A remake of an unappealing monastic tradition.
The Way of the Four Elements monastic tradition is widely considered to be underpowered and unappealing. I analyzed this subclass and looked at the ways others tried to fix it (here is one example) in order to come up with my version of an update. This is what I came up with.
The core of the problem, in my opinion, lies in the fact that the only bonus this subclass gives to a monk is the ability to cast a limited number of spells using the same resource that powers their other abilities. This is very problematic because they are given a choice: use regular monk abilities, or use the Elemental Disciplines, as a monk does not have enough ki points for both, especially at lower levels.
Continue reading “12. Character Options: Way of the Voice”
A faction for those who live by the sword.
The Fighters Guild (also spelled Fighter’s Guild and Fighters’ Guild) is an Empire-wide organization that regulates the training and hiring of mercenaries. It dates to the second era, and has guildhalls in every major city. Every province has its own branch of the Fighters Guild, each overseen by a Guild Master. This faction should be appealing to those of a martial vocation, and many adventurers join for a steady source of work. This faction is great for barbarians, fighters, monks, paladins, and rangers. The Fighters Guild has good relations with other Imperial factions: the Mages Guild and the Imperial Legion in particular.
Symbol: Two swords crossed behind a kite shield.
Motto: ‘Swords For Hire‘
Continue reading “11. Worldbuilding: Fighters Guild”
Five new spells and the rules for soul gems.
In this post I will feature several spells that appear in the Elder Scrolls games but do not have clear counterparts in D&D 5E. I will also include rules and lore on soul gems.
These spells fall under the arcane category (as opposed to divine and nature), and most of them are available to bards, sorcerers, and wizards.
Continue reading “10. Armory: Arcane Spells and Soul Gems”