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#dnd feature substitution
wispynador · 1 year
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Customizing Classes
Substituting Class Features in 5e
Page 287 of the dungeon master’s guide includes the following excerpt, which talks about swapping out class features you don’t like for different ones.
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The DMG elaborates further on the next page, advising that players and DMs work together to ensure that features taking the place of the removed ones are both balanced and useful to the player. However, it doesn’t provide any guidelines for how to do this. Well, I’ve got some house rules that you can use as a set of guidelines in building a character with class feature substitution.
1. Substitute with existing class features: when you remove a class feature from your chosen character class, replace it with an existing feature from a different class. Using homebrew features is fun, but if you’re not looking to spend the time required to properly develop and balance a homebrew feature, pre-existing features from other classes are already developed for gameplay.
2. Avoid vertical feature substitution: when replacing one of your class features with a feature from a different class, make sure that the new feature would normally be gained at the same class level as the feature it replaces. This will help keep a class with substitute features balanced. First level features can tip the scales of game balance as easily -if not more so- as high level features.
3. Treat substitute features as belonging to the base class: when substituting features from a different class, the new feature should grant all the mechanical functions it would normally grant to its original class to the new one. This should not extend to functions which depend upon the character possessing another specific feature. For instance, if a player wanted to substitute a fighter’s extra attack with the monk’s stunning strike. Stunning strike requires that the character have access to Ki points from the monk’s Ki feature. If the character doesn’t have the Ki feature, then they shouldn’t be able to use stunning strike. For features that reference the class table, draw from the table belonging to the feature’s original class when determining what spell slots, resources, and bonuses are granted to the character.
4. Don’t stack subclasses: some classes gain their subclass feature earlier or later than others. The subclass provides a handful features as the character gains levels in the base class, and having more than one at a time can create issues with balancing gameplay, so it’s best to limit the number of subclass features a character can have to one per base class. If a player is choosing to multi-class while substituting features of one or both of those classes, it’s best to ensure that each base class only has one subclass feature. You should treat the gaining of features from each subclass as being tied to the leveling of each base class it’s attached to, as you would classes without feature substitutions. If a subclass feature is placed in a class which gains its subclass feature at a higher level, the higher level subclass should be removed, or replaced with a feature that isn’t a subclass. In keeping aligned with guideline number 3, you should not allow a character to use a subclass feature which requires a different feature if the character doesn’t have that feature. For example, the path of the beast subclass for barbarian requires the character to use the barbarian rage feature in order to activate one of its primary subclass features. If a player chooses to substitute a fighter’s martial archetype with this subclass, it won’t activate unless they also have the barbarian’s rage feature.
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appleschloss · 2 years
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Sims 4 DnD Legacy Challenge!
So I got inspired to make my own legacy challenge today based on DnD classes :D
Here are the rules:
-Must complete their given aspiration in their lifetime, cannot change aspirations until you complete it, but if you do complete it in their lifetime, you may choose any other to work on in their lifetime
-Determine how many gens you want to do (min 5, max 10), then use either dice or a random number generator to determine which ones you’re going to do and in what order. (i.e. if you chose to only do 5 gens, still use a 1-10 number generator or a d10 to pick the 5 you will do in your challenge. Any repeats, reroll)  
-Any traits/jobs/aspirations that are given the “or” feature, must use the second option IF you have the pack that requires it to exist. Otherwise, you use the base game choice. If there is no base game choice, you’re welcome to substitute your own or not include that class in your generation list. 
-Recommended Lifespan: Normal
If you want to see the classes and full doc, i have it here!
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crystalnest · 11 months
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Combat
Author note: The purpose of these homebrew mechanics was initially to make combat more dynamic, engaging and easier to track on DM’s part by removing the AC, modifiers and need to keep note of NPCs’ stats. It has become part of the original Crystalnest system, but still can be used as an alternative combat system for dnd-like ttrpg.
Combat initiative
Note: You can use your preferred home rules for setting up the initiative and freely skip this part.
At the start of the encounter determine which side has an advantage.
If neither side is taken by surprise, each side rolls d20 and the side with higher total sum starts the combat.
Players decide their action for the round and proceed in the following order:
Movement only (“Sprint” movement action) 
Ranged attacks (bows/crossbows/projectile weapons/thrown improvised weapons [Note: Don’t toss the dwarf])
Melee attacks (brawl/melee weapon/improvised melee weapon [Note: This system does not separate weapons to “common/military” but instead by a categories such “daggers/swords/axes/ etc”])
Magic users
Note: The order between players can change in the next round.
Actions during the round
Each character during the round has the following actions (unless the status states otherwise ie. character being prone, unconscious etc)
Movement (1 per round)
Character can move to a distance equal their speed in squares/hexes (further as “movement ponts’’) [Note: after finishing movement all unspent “movement points” will expire until the next round]
“Sprint” action: 
Gain 3 “movement points”
Gain 1 opportunity on a dodge roll when being attacked during this round (roll 2 “dodge dice” and pick the better result)
Lose 1 active action (further as “action point”) for this round
“Hold position” action: 
trade the full amount of the “movement points” to gain 1 extra “action point” for themself or one or the allies in this round
Active action (get 1 “action point” on beginning of each round):
Interact with objects, change weapon, prepare a reaction etc spending 1 “action point”
Attack
A roll of an “attack dice” against the target's d20 roll, the target must be in distance for the weapon. 
Author note: the weapon damage is “1 hit” or equal to “attack dice”, depending on whether you use tally marks or hitpoints for your NPCs during combat.
Example: Rog the Paladin attacks kobold with an axe. Rog’s player roll d20=14, game master rolls d20=11, Rog hits the kobold for 14 damage.
A Natural 20 (20 on d20 roll) is a critical role and doubles the damage.
Character is “engaged” if an enemy is next tile to them and neither of them are hidden by any means
Attack dice:
Weapon w/out proficiency, improvised weapon  - 1d12 (no special features)
Brawl - 1d12
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“Engaged” characters cannot use ranged attacks and must either move or change weaponSpellcasting
Author note: This part is under construction at this stage, please, use your preferable magic system, with target’s AC substituted for a d20 roll for targeted damage spells.
When being attacked
When PC is being attacked they can either Dodge, Block or just take the damage.
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Taking damage
When failed to deflect the attack the Player roll d100, and if the number below or equal their armour Protection score they receive half the damage.
Dodging
A roll of a “dodge dice” against the attacker's d20 roll, the “dodge dice” is determined by the armour
A successful Dodge allows to move to any unoccupied adjusted square
A fail will result in taking damage
Blocking
A roll of a “block dice” against the attacker's d20 roll, the “block dice” is determined by the shield type
A successful Block allows to push the attacker (if close) to any unoccupied adjusted square
A Block roll equal to the Attack roll in melee combat allows for Parry:
Roll for Attack, any hit counts as Natural 20
A fail to Block will result in taking damage
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raeynbowboi · 2 years
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How to Play as Gardevoir in DnD 5e
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Today, we’re building one of the most popular Pokémon, Gardevoir. Since her introduction in Hoenn, Gardevoir has become a staple Pokémon, appearing in almost every generation since, making her something of a counterpart to the Abra line, which has also been in almost every generation since its introduction in Kanto. Initially, Gardevoir was a pure Psychic-type, but after Gen VI, Gardevoir became a Psychic/Fairy dual-type.
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Before we can even build Gardevoir, we need to look at the moves it learns by level-up and by TM in order to find the DnD equivalent. We can then assign her build depending on what class or subclass best captures everything she’s capable of.
