Updates on the Conduit!

I figured that I should give an update on my progress on the magic absorption based class I referenced in my last post. I actually completed it, exempting flavor text for the main class and the subclasses. Unfortunately, I went a little overzealous with the turn-by-turn aspect of the design for the class. After some play-testing, I found that, instead of creating more interactive experience, I ended up creating a gameplay experience that felt hostile and limited your ability to feel effective. Regardless, I think the class concept is sound and could be a fun experience once I do some severe reworks. I’ve decided to release the un-reworked version here, because I think it’s nice to be able to see how the creative and balancing processes can improve a work that is actually greatly flawed. I’ll be posting the reworked version in the future, as well as some new subclasses for the luckbinder, because I couldn’t help but work on it.

Conduits are individuals who have been trained to absorb magic and convert it into condensed magical attacks. The document includes four subclasses: the Razer, an explosives focused style, the Skirmisher, which focuses on high mobility, the Vanguard, specialized for close range combat, and the Warden, all about support and protection.

Download and play this class by clicking on the following link, which lead to a pdf file containing the full rules for the Conduit:

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DnD Lineages: Wayward and Riftrent!

Here’s that backlogged content I was talking about, but it ended up not being completely backlogged because Van Richten’s came out and I had to do a bit of rewriting and improving to match the quality of the officially released lineages! Despite the extra work required, I’m pleased to introduce the Wayward and the Riftrent!

Waywards are forgotten beings, beings who have lost their identity and pasts to the uncaring machinations of the world. They are easily forgotten and misremembered, leaving all but the most interested parties with barely an impression to remember them by.

Riftrent are creatures divided, with the concept of their existence being present in one location and the other part far removed. At any point, they exist in both places at once, though they may focus on being in one place. Existing in two places is no small task, and even the slightest injury could lead to their shifting from their primary location to their secondary existence.

Download and play these lineages by clicking on the following links, which lead to pdf files containing the full rules for the lineages:

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The Luckbinder Class v2.0

I ended up doing a large amount of playtesting on the original version of the Luckbinder and found that it was actually very lacking, in numerous categories, from flavor to design. It was far too weak and could not fulfill the flavor of someone with proper control over luck. From a game design approach, it was far too heavily reliant on what you rolled on your dice, at least for a class that could manipulate probability. Further on game design, it also hurt the player for using their abilities except in niche situations, and, generally speaking, player-unfriendly design is bad design.

As such, I’ve addressed those issues with my rework, making the abilities far more actively focused and controllable, as well as implementing the subclasses that I promised back in the first revision! Because it’s been a while since the first release of the Luckbinder, I’ll be giving a quick summary of it.

The luckbinder is a new homebrew class for DnD based around the manipulation of luck, allowing you, as the player, to fudge your dice rolls within the rules of the game! Luckbinders have numerous features that directly interact with the numbers you and your foes have rolled on your dice, from big swings to minor adjustments. One such feature even allows you to change the actual faces of your d20 when it’s used for checks, throws, and rolls. You can use these luck altering abilities to make your foes miss their attacks and your own attacks strike critically. You can even harm your foes and buff your allies directly by making their luck overflow!

However, these abilities come with a large caveat: you are just a normal person at the end of the day. Lacking any meaningful combat training, you have to rely heavily on your luck to avoid coming to harm on the battlefield. You should do your best to stay out of sight and affect the battlefield through controlling luck rather than direct force.

I’d recommend giving it a play, not only because of my personal bias, but because I think that it’s a very different and enjoyable way to play the game. The luckbinder is extremely versatile while requiring vigilant management of your resources and rewards skillful management of your spacing and battlefield management. Give it a try at your next one-shot!

Click the link located below to download the pdf file containing the Luckbinder class.

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A D&D Class: The Luckbinder!

For this two week period, I decided to do something a little bit different. Instead of posting a game, I’m gonna post a bit of my D&D homebrew!

I may have not have mentioned it before, but I’m incredibly into Dungeons & Dragons. Outside of writing games, it consumes just about my every waking thought. However, I find that, when I play, I’m at the whim of the dice far too often. A +10 can’t save a natural 1, after all. However, I’ve come up with a solution to this: the luckbinder!

The luckbinder is based around manifesting both positive and negative luck by directly changing the results of your dice and the dice of others.

For the time being, all I have is the basic class, but I’ll be working on uploading the subclasses in the coming weeks, not interfering with the typical game upload schedule this time.

Locate below is a pdf file for the luckbinder class. Take a look and tell me what you think!

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