Magic: the Gathering - New Capenna ‘Maestros’
One of the five crime families of New Capenna, the Maestros are the elite assassins of New Capenna. They are associated with Blue / Black / Red mana, but are centered in black. The Maestros are old money Vampires who love the finer things in life, and are willing to kill to get them. They maintain a public front as an upscale organization of art aficionados with the goal of preserving the art and culture of Old Capenna. Beneath this polished veneer, they are a shadowy organization of elite assassins focused on maintaining power, influence and wealth. Though their organization is composed of killers, each member considers themself an artist at heart.
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New Capenna: Factions
The New Capenna sneak peek stream contained a brief summary of each of the five factions, but no text version of them were in the associated article. Here’s a transcription.
The Obscura (Esper/white-blue-black)
The Gifted Magicians. Talented wizards and mystics, who use their powers to deceive and blackmail. Using distractions, illusions and hidden mechanisms, they orchestrate scenarios and manipulate outcomes to their benefit. They endeavor to maintain a facade of normalcy in their everyday lives, to allow them to run their schemes without disruption.
The Maestros (Grixis/blue-black-red)
The Elite Assassins. Old money vampires who love the finer things in life and are willing to kill to get them. They maintain a public front as an upstanding organisation of art afficionados, with the goal of preserving the art and culture of Old Capenna. Beneath this polished veneer, they are a shadowy organisation of elite assassins, focused on maintaining power, influence and wealth.
The Riveteers (Jund/black-red-green)
The Destruction Workers. Tough as nails artisans who can break buildings as easily as kneecaps. They’re a rowdy, brute-force crime faction who’s skills in industry and construction also makes them pros at demolition and intimidation. As skilled artisans, they’ve transformed the lower levels of the city into a layer worthy of their draconic leader.
The Cabaretti (Naya/red-green-white)
The Party Monsters. A fun-loving cult of druids who throw the hottest parties in town. They’re the glitterati of the city and everyone wants to be invited to their feasts and dance halls. They use ancient magic to sway the opinion of the masses and keep the Halo flowing. The party never ends if you keep paying, but the moment you stop you might fight it hard to leave.
The Brokers (Bant/green-white-blue)
The Demonic Lawyers. A demonic law firm that secretly believes a doomsday prophecy, that when the Halo dries up, New Capenna will fail. They maintain public law offices where they handle mundane legal matters like property disputes and physical grievances, but their aggressive solicitors have a dubious reputation for being everywhere, and showing up at every crisis in the city.
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Item: Unsee Juice, a potion that wipes a creature’s short and working memories, preventing them from being transferred to long-term memory.
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The Faceless! The edgy, weaker cousin of everyone’s favorite D&D baddie, the Lich. These haven’t been extensively tested, so their CR is pending change. The plain-text version of their lore blurb (for those who can’t/don’t want to read the image) is under the read more.
Keep reading
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Powers of Dishonored in D&D: Emily Kaldwin
It should come as no surprise to folks that know me personally that my favourite video game series is Dishonored, and since the player characters of that series have access to a number of eldritch powers, I thought they’d be something interesting to translate as spells for D&D.
Domino
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 minute
Choose two target creatures. Each of them must make a Wisdom saving throw, which they have disadvantage on if they are unaware of your presence. If both creatures fail the save, the two become linked. If a linked creature suffers any damage, is pushed or gains any conditions, all other creatures linked to it suffer the same effect.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may link an additional target for each spell slot level above 3rd.
Doppelgänger
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 5 rounds
You summon an illusionary duplicate of yourself at any point where you would normally be able to stand within range. The doppelgänger has tangible form, using your armour class and saving throws, with five hit points. The doppelgänger acts immediately after you in initiative order; you may control it with a bonus action, otherwise it will flee combat. If your doppelgänger is killed, it leaves a body which disappears once it is out of sight. If you are hidden from sight when casting this spell, enemies consider you dead if they kill your doppelgänger .
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, your doppelgänger may make any melee attack you are capable of during its turn as an action. When cast at this level, the doppelgänger actively attacks enemies instead of fleeing combat as it normally would.
Far Reach
1st-level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: S
Duration: Instantaneous
A mass of tendrils stretch from your hand to any unoccupied space on a surface within range, then pull you directly to that location. If the location is not a flat surface, but one that you can climb onto, you immediately climb onto it. If you cannot climb onto the surface, you overshoot it and land 5 feet away from the chosen location, in the direction that you travelled.
At higher levels. When you cast this spell using a spell slot of 2nd level, you may use your far reach to instantaneously pull an object into your hands.
When you cast this spell at 3rd level or higher, you may target a creature within range. That creature must succeed on a Strength saving throw, or be pulled directly to you, landing prone in the nearest unoccupied space between you and the target’s original location.
Mesmerize
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 3 rounds
You summon a spirit from the void to enthral your enemies. Summon the spirit at a point within range. Creatures within 20 feet of the spirit must succeed on a Wisdom saving throw or be charmed and incapacitated, and must spend their turn staring at the spirit. At the end of a Creature’s turn, it may attempt the save again.
Shadow Walk
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 3 rounds
For the duration, you, along with everything you are wearing and carrying, take on a smoky, shadow form. When you make an attack, or are reduced to 0 hit points in shadow form, the spell ends. While in the shadow form, you have the following benefits:
You have advantage on Stealth rolls when in dim light, and cannot be detected in complete darkness.
You may only make unarmed strikes, which deal 3d8 necrotic damage, instead of their normal damage, when in shadow form, plus your spellcasting ability modifier.
When attacking an unaware target, your unarmed strikes deal double damage.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, you may make one additional melee attack before the spell ends for each spell slot level above 4th.
Far Reach and Shadow Walk were worked based on existing spells, namely Misty Step as the basis for Far Reach, with modifications for range, momentum and higher level abilities, and Gaseous Form for Shadow Walk, which I used as a guide on the caster’s form changing. Domino was developed with some inspiration from the Trickery Cleric’s Invoke Duplicity ability; Domino and Mesmerize were developed from scratch, with levels that I felt were most appropriate for them. All of the spells with a duration used as close to the durations of those spells in the game as is possible with the D&D system using turns instead of specifying by seconds.
This is going to be the first in a series of posts relating to Dishonored, and while more MTG homebrew will be back next week, expect other Dishonored posts in the near future, and not only spells! I have some interesting things planned that I’m very much looking forward to putting together.
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100 more common magical items, since the first one turned out well. This time, I included a numbers column, so that it’s more usable. Have fun!
(Note: These range from common to uncommon. In general, their cost can be higher than what it says on the sheet (about as much as 500 gp, for more powerful objects or settings where magic is rarer). They are intentionally vague at times, so that the DM can fill in whatever details are appropriate.)
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Another arrow for your collection.
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These
Tables
Are
So
Freakin
GOOD!
Shoutout to Lady Tiefling for being kickass.
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Here’s the first post of my stuff! I’ll be posting a few select pages, and when it’s done i’ll post the whole thing!
I’m going to be splitting it between the inital campaign setting, Shadows of the Sands, and a short monster manual, Kafa’s Field Bestiary.
I’ve recently been writing up my old D&D campaign setting from last summer into a little booklet! I’ve got all major areas, Npcs, factions, gods and a starter quest made.
I’m considering making a new blog for my homebrew, but I wanted to see if anyone would be interested if i posted this when it’s finished? (If you’re in @the-dm-experience discord you’ve probably seen loads of this)
I’d love to know if anyone would be interested if i released this as a campaign setting booklet. I’m not planning on releasing quests with it initially as I want to see what people do with the setting, but if there’s demand I will write up quests I did with my players!
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