LEVEL UP MOVES
Confusion // Catapult, Confusion Double Team // Blur, Mirror Image Disarming Voice // Word of Radiance, Thunderwave Hypnosis // Sleep Draining Kiss // Vampiric Touch Teleport // Misty Step, Far Step, Teleportation Circle, Teleport Psybeam // Mind Spike, Tasha’s Mind Whip, Raulothim’s Psychic Lance Life Dew // Aura of Vitality Charm // Bane Calm Mind // Calm Emotions Psychic // Hold Person, Hold Monster, Telekinesis Heal Pulse // Heal, Mass Heal Dream Eater // Dream (Nightmare) Future Sight // Foresight Moonblast // Moonbeam, Sunbeam, Sun Burst Healing Wish // Prayer of Healing, Healing Word, Mass Healing Word Wish // Wish Aura Sphere // Chromatic Orb
MEGA EVOLUTION    Radiant Soul (Race Feature)    Tasha’s Otherworldly Guise
TM MOVES
Thunder Punch // Shocking Grasp Light Screen // Blade Ward, Wall of Light Reflect // Mage Armor, Fizban’s Platinum Shield Safeguard // Aura of Purity Protect // Shield, Globe of Vulnerability, Invulnerability Icy Wind // Frostbite, Rime’s Binding Ice Attract // Charm Person, Charm Monster, Geas Swift // Magic Missile, Crown of Stars Endure // Aura of Life Helping Hand // Aid, Enhance Ability, Skill Empowerment Imprison // Counterspell Rest // Catnap Round // Thunderclap Misty Terrain // Hallucinatory Terrain, Fog Cloud Trick Room // Slow Thunderbolt // Lightning Bolt Substitute // False Life Psyshock // Synaptic Static Shadow Ball // Circle of Death Hypervoice // Shatter Stored Power // Psychic Scream Dazzling Gleam // Guiding Bolt, Sunbeam, Sunburst Shock Wave // Witch Bolt Charge Beam // Chain Lightning Hyper Beam // Dragon’s Breath Psychic Terrain // Mental Prison Mystical Fire // Sacred Flame, Flame Strike Flash // Color Spray
FEATS
Eldritch Adept: Gardevoir gains 1 Warlock Eldritch Invocation
Armor of Shadows: Gives Gardevoir a higher AC, especially since Pokémon don’t wear clothes. Eldritch Mind: Keeps Gardevoir from dropping concentration as easily.
Fey-Touched: Gardevoir gains +1 INT, Misty Step, and one 1st level Divination or Enchantment spell.
Metamagic Adept: Gives Gardevoir 2 Sorcerery Points, and the Metamagic Options of Quickened Spell and Twinned Spell.
Telekinetic: +1 INT, Mage Hand, and Telekinetic Shove
Telepathic: +1 INT, Telepathic Conversation, Detect Thoughts
War Caster: Gives Gardevoir advantage against losing concentration, and allows her to cast a spell as an opportunity attack.
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Whether you want to start as a Ralts and evolve into a Gardevoir or just start as a Gardevoir, this build will still work for you either way. We’ll start by making Gardevoir a Protector Aasimar. Gardevoir prides itself on protecting its trainer, even with its life, and Aasimar get to basically have a second form, which you could consider to be a Mega Evolution.
Pokémon don’t really have alignments because each one is an individual. However, Gardevoir is one of the few Pokémon with a well-established mentality, which due to its loyalty and role in the Mystery Dungeon games, we can assert that Gardevoir is a Lawful Good Pokémon.
Pokémon aren’t really known for having Skills, so go with whatever background you see fit for roleplaying purposes. Sage and Acolyte are good choices, but so is Gladiator due to Pokémon battles, Entertainer if its trainer is a Coordinator, Athlete if you want to play into Pokémon Unite, or the new Mage of High Society background could also work. Of the three robe types, I think Gardevoir makes the most sense as an Adept of the White Robes.
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WIZARD SCHOOL OF THEURGY (MIND)
As much as I wanted to make Gardevoir a Cleric, she needed too many wizard spells that I couldn’t ignore that a Theurgy Wizard was the best way to make it work. The Cleric of the Mind Domain is a subclass from Eberron, and bolster’s the Cleric’s psychic abilities. Its 1st level ability allows it to change any Radiant damage spell into Psychic damage for free as a choice, and at 6th level, the Gestalt Anchor feature bolsters the defenses of not only Gardevoir, but her allies as well. It adds +2 to the INT, WIS, and CHA saving throws of Gardevoir and nearby allies, allowing Gardevoir to help protect her allies from harmful spell effects.
OTHER OPTIONS
SCHOOL OF THEURGY (PEACE)
Gardevoir’s whole thing is protecting people, and this allows Gardevoir to form a bond with another person, protect her allies, boost her allies, and reduce the damage her allies take. While she can certainly hold her own in combat, her combat focus is definitely on support, and this is a very good support subclass option. The only reason I went with Mind over Peace is that Mind caters to Psychic powers, but it is technically a homebrew created by Keith Baker who was a writer for Eberron. Peace, on the other hand, is an official subclass. So if your DM will allow Theurgy but isn’t so favorable toward Mind, Peace is an excellent back-up option.
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BUILD INFO
Race: Protector Aasimar (+2 INT, +1 WIS) Background: Acolyte (Insight, Religion) Alignment: Lawful Good Class: School of Theurgy (Mind) Wizard (20)
STATS STR 8 DEX 18 CON 12 INT 20 WIS 16 CHA 8
SAVING THROWS STR -1 DEX +4 CON +1 INT +13 WIS +11 CHA +1
HP: 102 AC: 17 SAB: 11 SDC: 19 PP: 13
FEATS Eldritch Adept: Armor of Shadows
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SPELLS
C Light, Mage Hand, Message, Mind Sliver, Sacred Flame, Word of Radiance 1 Bane, Bless, Catapult, Charm Person, Chromatic Orb, Command, Dissonant Whispers, False Life, Guiding Bolt, Healing Word, Magic Missile, Sanctuary, Shield, Sleep, Thunderwave 2 Blur, Detect Thoughts, Dragon’s Breath, Hold Person, Lesser Restoration, Levitate, Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Prayer of Healing, Tasha’s Mind Whip, Suggestion, Warding Bond 3 Aura of Vitality, Beacon of Hope, Clairvoyance, Dispel Magic, Enemies Abound, Fears, Lightning Bolt, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Spirit Guardians, Vampiric Touch 4 Aura of Life, Aura of Purity, Charm Monster, Confusion, Hallucinatory Terrain, Phantasmal Killer, Raulothim’s Psychic Lance 5 Dominate Person, Far Step, Flame Strike, Greater Restoration, Hold Monster, Rary’s Telepathic Bond, Skill Empowerment, Synaptic Static, Telekinesis, Teleportation Circle, Wall of Force, Wall of Light 6 Circle of Death, Heal, Mental Prison, Sunbeam, Tasha’s Otherworldly Guise, Word of Recall 7 Crown of Stars, Divine Word, Regenerate, Teleport, Tether Essence 8 Dark Star, Dominate Monster, Sunburst, Telepathy 9 Foresight, Invulnerability, Psychic Scream, Wish
There’s far more spells here than a Wizard can learn through level-up, but Wizards can learn as many spells as they want if they have enough gold. You could treat her additional spells as TMs. But unlike Pokémon, she can know more than 4 spells total.
