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Armello For D&D 5E

   
Armello For D&D 5E

I placed this in the game planning thread, but thought I might get better feedback regarding the homebrew aspect of it here.

As of right now this spot is reserved for classes.

Magic


Magic is separated into the four different disciplines of Elemental, Rot, Spirit, and Wyld. Elemental manipulates natural forces and is the most common. Rot draws energy from the realm of evil. Spirit is a reflection of your own inner strength and willpower. Wyld is the magic of balance, the natural order and it sometimes has a mind of it's own.

Every spell has a Magic cost, how much Magic it requires to cast it. All characters have Magic equal to their Proficiency bonus + Spellcasting modifier, regaining all spent Magic every nightfall. Many refer to the casters Spellcasting Modifier, which is Charisma, Intelligence, or Wisdom, whichever is highest. A number are also referred to as Land spells. Land spells effect an overall area, such as a Settlement or Woods until the next dawn.

Most spells that deal damage refer to your Spell Damage. For most character it is 1d6 at 1st level, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. Mages and Adventurers have higher spell damage which is reflected in their class tables.

Some spells require a saving throw. If not, the saving throw is equal to 10 + proficiency bonus + spellcasting modifier. Spell attacks are similar to regular attack rolls. You add your proficiency bonus, spellcasting modifier, and mana spent when making a spell attack.

Elemental Spells
Aflame, 2 Magic
Ignite your weapons with arcane fire. Cast as a bonus action and lasts until the end of combat or until dismissed. Adds your spell damage in fire with the first attack roll you connect with each round. Also grants you a natural attack that deals 1d6 fire damage. At the start of each round you also take 1d6 fire damage. Increase this to 2d6 at 10th level and 3d6 at 15th level.

Bark Skin, 1 Magic
Cover yourself in bark that is harder than iron. Action to cast and may be cast on an ally in 10 ft. Grants damage resistance against bludgeoning, slashing, and piercing until the end of combat or for ten minutes.

Blizzard, Land Spell, 4 Magic
Create a blizzard that hinders movement and vision. In open areas all ranged attacks have disadvantage. You may focus on a single enemy in a 100 ft to blast them with frigid air. Deals spell damage in cold damage and knocks the target back 10 ft.

Haste, 2 Magic
Augments the target’s speed. Bonus action to cast and may be cast on an ally in 10 ft. Increases base land speed by +10 ft and grants advantage on dexterity saving throws. Strength to save against knockback effect. Lasts until the end of combat or for 10 minutes.

Immolation, 2 Magic
Burn anything that gets in your way. Launch a 30 ft cone of flame. At 0-10 ft it deals spell damage x2. At 11-20 ft it deals standard spell damage. At 21-30 ft it deals ˝ spell damage. Dexterity saves for half.

Lightning Strike, 2 Magic
Summon a bolt of lightning. It deals spell damage + proficiency bonus in lightning damage against a single enemy within 100 ft, Dexterity saves for half. Add your class level to the damage instead of proficiency bonus if outside or if the target is wearing metal armor.

Spirit Seeds, Land Spell, 4 Magic
Causes a forest to rise from the ground. Can only be used in an undeveloped area that is not already forested. It then becomes forested. As an action you may learn the general location of any creatures that entered the area since you first cast the spell, not the ones who you originally there.

Tanglevine, 2 Magic
Entangle foes in grasping vines. Target up to three different characters within 60 ft and summon thorns around them. This deals your spell damage in piercing damage and causes the terrain 5 ft around them to become difficult. The vines disappear at the next nightfall. Strength saves for half damage.

Wall of Thorns, Land Spell, 4 Magic
Summon a large wall of massive vines. Encloses the current area in a 20 ft wall of thorns with a thickness of 5 ft. Has a hardness of 6 and each 5x5 ft patch has 12 hit points. As an action you may cause an opening in the wall.

Rot Spells
Banish, 3 Magic
Remove the offending creature from your sight. Make an spell attack against an enemy in 30 ft, with Dexterity saving. On a failed save you may move them up to 200 ft in any direction.

