u/Space__Samurai

▲ 0 r/dndnext+2 crossposts

Stone Sorcery reworked for 5.5e

Feedback welcome, this is a rough first draft.

LEVEL 3

Skin of Stone

You gain proficiency with all melee weapons that do not have the Finesse or Light property and with shields. You gain a base AC of 13+CON. Your hit point maximum increases by 1 for each level in this Class.

Hands of Smiting
To spend a spell slot to cast a non-Smite spell, you must spend Sorcery Points equal to the spell slot. When you spend a Spell Slot not created by Font of Magic (lets not go infinite here) to Smite, regain SP equal to its level. You always have all Smite spells prepared for which you have spell slots, except Divine Smite.

You can cast a Smite immediately after you hit a creature if it is not your turn. (Still spends a spell slot, but requires no Bonus Action.)

Activating Innate Sorcery does not consume your Bonus Action. While it is active, you may gain Advantage on the first melee weapon attack you make each turn if you are able to Smite the target after. (You have BA, Spell Slot and can cast spells.) If you gain Advantage this way, you must Smite if still able to after the attack.

LEVEL 6

Stone Aegis

As an Action, or when you roll Initiative, or when you use a Smite, you may grant Stone Aegis to one allied creature you can see within 60 feet of you, or choose new targets and resistances for any Aegises. Aegises last until you are incapacitated. (You have one now, will unlock more at Level 18.)

The Aegis grants the target resistance against Force damage, as well as one of your choice of Bludgeoning, Piercing, Slashing, Acid, Cold, Fire, Lightning, or Thunder damage. (Chosen when granted). While within 10 feet of the protected target, you gain those resistances too.

In addition, when a creature you can see hits the protected target with an attack or causes it to fail a saving throw, you can use your Reaction to teleport to an unoccupied space you can see within 10 feet of the protected target. If you teleported, you may spend SP equal to your Proficiency to take all effects associated with the attack or saving throw instead of the protected ally. You may also make an Opportunity Attack against the attacker if able.

LEVEL 14

Indiscriminate Smiting

You can Smite even if your weapon attack misses, if the defender fails a Dexterity or Constitution Saving throw. (You choose which one, Spell Save DC).

Whenever you Smite, you may choose additional targets both within your reach and 10 feet of the target for 1 Sorcery Point each. They become additional targets of the Smite if they fail a Dexterity or Constitution Saving throw. (You choose which one).

LEVEL 18

Earth Master's Aegis

Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.(You may choose different resistances.) You can also choose the same ally multiple times.

Once/Aegis/round, teleporting to protect the ally costs no Reaction. (Regardless of whether you redirect the attack or make an Opportunity Attack after. Targeting the same ally multiple times: You can have Force+3 chosen Resistances, but Resistance does not stack, as usual. You can also teleport to protect and attack multiple times.)

If you got this far, thanks for reading. Feel free to brainstorm some custom Smites.

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u/Space__Samurai — 3 days ago

Hello again,

I am planning on running Road to Broadhurst for 4-5 players coming from Dnd5e. Which combinations of the simpler pregenerated characters would help teamwork flourish?

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u/Space__Samurai — 16 days ago

Hello there,

I am looking for advice on whether, and how to introduce DS to my group. For context, this is about 10 people (for ease of scheduling, this way, 5 of us usually makes it) with experience ranging from played one time to multi-year DMing, but generally on the lower end.

The group is more interested in the adopt a goblin, wild magic sorcery type shenanigans than the deeper mechanics combat. Our Dm-s also for better or worse managed to shield the players from most of the things I dislike about Dnd. We simply ignore the boring stuff like carry limit, spell components (much like draw steel), poor spellslot management usually gets mitigated with random extra refills, and we are too low level and optimization to suffer from martial-caster imbalance.

So I am not sure how to justify making the players learn another system when they just barely chewed through Dnd. But I would also like to make the investment sooner than sunk cost fallacy would kick in.

EDIT1: Thank you for the answers everyone. I will check out the alternative systems you recommended, and decide whether we try one of those, DS Broadhurst/Delian, or stick to Dnd.

To clarify the context a bit, the players are mostly friends, who could roleplay if you gave them stick and a rock, so I do not think I need a system to lean into it too hard. But I would like one that makes the one or two combats we do run per session diverse and fun, not held together by duct tape and DM sweat like Dnd, but without Pf2e-grade rules. So a crystsllized version of my original question would be:

If I gave players with TTRPG experience of 3-5 Dnd sessions

-a premade DS character, with an one-on one rules+character explanation within up to 1 hour/person, then ran Road to Broadhurst,

- or I simply ran Delian Tomb from zero,

would that hopefully at least be similarly fun to them as just playing a Dnd oneshot instead?

EDIT2:

Thank you everyone. I will start with Broadhurst with my more experienced / tactical players, because I'd like to showcase DS properly in one 3-4 hour session. If people like it, I will move on to Delian, in a tutorialized way in case anyone new needs onboarding. If they don't, I'll check out more deeply the other systems you kindly recommended, or just stay with Dnd a while.

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u/Space__Samurai — 22 days ago