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FEATURES
Arcane Recovery: Recover spell slots that add up to 10 that are below 6th level when you finish a short rest. Spell Mastery: Gardevoir can cast a 1st and 2nd level spell at their respective levels at will without using a spell slot. Signature Spell: Gardevoir can choose two 3rd level spells. She can cast these spells once for free without using a spell slot. She recovers this ability after finishing a long rest. Flash of Insight: Reroll an ability check after you roll but before you know if you pass or fail. Add half your wizard level to the second roll, rounded down. You can use this feature twice per long rest. Psychic Force: When you use a spell slot to cast a Radiant cantrip or spell that deals Radiant damage, you can choose to change the damage to Psychic damage. Channel Divinity: Psychic Feedback: You can use your Channel Divinity to impose disadvantage on an enemy when it makes a Wisdom saving throw. If the Wisdom saving throw is a result of a spell or effect caused by something other than a spell you cast, you can deal Psychic damage to the target equal to half your wizard level rounded down before they roll. Gestalt Anchor: You, and creatures within 10 feet gain +2 to all INT, WIS, and CHA saving throws. Bend Reality: When an ally within 30 feet of you fails a saving throw, change the number rolled to a 20. You can only use this feature once per short or long rest.
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Gardevoir came out rather well. She does everything I wanted for her. She’s an amazing support pokemon with a good amount of radiant and psychic spells, and even the occasional damage cover spell. She can heal, she can deal damage, and she can protect her allies. I debated whether or not to give Gardevoir the Graviturgy and Chronology exclusive spells, but I opted to say yes. I don’t approve of spells be locked behind a specific subclass. They’re wizard spells, she’s a wizard. I would allow a player to use them at my table, so I include them. Plus, she’s known to create black holes in her Pokédex entries, and it’s literally her ultimate in Pokémon Unite to create a black hole. So, I allowed it. It’s not perfect, there’s a lot of dead UA involved, but if you can find a table that will allow it, I think it’ll be a lot of fun. Some might argue with her having a mere 8 in CHA but last time I checked, the only Pokémon that can talk is Meowth. Her combat stats are far more important.
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askhubertvonvestra · 2 years
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It's been a while Hubie ! How have you been ?
I've recently started playing dnd and yes I'm that one bard who sucks at vicious mockery :') but anyhow, it made me curious which dnd class would you assign each member of the BE including yourself obviously ?
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That is has. I trust you've found yourself pleasantly occupied in your absence? You could likely guess I'm doing well.
...A bard? As in a musician and storyteller? I imagine you would have a difficult time making such a role combative, but I can admire your attempt to do so regardless. If it's advice on mockery you're after, I happen to have some. It is something of an instinct after a time.
As for assigning classes to the Black Eagles for this pastime, I’d presume that their preferences would be as much a factor as the tactical potential.
Bernadetta von Varley: Ranger. Pretending or not, it’s fair to assume Bernadetta would prefer to keep her distance from opponents whenever possible. Archery would likewise suit her inclination toward the storytelling aspect of the game rather than intense combat. Although, in time, she would prove as efficient and deadly with a bow in the game as she is in reality.
Caspar von Bergliez: Barbarian. It’s widely known that Caspar values sheer strength, and living out a fantasy of might beyond what is attainable would be quite enjoyable for him. I may even recommend the game to him following this, giving it more consideration. He’ll bring considerable enthusiasm to the table, and his strategic prowess has grown over the course of the war. He’d be a valuable party member.
Dorothea Arnault: Bard. I can only assume she would have no hesitation to choose this class above all others. It features the magic casting she favors, along with a greater emphasis on the performing arts she is so dedicated to. Perhaps she might give you advice on capitalizing on the class’s more caustic attributes as well.
Edelgard von Hresvelg: Fighter. Her Majesty would prefer a cuter class, I’m certain, as the purpose of this game appears to be to pursue ideal situations over pragmatic ones. While she does appreciate the values of decisive combat, Lady Edelgard does enjoy a wide selection of elegant gowns often enough to suggest she’d rather abandon suits of armor altogether as soon as possible. At least the fighter class would grant her that.
Ferdinand von Aegir: Paladin. As if there was any doubt. His chief cause may not be religious in nature, but he does exemplify his own code of ethics sufficiently to still classify as a paladin in his own right. The class cuts a radiant, glorious image that he would likewise be partial to. Ferdinand takes to combat on horseback readily and I presume would rather that be carried over to the game.
Hubert von Vestra: Wizard. Further magical power gained through persistent research and an observant nature suits me. Being less imaginative than my peers by and large, I’m not inclined to substitute a fantasy for a reality I know to work well. For the sake of our friendship and morale, I could play along otherwise.
Jeritza von Hyrm: Dark Paladin. There could be other options for him, I suppose, but few capture the trajectory and tragedy of his life as well as this. A harbinger of death on horseback as he’s made himself, the imagery certainly fits. He might be persuaded to sit at a table where Mercedes also played, but I can’t fathom that he would otherwise.
Linhardt von Hevring: Cleric. I’d hardly be surprised if he managed to mix artificer in somehow, merely for the ability to design contraptions as he went along. The time spent on them in reality would be excessive, I’m sure. A fictitious battle is infinitely more likely to capture Linhardt’s attention over a real one. It’s less of a strain when the blood isn’t present and the stakes are imaginary.
Petra Macneary: Druid. Such a class could help comfort Petra with any residual homesickness she might feel in these difficult times. No matter how long has passed, she does miss Brigid intensely from time to time. The similarities the class shares with her homeland’s reverence for nature are sparse, I’d expect, but even a small connection is better than nothing. Besides which, it could pose a compelling tactical challenge for her. Petra has a bright intellect, after all.
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rubbersoles19 · 2 years
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dnd! i had a game just last night that was so fun!!! context: we're running a mixed homebrew/curse of strahd campaign that i can't always make it to. solution? get kidnapped by the vampire, of course! last night's session dealt with the kind of aftermath of my kidnapping, featuring my character, Del (water genasi swashbucker rogue) learning that apparently she full on Died and got revived by strahd. fun times!
Holy Moly your poor genasi! I don't know a lot about Strahd, I started watching one campaign of it once and got All the infodump from my best friend, and saw a kind of speed run homebrew version of it, but I Do get how scary Strahd is. Not the kind of guy you want to owe your life to!
I like that "giant floating hand" substitute tho, it's fun to give your PC something to react to so they weren't just paused in time and disconnected from whatever you missed. Hope Del won't turn into a vampire tho!
What kind of homebrew are you using?
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the-local-siren · 3 years
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DND Bard Subclass: College of Dance
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The practice and art of dance has existed throughout many eras and civilisations. Unlike many other colleges, these bard focus more on the graceful movement of their bodies over the beauty of sound. Those in this college understand the importance of dance, in celebration, worship and even in battle.
Special Cantrip: Upon reaching 3rd level and selecting this subclass you gain access to a cantrip unique to this subclass. 
Cantrip Description: Dancer’s Grace Evocation Cantrip Casting Time: 1 Action Range: 15ft Components: S Duration: Instantaneous
As you dance you create a wave of energy in front of you that hits all hostile creatures within range. You make a ranged spell attack against the creatures hit by this cantrip. You deal 1d8 damage upon hit. The damage type of this cantrip depends on the Dancer’s Style feature.
At Higher Levels:  The spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancer’s Style: At 3rd level you must select of style of dance to dedicate yourself to. This choice influences your Dancer’s Grace and features as you level up.
Style of War: You gain proficiency with shields and scimitars. You also gain 3 additional hitpoints and gain an additional hitpoint for every level in this class. Your Dancer’s Grace cantrip is treated as slashing damage. Additionally the damage die increases to d12 if the creatures hit by Dancer’s Grace are under half their maximum hit points.
Style of Celestial: You gain your choice of either fire or cold resistance. You may also use your bonus to Performance rolls when making either an Arcana or Religion skill check. Dancer’s Grace is treated as radiant damage. Every time you use Dancer’s Grace your fire resistance becomes cold resistance and vice versa.
Style of Passion: You gain an additional Enchantment spell of your choice regardless of spell list as long as it is of a level that you can cast. When you level up this class you may substitute your additional spell for another one as long as it meets the requirements. Whenever you cast an Enchantment spell you may choose to only use somatic components by dancing. This does not eliminate any gold cost that the material components may require.
