimental equipment, or artifact; find all available information on the background of a person, location, or thing; discover official documents related to a person, location, or thing (including building blueprints, tracking vehicle license plates, etc.); or gather the complete text of any book or other literary work, including different editions or draft variations. This activity may be combined with a short rest. This ability can only retrieve information that actually exists: if a string of text is just nonsense letters for instance, no amount of “deciphering the code” will resolve it into meaningful data.

Font of Knowledge: Starting at 14th level, you studies have led you to memorize vast amounts of information and you can quickly recall and apply it. You can make Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) checks as a bonus action, and you do not need any reference materials or other implements for any Intelligence check.

Superior Anticipation: At 20th level, whenever one or more of your class abilities are expended until taking a rest, you regain one use of one such ability of your choice when you roll initiative. (For instance, if you have used your Exploit Weakness ability already, you could choose to regain the use of this ability.)

Next time: The Brawn class.

-The Gneech

Brawn Class
Guts Class

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Mar 16 2016

Worldbuilding Wednesday: Jeeves and Wooster for 5E

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jeeveswooster

Bertram Wilberforce “Bertie” Wooster

Medium humanoid (human), neutral good
Armor Class 12
Hit Points 9 (2d8)
Speed 30′
Str 10/+0; Dex 14/+2; Con 10/+0; Int 14/+2; Wis 7/-2; Cha 15/+2
Skills Athletics +2, History +4, Performance +4, Persuasion +4, Religion +4
Proficiencies Automobile, Banjolele, Golf Clubs, Piano, Playing Cards, Trombone
Senses passive Perception 8
Languages English, French, Latin
Challenge 1/8 (25 XP)
Noblesse Oblige. Bertie has high social status and a substantial fortune inherited from his Uncle George.
Prompt Action Through Proper Channels. Bertie has advantage on ability checks and saving throws made to avoid or escape grapples.
Shimmy. Bertie has advantage on Athletics checks made to climb up or down drainpipes, knotted sheets, or other improvised climbing tools, or up onto furniture.
The Work of a Moment. Bertie may act on his initiative even when surprised, but only to move and take Dash or Disengage actions.

Actions

Distraction. Bertie attempts to befuddle a creature within 15′ that can comprehend a language he speaks. The creature must make a DC 14 Intelligence save. Success: The creature is unaffected. Failure: The creature becomes Stunned until the beginning of its next turn.

——————

Reginald Jeeves

Medium humanoid (human), lawful good
Armor Class 10
Hit Points 28 (5d8+5)
Speed 30′
Str 12/+1; Dex 10/+0; Con 12/+1; Int 18/+4; Wis 16/+3; Cha 10/+0
Skills Deception +4, History +8, Insight +7, Intimidation +4, Investigation +8, Perception +7, Sleight of Hand +4, Stealth +4
Proficiencies Automobile, Darts, Fishing Tackle, Serving Tray, Sewing Tools
Senses passive Perception 17
Languages English, French, Latin
Challenge 1 (200 XP)
Concoction. Jeeves can brew up to three potions of vitality at will. Jeeves must have a long rest before he can use this ability again.
Discretion. Jeeves can escape notice at will. He may use the Hide action even when in plain sight as long as there is some form of distraction, and has advantage on Sleight of Hand or Stealth checks against members of the upper classes.
The Psychology of the Individual. Jeeves has advantage on a Deception, Insight, or Intimidation check made against a creature who is not a stranger to him. Jeeves must have a long rest before he can use this ability again.
Tact and Resource. By spending 10 minutes to study a problem, Jeeves gains advantage on an Insight, Investigation, or Perception check regarding it. Jeeves must have a long rest before he can use this ability again.

Actions

Kosh. Melee Weapon Attack: +5 to hit, reach 5′, one creature. Hit: 4 (1d4+1) damage, +18 (5d6) sneak attack damage if applicable, and the target must make a Constitution save with a DC equal to the damage dealt. Failure: The target is Stunned until the end of its next turn. If the target is reduced to 0 hit points by the attack, they are knocked unconscious, rather than killed.
Baffling Snare. Melee Weapon Attack: +5 to hit, reach 5′, one creature. Hit: The creature is blinded by being wrapped in a coat or other object around its head until the beginning of its next turn and must make a DC 12 Dexterity save. Failure: The creature is blinded and restrained until it succeeds at this saving throw. It can make a new attempt at the end of each of its turns.

-The Gneech

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