Call of the Worm, 2 Magic
Invoke the bringer of Black, and it's embrace shall tighten around friend and foe alike. Affects all creatures in 30 ft. Against creatures without Rot it deals necrotic Spell Damage, Wisdom saves for half. Against creatures with Rot it grants them advantage on the next attack roll they make or spell that they cast. For yourself this benefit lasts for two spells/attacks.

Cursed Lands, Land Spell, 2 Magic
A simple and wide ranging curse. Every time a creature in the area makes a save, they also roll a 1d12. On a roll of 1-2 they lose their ability modifier bonus to that save. As an action you may protect yourself from this spell for 10 minutes.

Dark Influence, 4 Magic
Causes the whispers of the Rot to turn into screams. Choose a target in 60 ft and they gain +4 Rot until the next nightfall, wisdom saves. Even if they succeeded they still have disadvantage against Rot spells for 1 minute. Your Rot is always considered higher than theirs. If cast on yourself you have advantage on the next Rot spell that you cast.

Leech, 1 Magic
Drain life from your enemies. Attack an enemy in 20 ft, dealing necrotic Spell Damage. Charisma saves against this attack. If successful you gain a Hit Dice and may immediately spend it.

Malice Rising, Land Spell, 3 Magic
Awaken one the darkest beasts to lurk in Armello. May be cast on your current area or on an adjacent area for +2 Magic. Summons a level appropriate Bane. It will not attack you unless provoked, but otherwise is not under your control.

Plague, Land Spell, 4 Magic
Corrupts the land itself. When creatures enter areas of difficult terrain they must make a Constitution saving throw or take 1d6 poison damage. Only natural difficult terrain, such as a rocky hill or root strewn forest floor, have this effect. As a bonus action you may ignore both the effect and difficult terrain. Increase the damage inflicted to 2d6 at 10th level and 3d6 at 15th level.

Rotten Fog, 3 Magic
Summon a poisonous cloud of stinking gas. Creates a 30x30 ft cloud in 100 ft. Any creature that starts their turn inside or enters the cloud take poison Spell Damage. Attacks made inside the cloud or against creatures inside the cloud have disadvantage. Constitution saves against the damage and the cloud disperses in 1 minute.

Syphon, 5 Magic
Draw upon the ambient dark energy. Permanently increase your Rot by +1 and restore your Spell Damage x2 in hit points. If a Bane is present in the area you also treat your Proficiency bonus as if it were +2 higher for the purposes of casting Rot spells until the next nightfall.

Spirit Spells
Evil Eye, 2 Magic
Enhances your natural perception. Cast on yourself and choose two of the following skills. You gain advantage on those skill checks until the next nightfall. Stealth, Investigation, Insight, Perception, Survival, Deception, or Persuasion. This also increases your passive perception by +4.

Feral, 1 Magic
Unlocks the primeval savagery present in all animals. May be cast on an ally within 10 or on yourself. Grants advantage on Strength saves and checks until the next nightfall, but also grants disadvantage on Intelligence saves and checks. Doubles your carrying capacity and increases the damage you deal against unattended objects and targets incapable of defending themselves by your Spell Damage.

Focus, 3 Magic
Briefly reach true enlightenment. Increase your Spell Casting modifier by +2 until the next nightfall.

Glamour, 2 Magic

Magic is capable of tricks even the cleverest of Rats must applaud. Cast on a target and they must make a Charisma save against you or see you as their closest friend and confidant until the next nightfall. You automatically pass any DC 20 or less Persuasion or Deception checks against them. Attacking them breaks the spell and any time you make a check against them they may attempt the Charisma save again.

Mirror Image, 3 Magic

Who can tell which one is real? Summons 4 illusory copies of yourself in unoccupied areas within 30 ft. Enemies that make ranged attacks you have a 100% chance of attacking one of the illusions instead. Enemies that make melee attacks target the nearest. They are destroyed upon taking any damage and have an AC of 10. For every copy that is destroyed ranged attackers lower the chance of attacking a copy by 25%. This spell lasts for 1 minute or until the end of combat. It may only be cast once per encounter.