Your Dancer’s Grace is treated as fire damage. Additionally you may select one friendly creature within 15ft of you and they gain advantage against one creature that was damaged by Dancer’s Grace. This advantage lasts until the start of your next turn.
Dedicated Performance: At 6th Level you learn how to perform a dance that is fully dedicated to your chosen style of dance.
Style of War: As an action you perform an invigorating dance that grants you and all friendly creatures within 30ft temporary hit points equal to your bard level plus charisma modifier. While a creature has these temporary hit points they have resistance to slashing, piercing and bludgeoning damage from non-magical weapons.
The temporary hit points last for one hour and you regain use of this feature after a long rest.
Style of Celestial: When you take damage you may use your reaction to perform an evasive dance that cloaks you in pure moonlight. By using this dance you successfully avoid that instance of damage that was directed to you. You regain use of this feature after a long rest.
Style of Passion: As an action you may perform an enthralling dance that forces all creatures within a radius of 60ft make a wisdom saving throw or else become charmed for one minute. A creature must have vision of you to be targeted by this feature. If you have expertise in the Performance skill, this feature ignores all resistances and immunities to the charmed condition.
You regain use of this feature after a long rest.
Grande Finale: At 14th level you have fully mastered the grace of your style of dance and now reap the benefits that come with it.
Style of War: You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionally when you cast a spell of 1st level or higher with a somatic component you may add half of your charisma modifier (rounded down) to your AC. This lasts until the start of your next turn.
Style of Celestial: You may cloak yourself in the healing light of the sun as a bonus action. Upon using this feature whenever you cast a spell of 1st level or higher you may heal yourself and all friendly creatures in a 30ft range by 2d8 plus your charisma modifier.
This features lasts for one minute and you regain use of it after a long rest.
Style of Passion: As an action you may select one friendly creature to partake in a dance with. After using this feature you automatically end your turn. By dancing with your partner you give them advantage to all attack rolls for one minute. You may also select up to three spell slots that you lose in order for your partner to recover. The spell slots you lose must of a casting level that the creature is able to perform.
You regain use of this ability after a long rest.
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raziakhatunblr · 3 years
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Introduction to Blood Hunter 5e:D&D Beyond:Blood Hunter 5e characters:Get the Enemy to Know the Enemy:Skills:  The levels:
 Blood Hunter 5e dnd class guide:
A whole new adventure starts now on the most Magical Custom RS Private Server.
Matt Mercer initially made the Blood Hunter 5e class. Although it isn’t strictly official substance, it is popular and played frequently enough that many men and women think it to be near enough. 
5e Blood Hunter is equal to witchers. They are specially-trained to shoot down monsters and other evil beings, frequently sacrificing parts of humanity to achieve that. But that is not all they forfeit. Blood clots imbue their attacks and weapons with blood magic, with their blood vessels to fortify curse and attack enemies. More Information
Mageps.com
Matt Mercer initially made the Blood Hunter 5e class. Although it isn’t strictly official substance, it is popular and played frequently enough that many men and women think it to be near enough. 
First of all, a blood clot ought to reevaluate receiving their Dexterity as large as you can. While Blood Hunters may use power, it is a bit more best to conduct Dexterity than Archery-focused. Blood Hunters especially require Dexterity to get the absolute most from the harm. Dexterity additionally raises AC, and with glass-cannon courses such as the Hybrid Hunter, AC is essential. Races that boost Dexterity, like Elves or Halflings, are an ideal option.
The following most significant stat to raise is the Constitution. 5e Blood Hunter deal with harm to themselves as a way to fuel their skills. Therefore, more HP is likely to be more useful. The challenging feat is an excellent option to help fuel your 
Blood Maledict is among the chief characteristics of this Blood Hunter and permits you to bestow a curse onto a goal. All these courses range from imposing drawback on skill tests to poisoning a monster. These curses also increase and enable their consequences. Is Blood Hunter 5e an official class?
The Blood Hunter is under added Courses ‘ everywhere it seems in DDB. It’s especially not beneath ‘Official Courses/class ‘ and not regarded as official. In summary: it isn’t official. A variety of out-of-combat skills assist the Blood Hunter to monitor enemies. And remember, information regarding cursed items/places are skills that help the Blood Hunter endure a little better in battle. It includes Dark Augmentation, which delivers a bonus to particular saving throws.
Most campaigns do not continue until level 20. Still, Sanguine Mastery is a powerful ability, providing back and expended usage of Blood Maledict. Past the base course, you will find four bloodstream hunter Orders to pick from. These Orders ascertain the taste of your Blood Hunter history, whether it be creating a pact with eldritch crafting or being mutagens to boost your skills. If you would like to go for a more conventional witcher-style construct, Ghostslayer is your selection.
The 5e Blood Hunter course may be a great, yummy class to perform for any aspiring adventurer. Many live in dread of the darkness of superstition. And the unknown at a landscape tormented by all manner of beasts, devils, and abominations from outside the veil. Some increase hardened by this adventure, instead deciding to stand up and struggle against the wave of darkness.
However, a few are so obsessive and bent on ruining the anathema that interrupts the countryside. These people adopt dark, forbidden knowledge. They forfeit a few of their vital force in suspicious, abandoned blood rituals to understand their enemies. Their approaches occasionally blur the line between the evils they search, calling their humanity to question. In 5e, these people are blood hunters.
These warriors have selected to unite the martial pursuit of human weapon play elements of barbarous blood magic to impressively effective combat methods. They surrender their very own energy to create a bond with their weapon, letting them exploit the components in a whirlwind of deadly strikes. Their in-depth knowledge and supernatural relationship with evil creatures enable them an edge in monitoring, searching, and ruining even the priciest of abhorrent fiends.
By assessing control over their lifeblood and the lifeblood of the others, they get insight into their foes and the capability to control them from the interior. Some extract primitive, poisonous alchemical tonics in felled creatures’ organs, mutating their bodies. And Blood to be further in tune with their quarry, getting something aside from humans themselves. Others go farther, reaching out and creating a pact with lower shadowy things in hopes of utilizing their gloomy gifts against higher evils. Many bloodstream seekers push too far due to their objectives, falling into their hubris and getting the monsters they have selected to search. That is the greatest fear of a bloodstream boxer and of those societies in large that shun them.
Their skills and instruction character has many rumors across the realms, a few of which are not too far from reality. Familiar people consider them murdered, frequently turning them away at the door. Nobles find them occasionally handy, but a customarily reviled annoyance. Mages find them helpful allies when kept at arm’s length. At the same time, pious clerics and paladins maintain their space using watchful attention. To be a blood hunter would be to take a lifetime of solitude proven, trustworthy, and reliable.
Hit Dice:  1d10 per bloodstream hunter amount
Weapons:  Straightforward weapons, martial weapons
Tools:  Alchemist provides
Saving Throws:  Dexterity, Intelligence. What’s the best race to get a 5e blood hunter in d&d?
Pick three from Athletics, Acrobatics, Arcana, Background, Insight, Investigation, Religion, and Survival. Concerning playable races, the best bets to get a solid blood hunter are mountain dwarves, timber elves, stout halflings, version humans, along with half-orcs. Let us begin with mountain dwarves: they are among those races, together with half-orcs, which would not look like a fantastic blood hunter race at first glance, and there are drawbacks.
Starting at 1st level, you’ve endured the Hunter’s Bane, a harmful, long-guarded ritual. It changes your life’s Blood, eternally binding you to the darkness and bolstering your perceptions against it. You’ve got benefit on Wisdom (Survival) tests to monitor fey, fiends, or undead, in addition to on Intelligence capability tests to remember details about them.
