Work still continues with Matt Hildebrand and myself on Barbarians of the Ruined Earth (cover art here). I’m compiling all the needed art (yay) and will start reaching out to peeps who I’ve eyed for this project in the very near future.
I’ve started writing a supplement for the book (as this will take time to do). I’ll have some new races, house rules, monsters, Sorcerer-fiends, packed into this baddy!
Spellswords are a motely lot with the unique ability to wield a small amount of magic to create illusionary effects. Spellswords tend to be cocky opportunists that use their abilities to distract, beguile, and rob to support their hedonistic lifestyle (or just for the thrill).
“I’ve been given a great gift and it would be negligent of me if I didn’t use it to better my station in life, right? A trinket here, a bauble there, a weapon, an heirloom, or maybe a few ceramic coins- things nobody will miss, but to me there are much more valuable.”
Starting HP: 1d8+4
Hit Points Per Level/Resting: 1d8 HP/lvl
Weapon and Armor: Light and Medium Armor, All Shields, All Swords, All Bows, Daggers, and Crossbows
Weapon Damage: 1d6/1d4 Unarmed or Improvised
Agile: The Spellsword rolls with Advantage when testing DEX to avoid damage or effects from traps and magical devices. They also roll with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.
Sneaky Bastard: The Spellsword knows how to hide and move quietly. They roll with Advantage when attacking from behind and deal 2d6/2d4+the Spellsword’s level damage.
Magical Trickery: The Spellsword, whether it is intellectual prowess, sheer moxie, or having some Sorcerer’s blood in their heritage, can use a small amount of magic to cast illusionary effects. The Spellsword can create illusionary objects, create small sources of light, cause noises to issue up to 60’ away, create small illusionary objects, imitate another person’s voice (the Spellsword must have heard this voice for more than a few quick words), levitate objects, cause small gusts of wind to douse candles or torches, etc. Most effects are instantaneous or last a number of rounds equal to the Spellsword’s level +1. Targets that are allowed a save must test their WIS to disbelieve the illusion.
The Spellsword must successfully test their CHR to summon forth the effort of the desired effect. The player describes what they wish to accomplish and through discussion with the GM they determine if it is acceptable or not. A Spellsword can use this ability a number of times equal to their level +1.
At 2nd level the Spellsword’s magical ability grows and they can make themselves invisible as per the spell (BotRE, pg XX).
At 3rd level the Spellsword’s ability to use illusionary effects becomes greater. They can conjure images of people or animals, terrain (such as a pit or quicksand), etc. to fool or throw off their adversaries.
At 5rd level the Spellsword can use their magical ability to manipulate complex objects like picking locks and disarming traps up to 30’ away. This requires a DEX roll to see if the Spellsword can successfully do this. They do not receive Advantage granted by the Agile ability.
At 7th level the Spellsword is able to teleport themselves and another person up to 100’ away. The CHR test is made with Disadvantage when attempting to perform this bit of magic.
Martial Prowess: Spellswords are a cocky lot, but they have had to learn to defend themselves with a blade. Each successful attack a Spellsword makes grants +1 to damage. This resets after each fight.
Roll all Attributes to see if they increase, roll twice for DEX or CHR
WEAPONS*: Dagger and CHOOSE ONE: Short bow, crossbow, or short sword
ARMOR: Light Leather (1 RP)
ADDITIONAL ITEMS: Ammo for ranged weapon if taken, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 HD of HP restored).
*All starting weapons are made of wood, bone, or stone. For each weapon, there is a 15% chance it is made of metal (i.e., the arrowheads, the sword blade, etc.).
INTERESTING TRINKET (roll 1d6): 1) A golden ring you filched from a Sorcerer; 2) A silver dagger that belonged to your mentor; 3) A strand your dead lover’s hair in a locket; 4) A piece of Ancient Earth tech called a “pocket watch” – it still works!; 5) A hand crossbow given to you by your father; 6) A small jade idol- the spoils of your first big theft.
LIFE EVENT (roll 1d8): 1) You were a slave and escaped; 2) Your family was captured by a band of snakemen and sold into slavery; 3) Your sister was sacrificed by a cult in some dark right to a malevolent cosmic being; 4) You used your ability with illusions to get revenge on a bully in your village; 5) You traveled around with a Barbarian with a beautiful voice for several years; 6) You ventured into the ancient burial ruins of a cursed hero and returned with riches; 7) You were cast out from your village after you hoodwinked the village elder out of money; 8) You traveled with a band of circus performers for a few years, using your illusions to entertain (and steal when no one was watching).