Regeneration, 3 Magic

The Wyld takes care of her own. Regain 1 hit point every round for 10 rounds or 1 minute. Can be cast on an ally within 10 ft. Increase the hit points gained by +1 at 5th, 10th, and 15th level.

Shimmer Shield, 1 Magic
Magic is stronger than any shield of steel. Cast as a reaction to being attacked and make a spell check with advantage. Replace your AC with that spell check for the rest of the round.

Spirit Strike, 1+X Magic

The only limits are those within yourself. Make a spell attack on a single target within 30 ft and deal force Spell Damage, Constitution saves for half. This spell always requires at least 2 Magic, though you may spend any amount of Magic to deal x1 Spell Damage. You are still limited by the amount of Magic you may spend on one spell.

Teleport, 3 Magic
Transport yourself anywhere you wish to go. May be cast as a 10-minute ritual and for 5 Magic to teleport yourself up to three areas away. May be cast as a bonus action for 1 Magic to teleport yourself within your walking speed. If cast as normal, you may teleport yourself up to 300 ft in any direction.

Wyld Spells
Bloodthirst, 2 Magic
Rage and savagery are as much part of the Wyld as healing and guidance. Cast on yourself or an ally within 10 ft as a bonus action and it lasts for 10 minutes or until the end of an encounter. While active you deal +2 damage with melee attacks and every time you deal damage regain 1 hit point. Increase the damage dealt and hit points regained by +1 at 5th, 10th, and 15th level.

Crystallize, 4 Magic
Spirit Stones are invaluable resources and even these imitations are worthwhile. Grants you a single Spirit Stone which crumbles after one use or until the next nightfall.

Divination, 1 Magic
The Wyld will show you the way. Until the next nightfall you may make a spell attack and replace your AC with that check whenever attacked. In addition, gain +2 to your passive perception.

Moonbite, 1 Magic
While the Rot seeps from below the Wyld shines from above. Make a spell attack against a single target within 30 ft dealing radiant Spell Damage. At night it deals Spell Damage x2.

Rite of Wyld, 3 Magic
Those with the Rot feel the touch of the Wyld as a burning flame rather than comforting worth. Make a spell attack against a single target within 60 ft. For every 2 points of Rot that target possesses it deals radiant Spell Damage x1. Add your proficiency bonus to your Spell Damage if the target is Corrupted or a Bane.

The Cleansing Wyld, 2 Magic
Purges the Rot from your body. May only be cast once between nightfalls. May only be cast on yourself. Grants resistance to poison damage until the next nightfall and permanently removes 1 Rot.

Wake the Trees, Land Spell, 2 Magic
Inspire the trees with your devotion to the Wyld. May only be cast inside of a forested area. All other characters now treat the entire forest as difficult terrain. As an action you can ask one of the trees to disrupt an enemy, causing them to have disadvantage on attack rolls until the start of your next turn.

Wyld Born, 2 Magic
Stone Circles are places of immense power for the Wyld. May only be cast inside of a stone circle and instantly restores all spent Magic, except for the 2 needed to cast this spell.

Wyld’s Warning, 1 Magic
The sound of birds, turning of the wind, and slight smell all warn you of danger. Lasts until the next nightfall and while active add your proficiency bonus to initiative checks and increase your passive perception by +2.


Weapons

These function a little differently than most weapons in 5th Edition. Each one has a unique maneuver that can only be used with that weapon. You may use that maneuver once per combat. This makes most weapons a bit more powerful, but sharply limits the player's choice of weaponry.

Basic Weapons
All of these weapons are available at the start of the game and have corresponding gold costs. Warriors may start with any weapon worth 3 Gold or less for free while Adventurers may start with any weapon worth 2 Gold or less for free.

Bastard Sword, 4 Gold
A heavy and versatile melee weapon that deals 1d10 (2d6) slashing damage. Only large creatures may wield it one hand.
Maneuver
If wielded in two hands gain +2 on a attack roll and if wielded in one hand deal +1d10 damage on an attack roll.