The Hunter’s Bane also enables your body to control and form hemocraft magical, together with your own life and blood character, to fuel your skills. A number of your attributes require your goal to produce a saving throw to resist the attributes’ effects.
Hemocraft rescue DC = 8 your proficiency bonus + your Intelligence modifier.
At the 1st level, you acquire the ability to station, and at times sacrifice, part of your critical essence, to curse and control animals throughout hemocraft magic. You gain a single Blood of your selection. You learn one extra blood curse of your own choice, and you may pick one of those bloodstream curses you understand and substitute it with a different blood curse in 6th, 10th, 14th, and 18th levels.
When you utilize your Blood Maledict, you select which curse. At the same time, invoking a blood curse, however, until it impacts the goal. You may opt to reevaluate the curse by dropping various hit points. It equal to a single roster of your hemocraft expire, as exhibited from the Hemocraft Die pillar of this Blood Hunter table. An amplified curse profits an extra impact noted in the curse’s description. Creatures that don’t have blood in their bodies are resistant to blood curses unless you’ve amplified the curse.
It’s possible to take advantage of this feature after. Beginning at the 6th level, you may use your Blood Maledict characteristic double. At the 13th degree, it’s possible to use it three days between rests, and in the 17th degree, you may use it for four occasions between rests. You recover all expended applications when you complete a brief or long break.
At the 2nd level, you embrace a way of fighting as your specialization. Pick one of the following choices. You can not take a Struggling Mode choice more than once, even if you later get to pick again.  More Information
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violetren · 4 years
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Half of my dnd group got a cold (definitely cold not covid they checked), so I can’t play with them for a while because I can’t risk bringing an infection home to ma, especially since she’s just out of hospital because of one, and it is driving me insane because I wanna playtest my homebrew ranger archetype.
I think I’ve maybe made a halfway decent beast master substitute where you can actually fight alongside your companion rather than have it that only you or your beast can attack for half the campaign. 
I’m a little concerned the archetype capstone is a little over powered. But then they get their last archtype feature a level 15 and the only class features they get after that are pretty solidly underwhelming so while its a bit strong at 15th level when, it probably averages out to the ranger still being a touch weaker than most other classes by the time you reach level 20.
But I can’t play test it, and I have no idea how (and no desire to learn how) to do the math that would give me a decent estimation of things like avergae damage per turn, as compared to other classes, so its difficult to really say.
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petrenocka · 2 years
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Monster DnD Undead Origin
Undead Origin
This origin relates to undead type creatures.
Burst of the Curse
At 1st level, when you take this Origin, as a bonus action you can choose a creature to empower with necrotic energies from your body. You spend a hit dice and take 1d4+1 damage, but in exchange the next attack of a creature of your choice, that you can see within 40ft. of you, deals additional necrotic damage equal to the hit dice you spent. If such an attack kills a creature that’s not an undead or a construct you regain 1 hit die and can use it to heal yourself immediately. If the creature empowered by this ability doesn’t attack or misses the effect stays for a minute until they attack and hit. You can’t empower a creature that’s already empowered.
At 13th level you can use up to 3 hit dice in this way, the amount of dice rolled for damage that both you and the target of the strike empowered by this ability take increases by 1 for each additional hit die spent.
Undead Body
Starting at 3rd level you gain vulnerability to radiant damage, resistance to poison, and effects that turn undead now work on you too, but you have advantage on saving throws those impose.
You also begin desiring to consume humanoid flesh, a hunger that has nothing to do with your bodily needs and is always there. If you do try to eat a whole humanoid cadaver it will take you 10 minutes to fully consume a small humanoid and three times as much time as the previous size category for medium and larger humanoids. You can consume any number of humanoids and suffer no negative consequence. Eating humanoids can substitute physical food for you too. Whenever you finish consuming a humanoid of any size you regain 2 hit dice at and loose one level of Exhaustion if you have any. You don’t get these benefits if you don’t finish a cadaver completely, but it may still satiate your physical hunger according to your progress.
Undead Horde
Starting at 7th level you can cast Animate Dead without a need for spell slots of material components. The undead animated using this feature stays loyal to you until it is destroyed without a need to recast the spell.
You can only cast the spell with this feature once, and you regain this charge after you finish a Long Rest, if the undead animated using it is destroyed.
been there, done that
Starting at 11th level, your experience with staying animate despise dying becomes so great you gain an ability to avoid death like no alive being should be able to. DC for your Death Saving Throws becomes 7 instead of 10, Nat 20s now will instantly stabilize you, and you will automatically reawake with 1 HP, 1 minute after being incapacitated if you are still alive by that point, even if no aid is provided to you. On top of that, while incapacitated, you appear to be dead to onlookers, who would need to succeed on a DC 12 Medicine Check to confirm that you are in fact still alive.
Dead Legion
Starting at 15th level, your ability to command undead improves even more. Your Undead Horde feature gains one more charge, but you still recover only one of those after a Long Rest, even if all of your undead servants are destroyed simultaneously.
You can either use this additional charge to control one more undead, as per Animate Dead spell. Or you can use both charges on the same corpse to revive it as a ghoul instead. The corpse needs to belong to a medium sized humanoid, be in one piece, and dead for no longer then a day at the time of revival for it to be used in creation of a ghoul by this feature.
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allmoddedapk · 3 years
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Notify for Mi Band: Get new features Mod 12.1.0 Apk (Unlocked Features)
New Post has been published on https://www.allmoddedapk.com/notify-for-mi-band/
Notify for Mi Band: Get new features Mod 12.1.0 Apk (Unlocked Features)
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Notify for Mi Band: Get new features Mod 12.1.0 Apk (Unlocked Features)
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For any other question/suggestion email me mat90c at gmail.com
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vigrxwarning · 3 years
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raeynbowboi · 3 years
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How to Play as Daenerys Targaryen in DnD 5e
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Get your jumbo-sized nametags ready because today we’re building the lady with too many names herself, Daenerys Stormborn of the House Targaryen, etc. By the end of our build, we want Daenerys to be a conqueror who can ride a dragon into battle. Now, there are two important things to remember: We cannot break the rules of DnD, and Daenerys is going to be a really shitty character to play if you’re too faithful to her. Daenerys cannot fight. She relies entirely on her dragons, and DnD Daenerys is going to have to actually pick up a weapon and do some fighting herself. Otherwise, you’re just playing a dragon with a lady attached.
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RIGHTFUL QUEEN OF THE ANDALS AND THE FIRST MEN
Time to rip off the bandage, we can’t get fire immunity. Maybe if your DM is willing to swing it as homebrew, you can get it, but there’s no way Daenerys can acquire fire immunity naturally. We can pick up fire resistance, but immunity is going to require a lenient DM. Otherwise, we’re building the Daenerys from the books who is not fireproof.
Daenerys is a Valyrian, which is just another type of human, but Valyrians are special in Game of Thrones so we’ll make her a Variant Human with +1 WIS, +1 DEX. We’ll give her Intimidation for her free skill, and Prodigy for her free feat. Prodigy gives Daenerys proficiency with Deception, expertise in Persuasion or Intimidation (whether you’re feeling more Mhysa or Dragon Queen), and she gets a bonus language. As a Valyrian, she should speak Old High Valyrian, which in DnD terms would be Elvish.
For her background, she may be the beggar princess at the start of the series, but it still has princess in the title. We’ll make her a Noble, swapping out her Position of Privilege feature for Retainers so that Daenerys can be accompanied by her advisors, courtiers, and/or handmaidens. As a Noble, we get proficiency with History and Persuasion, and like any good noble, when she married for political power, Danny learned to speak her husband’s language. Khal Drogo and the Dothraki are a ‘savage’ tribal people, which sounds like Orcish to me
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KHALEESI OF THE GREAT GRASS SEA
Ranger
Daenerys starts her epic conquest by marrying Khal Drogo of the Dothraki Horselords, and while one could argue they are more akin to Barbarians or Fighters, for the purposes of this build, we’ll say they are Rangers. Rangers get to choose three skills from the Ranger skill list, we’ll give Daenerys Animal Handling, Insight, and Perception.
