5e: Doombat

Writing monsters is a simple joy that I do not do enough. I really should since new monsters are at the core of the much delayed Book of Heroes: Conjurable Creatures. This book when it is finally finished and released is for any spellcaster that utilizes the various conjure spells in Fifth Edition. As such this book is perfect for druids, wizards, rangers and those that can use the spell list from one of these classes. Plus it doubles as a monster book for GMs.

We really love this book and know you will enjoy it as well, just as soon as we finish it up. In the meantime, here’s the doombat—one of the monsters from this book—that I recently wrote. Not only is it useful for GMs but it is perfect for a druid casting conjure fey as a 7th level spell. As you can see in the link, there are previous few options for that spell in that level range, which is something Book of Heroes: Conjurable Creatures aims to fix.

Doombat

Huge animal, neutral
Armor Class 15
Hit Points 171 (18d12 + 54)
Speed 10 ft., fly 40 ft.
STR 10 (+0) DEX 21 (+5) CON 16 (+3)
INT 5 (–3) WIS 14 (+2) CHA 6 (–2)
Skills Perception +5
Senses blindsight 120 ft., passive Perception 15
Languages
Challenge 7 (2,900 XP)


Echolocation. While it can’t hear, the doombat has no blindsight.
Keen Hearing. The doombat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


Multiattack. The doombat makes three attacks: one bite and two wing buffet.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Wing Buffet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Deafening Cry (Recharge 5–6). A doombat can unleash a scream that can cause any non-bats to recoil in pain. All non-bat creatures within a 30 feet radius that can hear takes a 45 (13d6) points of thunder damage and is deafened for the next minute. Any creatures that succeeds a DC 15 Constitution saving throw takes half damage and is not deafened.

Image by Nicole Cardiff

5e: Designing Warlock Patrons

With the impending release of Book of Heroes: Heroic Fighter Archetypes, I am setting up the framework for the next few installments. One if them is warlocks, because I love warlocks. It’s a solid class mechanically, and it has a back story built right in. My first 5e character (post playtest) was a warlock—Sir Tim von Daggerdale. He’s fun. I haven’t played him in years, but I enjoyed the fun times I had with him.

From the point of view of the in-game characters that choose to be a warlock, let’s moment and analyze the biggest choice for the character: the otherworldly patron. The PHB has 3 in there: the Fiend and let’s just call them Fey and Great Old One. Specifically, I am only looking at flavor reasons why a character would choose to make a deal with these; I’m not looking at the game mechanics.

Warlock

First just being a warlock means a number of things. You made a deal with a being for power. So you lacked the patience to study to become a wizard, the innate ability to become a sorcerer, the faith and devotion of a cleric or a paladin or any of the other prerequisites for the other classes. This deal is or power plain and simple. Without that deal you believe you would be simply average. The real question is, “Is that true or is the deal holding you back from what you are meant to be?”

Fiend

The deal you make with a fiend is never what you expect. Even if you think you found all the loop holes, you haven’t. This deal always benefits the fiend far more than it benefits you. So what does it say about a person that reaches out to a demon or a devil for power? It could say you are ambitious and are willing to make sacrifices to see that ambition come to fruition. It could say you desire to rule over others, stopping conflicts by making others see what is obvious to you. One could even choose the fiend pact out of a desire to preserve life, believing that taking such power is required to make others hear what you have to say. No matter what the reason, choosing the fiend pact is a far more complex option than simply believing that the devils have it right.

Fey

Harry Dresden made a deal with Queen Mab for power after he broke his back. She pursued him for a long time but it refused until he felt he had no option left except a deal with her. So what does it say about him and–back to the main topic–any character that makes a deal with Mab or some other great and powerful fey? First off unlike the other two you stand for life. Fiends and Cthulhu want the character’s soul (or the souls of others) while fey promote the natural world. So if you choose the Fey as your patron, you promote life not death. You may promote the life of animals and other non-intelligent creatures over humans but it is still life. You may find something appealing about civilization becoming a less potent force in the world. Perhaps you just enjoy being a force for chaos or a trickster.

Great Old One

While the cultist that is a true believer and wants to see the world end in fire or drown in water is the stereotype, it is far from the only kind of character that would make a deal with a Great Old One. I prefer a passage from the Roger Zelazny book A Night in the Lonesome October.