Battle Axe, 1 Gold
A one-handed weapon that deals 1d8 slashing damage. Not for the precise.
Maneuver
Make an attack, scoring a critical hit on a roll of 18-20.

Butcher Blade, 3 Gold
A light and finesse melee weapon that deals 1d6 slashing damage. Works as well in battle as it does in the meat shop.
Maneuver
Make an attack, dealing +2d6 damage.

Cannon, 5 Gold
A heavy and two-handed ranged weapon that deals 2d6 piercing damage with a range of 100/300 ft. A precursor to the hand cannons it must be reloaded after every shot. This takes an action.
Maneuver
Reload this weapon as a bonus action.

Crossbow, 3 Gold
A two-handed ranged weapon that deals 1d10 damage with a range of 60/180 ft. Favored by bandits, it requires a bonus action to reload.
Maneuver
Without moving you may reload and then make an attack roll with advantage. Costs both your action and bonus action.

Curved Knife, 1 Gold
A light and finesse melee weapon that deals 1d4 slashing damage. Used to both prepare fish and slit throats, hopefully in that order.
Maneuver
If attacking with advantage add your class level to the damage inflicted.

Executioner's Axe, 3 Gold
A heavy and two-handed melee weapon that deals 1d12 slashing damage. Perfect for decapitations.
Maneuver
Used when you score a critical hit and triples the damage inflicted instead of just doubles.

Hare's Halberd, 2 Gold
A two-handed melee weapon with a 5 ft reach. Inflicts 1d8 piercing damage. Mass produced by the Rabbit Clan, these halberds are in the hands of most militia and guardsmen.
Maneuver
Make an attack and if successful the next attack the target makes against you during the same encounter has advantage.

Harpoon, 2 Gold
A throwing weapon that deals 1d8 piercing damage and has a range of 30/90 ft. Works equally well underwater.
Maneuver
Make an attack roll and ignore any benefits the target has from armor, including damage resistance and AC.

Heavy Flail, 3 Gold
A heavy melee weapon that deals 1d10 bludgeoning damage. Swing, swing, swing, BOOM!
Maneuver
As a bonus action start swinging the flail and the next attack you make during the same round deals 2d6 instead of 1d10 and you have advantage on the damage roll.

Hidden Blade, 3 Gold
A versatile finesse melee weapon that deals 1d6 (1d8) slashing damage. Concealed in an umbrella, cane, staff, or wherever you wish, granting advantage on sleight of hand checks made to conceal it.
Maneuver
Make an attack, counting as slashing, piercing, and bludgeoning for the purpose of damage resistance/immunity/vulnerability.

Hunting Bow, 1 Gold
A two-handed ranged weapon that deals 1d6 piercing damage with range of 60/180 ft. Smaller than the longbow, but just as deadly.
Maneuver
Make an attack as part of rolling initiative. Lose your next bonus action and if you have the highest initiative the attack has advantage. If you may perform multiple maneuvers during combat, instead deal +2 damage with an attack roll.

Iron Pike, 3 Gold
A two-handed melee weapon that deals 1d10 piercing damage and has a reach of 5ft. Skewer any that rush into you.
Maneuver
As a bonus action set yourself. This grants a +2 bonus on the attack roll and a +6 bonus on the damage roll of the next attack of opportunity you make until the start of your next turn.

Longbow, 2 Gold
A two-handed ranged weapon that deals 1d8 piercing damage and has a range of 80/320 ft. Nearly as long as the animals are that wield them, the longbow can bring down nearly any game.
Maneuver
Make an attack using either your Strength or Dexterity. Add your Strength and Dexterity together for the damage roll of that attack.

Marauder Gauntlets, 4 Gold
A light finesse melee weapon that deals 1d6 bludgeoning damage. Worn on the paws, allowing you to wield other weapons at the same time.
Maneuver
Enter a stance as a bonus action that lasts until the end of your next turn. Grants +1 AC and you may add your proficiency bonus to the damage roll of these weapons.