If we want to rule over everyone, it’s a good idea to be able to crush anyone regardless of race with the same ruthless efficiency. We’ll substitute Favored Enemy for Favored Foe, letting Daenerys choose one poor soul to be the focus of her ire for 1 minute. However, if you want to give Daenerys Favored Enemy, choose Humans and Halflings at level 1, Undead at level 6, and Dragons at level 14 to be the victims of Danny’s Fire and Blood. Favored Enemy gives Daenerys extra languages, but aside from adding on Ignan to let Daenerys speak the language of fire, there’s no other languages that Daenerys can speak, so just pick whatever languages feel appropriate.
If you prefer Natural Explorer, we’ll start with the Dothraki preference at level 1 and select Grasslands, Desert at level 6 to cross the Red Waste, and Arctic at level 10 to brave The North.
If you prefer Deft Explorer, you can choose a skill to become an expert in at first level, choose either Intimidation or Persuasion (whichever one you didn’t pick from the Prodigy feat). They get a climbing and swim speed at 6th level, and at 10th level, Daenerys can skip sleeping all-together by recovering Temp HP and removing exhaustion as an action.
At 2nd Level, Daenerys gets to select a fighting style. Dothraki prefer to use their Arakh (Scimitar) swords for Dueling, but Rangers tend to favor Archery, so pick one of those two for Daenerys’ fighting style.
Neither Primeval Awareness nor Primal Awareness is very in-character for Daenerys, but one could flavor Primeval Awareness as Dothraki tracking skills, while Primal Awareness as Valyrian magic that comes from Danny’s draconic bloodline. Pick whichever you prefer. 
At 10th Level, Nature’s Veil is better, but turning invisible isn’t really one of her abilities, so on that front, Hide in Plain Sight is more in-character. Again, choose whichever you prefer.
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MOTHER OF DRAGONS
Conclave of the Drakewarden
The Targaryens are the legendary dragon-riders of Westeros, and the same is true in DnD. You get a drake at level 3 that you can form a bond with and summon to your side, and learn to speak Draconic. Technically, it can’t fly yet, but that’s okay. Drogon is still a newborn, and he’ll learn to fly on his own later. Yes, we only get the one dragon, and Summon Draconic Spirit is not a Ranger spell (though if your DM is cool with it, I won’t say anything). I suppose you could give each dragon a different breath attack and treat each one as a separate dragon that Daenerys can call to her aid, as the drake can choose a different breath attack type each type it’s summoned, but that’s purely flavor, up to the player to decide. But to best be Daenerys, we’ll be sticking with the Fire breath attack. At 7th level, Drogon can grant his mother Fire resistance (or whatever other element you have him breathe), grows wings and gains a 40 ft flying speed, and his bite deals an extra 1d6 Fire damage. At 11th Level, Drogon learns to breathe fire, creating a 30 ft cone of 6d6 fire damage. At 15th level, the breath attack increases to 8d6, Drogon grows to Large size, making him big enough to ride on, Drogon’s bite increases to 2d6 Fire damage, and while you and Drogon are within 30 feet of each other, you can give each other resistance to any type of damage either of you is hit with by using your reaction. While the class doesn’t say this, when you get Drogon at level 3, the stat block has it as a Small Dragon, then at level 15, he just suddenly becomes Large. If your DM will permit it, I’d instead suggest that Drogon’s size is always increasing, being Small at 3rd Level, Medium at 9th Level, and Large at 15th Level.
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STATS STR 8 DEX 20 CON 10 INT 8 WIS 20 CHA 16
HP 124 AC 15 Initiative: +5 NoA: 2
SKILLS Animal Handling Deception Insight Intimidation* Perception Persuasion*
LANGUAGES Common Elvish (Valyrian) Orcish (Dothraki) Draconic
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Daenerys’ Spell List
1 Hunter’s Mark, Ensnaring Strike, Hail of Thorns/Searing Smite* 2 Cordon of Arrows, Magic Weapon 3 Elemental Weapon, Flame Arrows, Flame Stride 4 Dominate Beast 5 Conjure Volley, Swift Quiver/Steel Wind Strike*
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Honestly, if we were building Daenerys accurately, her only good stats would be Wisdom and Charisma, but we needed her to be viable for DnD, so we stretched things a bit. But hopefully, she and Drogo can be a power duo, and together you can take back your throne with Fire and Blood. Just watch out for that family curse. It’s pretty crazy.
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ciathyzareposts · 4 years
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Game 362: OrbQuest (1981)
I’m playing the second edition of the game. The first is not available anywhere.
             OrbQuest
United States Alternate World Simulations
Released in 1981 for CP/M
Date Started: 10 March 2020
Date Finished: 15 March 2020
Total Hours: 25
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
        Digital Research’s CP/M operating system only boasted two original RPGs, and it turns out that both of them were adapted directly from games on the PLATO mainframe. A year ago, I covered how Nemesis (1981) was just a microcomputer version of Oubliette (1977), and now it’s clear that OrbQuest is nothing more than a microcomputer version of The Game of Dungeons (1975), more popularly known by its file name, “DND.” Specifically, it is a direct adaption of the game’s fifth edition.           
Finding a treasure chest in the OrbQuest dungeon offers the same options as The Game of Dungeons.
           We’ve discussed at length how Daniel Lawrence based his own DND (c. 1976) on The Game of Dungeons, but OrbQuest is a far more literal porting of the code than Lawrence’s. Indeed, if I’d known about it when I won The Game of Dungeons, I might have been content to discuss OrbQuest in an addendum rather than playing it as a separate game. Among the things it shares in common:
             A goal to recover an Orb, held by a powerful guardian (a dragon in Game, a “dragon wizard” here)
Twenty 9 x 9 levels with the same system of movement (e.g., SHIFT to go through a door), secret doors, and one-way doors
No staircases, just “teleporters” that take you to the next and previous levels, and the teleporters are oddly spaced between squares rather than in them
The same attributes, with “piety” substituted for “wisdom” 
Experience based on monsters killed and gold retrieved
Most of the same spells, divided into cleric and mage, with slots given to the character upon leveling
The same combat options, including minimized importance of “fighting” and each enemy having a particular weakness to a particular spell
The same commands and results for opening chests, drinking potions, and reading books
Most of the same items of magical equipment to find
Most of the same monsters
On dungeon Level 1, monsters are never higher than Level 1 
Options to toggle on or off automatic collection of gold and automatic fighting of enemies below a certain level
         I’m assuming that Dirk Pellet and the other Game authors didn’t know about this attempt to monetize their work, or certainly they would have objected as strongly as they did to Lawrence’s. Relative obscurity must have helped: OrbQuest appeared only for a dying platform, and the creator notes on a message board that he only ever sold about 100 copies.            
The Game of Dungeons’ cleric spells were, in contrast, “Light Candle,” “Holy Water, “Exorcise,” “Pray,” “Hold,” “Dispell,” and “Datspell.”
                As to that creator, his name was Walter E. Donovan, and his company–existing only for this game, it seems–has an address in Milpitas, California. So far, I have not been able to tie Donovan directly to a PLATO campus (unlike Lawrence and the author of Nemesis), so I’m not sure how he was exposed to it, but it’s clear that somehow he got the source code or otherwise thorough documentation of its elements and mechanics.                
A nice cover leads the game manual, which is otherwise typewritten and photocopied.