“I hunted rats and ate out of dustbins and saw my kittens killed and was hung by my tail and abused by wicked urchins,” Graymalk said suddenly, “before the mistress found me. She was an orphan who’d lived on the streets. Her life had been even worse.”

Here, Greymalk the cat is telling Snuff the dog why they support opening the gate and the Great Old Ones destroying the world. Greymalk and her mistress had terrible lives and the two want their own pain to stop, want the pain for others in their situation to stop and to make all those that inflict such pain to pay for their crimes. While a character in a 5e game might not want to go to such lengths, those in a position to be recruited by a Great Old One frequently have had something bad happen to them and it stayed bad for a very long time. Someone who has made a deal with an otherworldly being that wants to destroy the world wants to lash out, particularly at anyone causing pain. Those who take the power offered by Cthulhu and others of his kind may very well be good people willing to do bad things to bad people because of the pain inflicted upon them. So what does a deal with a Great Old One say about your warlock, that you’ve been hurt. Hurt quite a bit.

What do you think? Tell us in the comments below.

Help us produce more great articles like this by downloading our 5e PDFs like the Book of Magic: 10 Warlock Invocations at the JBE Shop, the Open Gaming Store, and DriveThruRPG.

5e: Amazing Archetypes for Fighters

Weapon Masters and Martial Champions

Other adventurers sometimes consider fighters to be nothing more than dumb brutes—prove them wrong with this supplement! Build a fighter with enough new tricks to make your rogue jealous, and employ tactics no barbarian can comprehend. Mix magic with your martial prowess, and become a knight of wits.

Inside the 16 pages of Book of Heroes: Heroic Fighter Archetypes, you will find:

  • The Pact-Bound Sword, who deals with an otherworldly patron in exchange for warlock-like powers
  • The Shieldbearer, who deflects mighty blows with a shield and wields it like a weapon
  • The Tainted Soul, whose knowledge of their fate in the afterlife drives them to oppose evil at any cost
  • And many more!

Be the Hero You’ve Always Known You Are With These Awesome Character Options Today.

Download Book of Heroes: Heroic Fighter Archetypes today at the JBE Shop, DriveThruRPG, Paizo, and soon the Open Gaming Store.

5e: Unbroken Hero

With the Book of Heroes: Heroic Fighter Archetypes coming out next week, we wanted to give you a taste of what is inside. This one is one of my favorites. This is the “you saw Cthulhu and critted your Sanity check” archetype. This archetype pairs well with the soldier background. It is designed for a character that fought in a war and returned home and having the horror of seeing your friends slain upon the battlefield play out over and over again in your mind. While it does not fully portray those that have survived a true war zone, I hope it provides enough flavor to express that type of character for those looking to play one.

Download all of JBE’s Fifth Edition PDFs at the JBE Shop. Our adventure Deadly Delves: Reign of Ruin is coming out in game stores this month. Tell your local game store that you want to pick up this 7th-level adventure today. And now, to the archetype.

Unbroken Hero

You have seen things. Whether it was someone being torn apart, whole villages destroyed, loved ones dragged into the Abyss, or something even worse, you witnessed it with your own eyes. What you have seen would break many. The memory of that day fuels your drive to continue forward, never yielding or surrendering.

Take the Attack

When you choose this archetype at 3rd level, you can use your reaction to make an attack targeting an ally within 5 feet of you target you instead. You must say you are using this before the attack is rolled. This cannot be used with area attacks or on spells that do not require attack rolls.

Haunting Eyes

At 7th level, your gaze can piece the mind, heart and soul, making you far more persuasive, to the point of terrifying. You gain proficiency with Intimidation and Persuasion. If you are already proficient with these skills, you add double your proficiency bonus when using these skills.

Fight Through the Pain

Starting at 10th level, you can use your Second Wind ability a second time before needing to finish a short or long rest.

Undeterred by Fear

Upon reaching 15th level, nothing can frighten you. You are immune to the frightened condition. Additionally, you can use a bonus action to remove the frightened condition from an ally within 10 feet.

Avatar of Terror

At 18th level, your very presence is terrifying. As an action, you can give a loud shout, requiring all of your enemies within 30 feet to make a Charisma saving throw (the DC is equal to 8 + your proficiency bonus + your Charisma modifier) or become paralyzed with fear for the next minute. A successful save means the creature is frightened until the end of your next turn. Once used, you cannot use this again until you complete a short or long rest.

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