Oak Spear, 1 Gold
A two-handed finesse and throwing melee weapon that deals 1d8 piercing damage and has a range of 15/45 ft. Carved from a simple pole, this weapon is deceptively dangerous.
Maneuver
May make an attack of opportunity without using your reaction. When you do so increase the reach of this weapon by +5 ft.

Poisoned Dagger, 4 Gold
A light and finesse weapon that deals 1d2 slashing damage and 1d2 poison damage. Permanently corrupted by the Rot, simply possessing this weapon is a crime in most towns.
Maneuver
Make an attack and increase the poison damage to 1d12. Even if the attack is not successful they still take 1/2 poison damage.

Rapier, 3 Gold
A finesse melee weapon that deals 1d8 piercing damage. A favorite of nobles and rogues alike.
Maneuver
Make an attack and even if not successful you may move away from the target without provoking an attack of opportunity.

Shining Steel Sword
A versatile melee weapon that deals 1d8 (1d10) slashing damage. Easy to learn and near impossible to master.
Maneuver
Gain advantage on an attack roll. Even if you are capable of using multiple maneuvers during combat you may not use this maneuver more than once against a single target during an encounter.

Silver Lance, 5 Gold
A heavy two-handed weapon that deals 2d6 piercing damage and has a reach of 5 ft. Clear ground makes for a marvelous charge.
Maneuver
As an action move up to your speed and then make an attack roll, increasing the reach of this weapon to 10 ft. If you moved at least 20 ft you gain a +1 bonus on the attack roll and advantage on the damage roll.

Spirit Staff, 4 Gold
A two-handed weapon that deals 1d6 bludgeoning damage. Blessed by the druids, spellcasters may add their spellcasting modifier to the attack and damage roll of this weapon.
Maneuver
Gain advantage on the attack roll, but only against Banes and Corrupted creatures.

Throwing Axe, 2 Gold
A throwing weapon that deals 1d8 slashing damage and has a range of 10/30 ft. Highly accurate throws with this weapon are hard to make, but can drop even the toughest animal.
Maneuver
Make a ranged attack with this weapon, doubling the range and damage inflicted.

Twin Blade, 4 Gold
A two-handed finesse melee weapon that deals 1d8 slashing damage. May be used when two-weapon fighting and are treated as two light finesse weapons that deal 1d6 slashing damage when you do so.
Maneuver
As a free action you may enter a stance that allows you to add your proficiency bonus to the damage roll of the second attack you make while two-weapon fighting. If you do not make a second attack as a bonus action gain a +2 bonus to AC instead. Lasts until the start of your next turn.

Warhammer, 4 Gold
A heavy two-handed melee weapon that deals 2d6 bludgeoning damage. Slow and surprisingly difficult to master, the warhammer are for those that believe offense is all that matters.
Maneuver
Make an attack with disadvantage. This attack deals 6d6 bludgeoning damage instead of 2d6.

Advanced Weapons
These are considerably more powerful weapons that are usually rewarded for some great quest. They have inordinately high gold costs, though none of them are usually sold in stores.

Bane Blade, 52 Gold
A heavy two-handed melee weapon that deals 3d6 slashing damage. Adds +2 to your Rot score if you draw it, a penalty that lasts until after the next dawn. If this amount would cause you to become Corrupted, do not gain the effects of being Corrupted, but you are treated as being Corrupted. After every encounter in which you wield this weapon lose 1 Hit Dice. One of the most highly sought after artifacts, warlords who wielded Bane Blades are some of the most feared in Armello's history.
Maneuver
Make an attack, adding double your Strength modifier to the attack roll and triple your Strength modifier to the damage roll.

Hand Cannons, 100 Gold
These weapons come in a pair. Both are light ranged weapons that deal 1d12 bludgeoning damage with a range of 50/150 ft. Each must be reloaded after two shots. Do not have a penalty when attacking into melee. Seeing the potential danger, the King demanded they be destroyed.
Maneuver
As an attack you may fire both of the Hand Cannons at the same time. Alternatively, you may fire one and reload the other or reload both.