            As usual, this is not to say that Donovan added nothing to the game. In fact, he smoothed away some of Game‘s most egregious imbalances and made the game less random. Gold is less plentiful, particularly on earlier levels, chests (and thus magic items) rarer, and traps less deadly. A player can no longer spend half the game just wandering the same corridors of Level 1 and picking up nearly every magic item along the way. Chests have only about 10 times the gold as random loot on their levels, not 1000 times. Chests aren’t trapped as often, and when they are, they rarely kill you unless you’ve delved too far too fast. Magic items are never trapped. Books and potions help more than they hurt, so it’s worth taking the chance on them.                
Potions and books are less deadly here than in the source game.
        The result is a game that is, even with permadeath, far more survivable than The Game of Dungeons but also less “gameable.” There aren’t any tricks to help you get rich quick (unlike in Game, you can’t cache gold, either) or otherwise bypass the long and tedious process of grinding yourself senseless for a several dozen hours. I’ve been doing it while clearing out my Netflix queue, but I can’t imagine that even back in the day, when it was the only game for my platform, I would have had a lot of fun with it.              
Collecting gold to raise my level. I have a pretty good set of equipment here.
           The game begins with random rolls of 3-18 for strength, dexterity, intelligence, and piety. After that, you begin on Level 1 of the dungeon. The 9 x 9 levels have a fixed layout but a random distribution of gold, chests, and other items, re-randomized every time you change levels or exit the dungeon. Encounters are completely random and also extremely variable. Sometimes, I walked 20 steps or more with no encounters; other times, I had three or four in the same square.                 
The limited character creation process.
             For the most part, you meet the same monsters on all levels, but the monsters themselves have levels. The monster’s level is far more important in determining his danger than the monster type; that is, a Level 3 ghoul is deadlier than a Level 1 dragon. On dungeon Level 1, monsters are never higher than Level 1 themselves. On other dungeon levels, their levels are randomized to a maximum of roughly 5 times the dungeon level for levels 1-10–unless you’re carrying gold, in which case their maximum level is something like 4 times the dungeon level plus 1 for every 5,000-10,000 gold pieces you carry.              
My maps of the first nine levels.
            OrbQuest lacks the “excelsior transport” from Game, but several of the levels have pits that take you directly to lower levels. The levels have varied layouts with secret doors, one-way doors, and such, but no special encounters until Level 10. Playing the game is a process of exploring downward, picking up gold until you start to encounter monsters you can’t handle, then hauling it back up to Level 1 and the exit in order to level up. The next time, you can go a little further and collect a little more gold.
There are 13 monsters in the game: balrogs, deaths, demons, dragons, evil curates, ghouls, green slimes, hirebrands, huge spiders, mindworms, specters, wizards, and zombies. A few of them have special attacks. If mindworms do any damage to you at all in combat, they’ll sap intelligence permanently. Same goes for specters and strength. Green slimes eat inventory items.                   
Despite my victory, the specter manages to eat a point of strength.
             As with Game, fighting here is a last resort except for enemies significantly below your level (you can set the game to auto-fight such enemies so you don’t even need to press “F”). Instead, you need to learn, through trial and error, each enemy’s weaknesses to various spells. For instance, balrogs are susceptible to the “Fatal Charm” mage spell. The cleric spell “Holy Water” deals with demons, evil curates, and zombies. As in Game, the cleric’s “Hold” and the mage’s “Sleep” work reliably against enemies below Level 5 and hardly at all after that. As long as the enemy isn’t more than three times your level, he should die immediately from the spell that works best against him. At higher levels, the spell might partly work (depending on the spell), leaving you to finish him off (or vice versa) in melee combat. Again, you can control the level of enemy you face by controlling the amount of gold you carry and the dungeon level you’re visiting.               
Combat options.
        The occasional potion or tome offers a chance to increase your attributes, and unlike the ones in Game, they don’t have an equal chance of decreasing attributes, although they do have an occasional negative effect like poison or a trap. “Clerical detection” reliably determines if the item is safe.
Chests occasionally deliver magic items. Swords, shields, helms (“haumes”), hauberks, Cloaks of Defense, and Belts of Healing are all initially found at +1, and as you find more, you gain additional pluses. Amulets of Revival will save the character from one death. Small Idols of Luck increase the amount of treasure that you find. Necklaces of Eyes allow you to see secret doors. I was never sure what Rings of Power or Glory did.              
The Belt of Healing is a useful tool that regenerates hit points.
            Level 9 has a bunch of one-way doors that funnel the player to one of the teleporters to Level 10. Immediately on arrival to Level 10, the character is attacked by Demogorgon. This is a test encounter to see if you’re strong enough for the lower levels, and you need to be around Level 100 to beat him. Once he’s dead, he never appears again.               
Killing Level 10’s Demogorgon is a key milestone.
           Levels 10-20 are a lot harder. Not only are the monsters much higher level, but there are more navigation obstacles. There are invisible walls, wrapping levels, lots more one-way walls and doors, and other difficult terrain. Downward teleporters sometimes skip two levels. Level 15, with a bunch of concentric squares, is a copy of Game of Dungeons‘ Level 11. Level 16, featuring a spiral of corridors, is a copy of Game‘s Level 15. And Level 17, with a bunch of featureless north/south corridors connected by secret doors, is a copy of Game‘s Level 20.
The Dragon Wizard is found somewhere on Level 20. The level has a couple of squares that halve your available spells and another one that blinds you. If you defeat the Dragon Wizard, you get the Orb and millions of gold pieces–which it would be sensible to immediately drop, as the Orb itself is going to attract enough high-level monsters. You then have to make your way back up 20 levels, apparently somewhere encountering The Grim Reaper, who’s even harder than the Dragon Wizard.
Here is where I run into problems. Although I’ve explored them both multiple times, I cannot find the up teleporters from Levels 19 or 13. A “Teleport” spell that’s supposed to move you upward for one cleric and one mage spell slot absolutely never works. Thus, although I have managed to obtain the Orb, I can’t find my way out of the dungeon.              
I had the Orb at one point; I just couldn’t get it out.
           I haven’t been adhering to permadeath, of course. The game makes it easy to cheat. It saves your character with every level transition and doesn’t record his “death” until you acknowledge the death message. This is an opportunity for players to quickly remove the disk from the drive, or in my case kill the emulator. Reloading is a pain, though, so death still has consequences. Since I’m emulating the CP/M from within DOSBox, I have to restart two emulators with their associated commands and sit through a timer in the unregistered CP/M emulator. It was probably easier for a 1981 player to restart his game than it is for me.               
             Thus, having wasted an absurd number of hours on the game, I can’t show you a winning screen. But if I know my readers, one of them will eventually grow curious enough to poke around in the game’s code and let me know what I missed, and I’ll be able to come back with an addendum. For now, the game ties with Game for an 18, although the individual stories aren’t exactly the same. Game of Dungeons at least tried to make up a story about the dungeon, which OrbQuest doesn’t, but OrbQuest has a slightly better variety of equipment.   ��          
OrbQuest gets some credit for slightly more gruesome combat language than its source.