Hero's Shield, 36 Gold
Treat as the Trusty Shield, except it also functions as a melee weapon that deals 1d10 piercing damage. As a reaction to an enemy failing to attack you with a melee weapon you may immediately attack them with the Hero's Shield. An ingenious invention of the Rabbits, it is the perfect mixture of offense and defense.
Maneuver
Used when you attack with this weapon as a reaction. Gain advantage on the attack roll and it does not cost your reaction.

Moon Scythe, 28 Gold
A light finesse weapon that deals 1d8 slashing damage. Deals +1d6 radiant damage at night. A relic of the Druids, they arm those that fight against the Rot.
Maneuver
Make an attack dealing +1d6 Radiant damage. If made at night deals an additional +1d6 radiant damage. If made against a Bane the attack has advantage.

Raven's Beak Dagger, 28 Gold
A light finesse melee weapon that deals 1d4 piercing damage and 1d6 necrotic damage. Has advantage on damage rolls against creatures with no Rot. Adds +1 to your Rot score if you draw it, a penalty that lasts until after the next dawn. If this amount would cause you to become Corrupted, do not gain the effects of being Corrupted, but you are treated as being Corrupted. Forged from the bodies of Banes by Rot creatures, they are a blight upon the land.
Maneuver
Make an attack, adding the target's Rot bonus to your damage roll even if theirs is higher. Does not stack with the usual Rot bonus. In addition, you add 1/2 that bonus to the attack roll.

Reaper's Trident, 42 Gold
A versatile melee weapon that deals 1d6 (1d8) piercing damage and 1d8 (1d10) poison damage. Treat a roll of 1 as a critical hit. Once a simple weapon before being baptized in the blood of Banes.
Maneuver
Make an attack with disadvantage, but add your Strength and Dexterity together on the attack and damage rolls.

Wyldfyre Staff, 68 Gold
A two-handed finesse weapon that deals 1d12 radiant damage. Add your Spellcasting modifier to the attack and damage rolls with this weapon in addition to Strength or Dexterity.
Maneuver
Make an attack or cast a spell, dealing +6d6 damage against Banes and Corrupted creatures.

Issues with Armello for 5e

I came to this threat hoping for a dnd campaign setting for armello, instead, this seems to be a dnd 5e variant that by reworking the magic system and item list, is incompatable with existing 5e play groups in an attempt to create an armello board game. I recommend packing most of the things that make armello feel unique and different into the classes and their spell lists, as well as in the world's magical and non-magical items.

The armello stats roughly line up with Strength, Constitution, Wisdom and Charisma, so i'd map any effects that influence stats to the actual dnd stat block and not introduce the armello stat block into 5e.

Treat rot like an optional rule that some playtables may choose not to use, and consider alternate penalties to compensate if they don't.

For the races, taking what members of the race are good at follows general trends per clan, so assigning the +2 and +1 stat bonusses should be easy. Then pick racial traits toughly on par in bonusses with the core 5e races. Here for inspiration i'd look at the clan specific rings.

Writing the classes is the hardest, most in depth part of writing a 5e module and i can't give easy tips for. As for the spells, try assigning a spell slot to all of them by looking what a comparable dnd spell is, and assign them to existing class spell lists, cause thanks to dnd's extensible classes you might be able to get away with not writing any yourself. Subclasses for flavor i do recommend, and those are much easier to design that whole classes.

The biggest thing that an armello setting would need is a nice detailed explanation of how the rot would work as an optional rule, in a world where save rolls against such things exist.

Some of these seem vague and a bit overpowered. Move a character 200 feet in any direction? Move how? Shunt them into a huge abyss or off a high cliff? Create a forest? Over how large an area? Does it last forever?

Following. I have the full version on Switch but haven't played it for a while so maybe I should play a few games to get brushed up again. Certainly conversion will be challenging since Armello is a board game rather than a CRPG.








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