            We’ll take our second look at Planet’s Edge next while I gear up to plan fan (and Addict) favorite Ultima VII. Replacing it on the “upcoming” list is Catacombs (1982) for the ZX81, for which I haven’t even found an emulator yet, so we’ll see.
source http://reposts.ciathyza.com/game-362-orbquest-1981/
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bharatiyamedia-blog · 5 years
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Learn how to smarten up your subsequent DnD evening with lights, devices and voice assistants
http://tinyurl.com/y5yegb37 Don’t be concerned, you needn’t substitute your trusty d12. Chris Monroe/CNET Dungeons & Dragons makes for good, geeky enjoyable, and I ought to know — I have been taking part in with a gaggle of comrades from the CNET Smart Home staff for the previous two years or so. And, whether or not it is the craft beer we deliver to share or the 3D-printed dice-roll tower our lead lab technician Steve kindly fabricated for us, we’re all the time on the lookout for methods to maintain the campaigns feeling contemporary and enjoyable. And, would not you understand it, among the very sensible house devices we take a look at and write about each day right here on the workplace can really come into play each time we’re rolling for initiative within the off hours, too. We already use a few of these methods nearly each time we play — and if you wish to push issues even additional, we have got a pair concepts on the way you may degree up your strategy.  Disclosure: CNET might obtain a small share of the income for any purchases made via the hyperlinks on this web page. “Hey Google, roll six d8.” Chris Monroe/CNET Let your sensible assistant deal with sophisticated cube rolls D&D and cube go hand-in-hand — and actually, watching a make-or-break roll bounce throughout the desk at a pivotal level in an enormous battle is a big level of attraction for lots of D&D gamers, myself included. So no, I am not telling you to ditch the cube and roll utilizing voice instructions, as a substitute. That stated, D&D will generally require you to roll a die a number of instances and add up the outcomes, like rolling a d6 10 instances to find out what number of hit factors a therapeutic spell will restore. That will get tedious quick, and it forces you to concurrently observe the working complete and the variety of instances you have rolled as you go. Learn extra: The right way to set up your Google Home smart speaker Alexa and Google Assistant every provide a significantly better means. Simply say a command like, “Alexa, roll 10 d6” or “OK, Google, roll 5 d10,” and your assistant of alternative will rapidly let you know the consequence. It really works the identical with both one, however I give the tiniest of edges to Google for including in a fast cube roll sound impact earlier than Assistant responds. It is the little issues! You’ll be able to entry both assistant in your Android or iOS machine (and by the best way, it would not work with Siri), however I say preserve your telephones in your pocket and simply play inside earshot of a devoted sensible speaker. In case you’re going the Google route, you would be well-served with the Google House Mini, which you’ll often get for lower than $50. A sensible speaker like this Amazon Echo Plus generally is a versatile sidekick on D&D evening. Chris Monroe/CNET Alexa can look different stuff up, too I will confess that my compatriots and I aren’t D&D die-hards. We had been all curious newbies after we began taking part in just a few years in the past. We’re presently wrapping up our third marketing campaign, and for probably the most half, all of us have the gist of it by now, however it positively took some getting used to, with numerous time spent poring via the Participant’s Handbook to lookup the particulars of various spells, weapons and guidelines. These pauses can actually kill the movement of a marketing campaign, particularly within the early goings — so why not ask Alexa as a substitute?  You may discover loads of Dungeons & Dragons abilities to tinker round with within the Alexa app’s Abilities Retailer. Screenshot by Ry Crist/CNET Learn extra: The 10 best things to do with your Amazon Echo To take action, simply open the Alexa app and head to the talents retailer, the place you will discover numerous free, D&D-specific abilities that may pull up information in regards to the recreation with a fast voice command. Some that I examined, like “Dungeon Master” and “Ask the DM,” provide a reasonably complete catalog of solutions to widespread questions, although they’ll admittedly be slightly clunky to make use of. Abilities which might be extra targeted and slender in scope are usually lots simpler to make use of. One good instance is “Dungeon Assistant,” which sticks to trying up information about spellcasting and might reply instructions like “describe magic missile” and “checklist warlock spells.” You may want certainly one of Amazon’s Echo sensible audio system, in fact. Any of them will do, however your finest wager might be the third-gen Echo Dot, which solely prices $50 and ceaselessly goes on sale. With sound high quality that is stronger than earlier variations (and stronger than the Google Home Mini, too), it’s going to positively get the job achieved. One different Alexa talent value testing is known as “Vicious Mockery.” It is devoted solely to the bard’s spell of the identical title that entails hurling a magic insult at an opponent. Simply allow it and say “Alexa, Vicious Mockery” and Amazon’s assistant will provide you with the insult for you. It is nothing too fancy, however it’s enjoyable for teenagers and straightforward to make use of, and it options lots of of tongue-in-cheek insults learn by an precise human (one instance: “Your lack of non-public hygiene would not require a notion verify.”) In case you host a whole lot of recreation nights, then color-changing lights may be a sensible funding. Chris Monroe/CNET Contemplate color-changing gentle Dungeons & Dragons is a collaborative role-playing recreation that often performs like a gaggle storytelling train. To that finish, you will usually see gamers crafting customized collectible figurines of their characters that embody particular particulars from their backstory, or dungeon masters (DMs) who use a playlist with totally different background music for various settings and encounters. Colour-changing sensible lights may help set a temper, too. With simply a few sensible bulbs, you would program enjoyable, colourful scenes for various conditions your group’s characters may encounter — daring greens as they trek via a forest, flickering reds as they discover a dungeon, stark, icy blues as they courageous the wintry north… you get the thought. Learn extra: The complete guide to Philips Hue The excellent news is that you’ve more options than ever these days if you happen to’re trying to purchase in. From fancy, full-featured bulbs from Philips Hue and Lifx to inexpensive options from names like GE, Sengled and Sylvania, you should not have a lot bother discovering a few good color-changers that’ll work together with your sensible house platform or voice assistant of alternative.  Greenback for greenback, I believe GE’s new color-changing sensible lights, which promote in a two-pack for only a few {dollars} greater than a single Philips Hue bulb, are an ideal choose, particularly if you happen to use Google Home smart speakers or Google Nest smart displays. Need assistance selecting bulbs for an additional platform? That’s what I’m here for. As soon as you have obtained the lights you want, simply use no matter app you are utilizing to regulate them to arrange totally different scenes you may wish to set off. Then, determine the way you’d wish to set off these scenes in recreation. Voice instructions from Siri, Alexa and Google Assistant will work nicely, however you would additionally simply preserve your telephone useful and set off issues with a faucet proper within the app. Do not have sufficient lamps to go round? Think about using color-changing LED gentle strips. The Lifx Z gentle strips are my go-to favourite since they’ll put out a number of colours directly, however single-color strips from names like Sylvania and Sengled that price much less will work nicely hidden behind your furnishings, too.  Nanoleaf’s color-changing wall panels can take your sensible lighting scenes to the subsequent degree — and Nanoleaf’s 12-sided distant management is about as acceptable for D&D evening because it will get. Chris Monroe/CNET Go all out Wish to go larger? Hey, do not let me cease you. One comparatively simple option to take your D&D lighting scenes to the subsequent degree can be to spend money on color-changing LED wall panels to your wall. Your most important choices are the square-shaped Lifx Tile panels and the rising number of panels from Nanoleaf, which can be found as triangles, squares or, later this yr, hexagons. Each assist voice controls by way of Siri, Alexa and Google Assistant, however between the 2 of them, I’d positively lean towards Nanoleaf. They cannot put out a number of colours per panel just like the Lifx Tiles can, however you get extra panels within the starter package and extra room to develop, too. Plus, Nanoleaf’s panels are simpler to animate, they function a built-in microphone that may sync these animated results with the sounds of your marketing campaign, they usually price rather less than Lifx, too. One more reason I like Nanoleaf: They provide one of many niftiest (and most D&D-appropriate) distant management equipment available on the market.  It is known as the Nanoleaf Remote and it is principally an enormous, twelve-sided die that permits you to assign totally different lighting scenes to every aspect. A built-in accelerometer tracks the Distant’s motion, so you may set off these scenes simply by rotating that aspect to the highest. Lights too vibrant? Simply flip the Distant counter-clockwise on the desk to dim issues down. On high of that, it may set off your Apple HomeKit scenes, too. Source link
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jennabrileyus · 6 years
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