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vulkarihub · 1 year
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Ressources for DND Newbies
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Image formats will be in the For DND Newbies tag.
All PDF formats are downloadable from google drive.
If you find these useful, please share them with your friends and don't hesitate to let me know if there are things that could use some clarifying. Have fun!
Content lists
Note: the Spell Cards section is under construction. Resources not yet made will be in red.
Dungeons & Dragons for Newbies
Volume 1, per page:
An illustrated recap of the dice used to play DND.
Defines: ability scores, modifiers, HP, AC, DC, Proficiency, Saving Throws and Death saves.
Defines: flanking, advantage, disadvantage, melee range, critical hit/fail (+ nat20 & nat1), area of effect and ranged spell attack.
Definitions of: initiative, combat rounds, movement, action, bonus action, reaction, attack of opportunity.
Volume 2: Level 1 cheat sheets
Artificer, Barbarian, Bard, Blood Hunter, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.
Recaps how to calculate HP, weapons attack, spell attack & spell DC.
Explains spell slots, sums up proficiencies for the class, and has the text for the main feature on the second page.
Volume 3: Summary of all conditions in the game.
Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained.
Spell cards
From the basic rules
Artificers
Bard
Clerics
Druids
Paladin
Ranger
Sorcerer
Warlock
Wizard
From the Player's Handbook
Artificers
Bard
Clerics
Druids
Paladin
Ranger
Sorcerer
Warlock
Wizard
From Xanathar's Guide to Everything
Artificers
Bard
Clerics
Druids
Paladin
Ranger
Sorcerer
Warlock
Wizard
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vulkarihub · 3 years
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Looking at the artificer spell list makes me sad. Very sad. So unbelievably sad.
I have a very hard time adjusting to the whole “half-caster” thing, and that problem is escalated somewhat when, unlike the other two half-casters, Artificer doesn’t get any fun, unique and creative spells just for them. Doubly so when one of the subclasses for Artificer, the Artillerist, is seemingly designed to function entirely on spells.
SO I went ahead and made my own. It’s a sad state of affairs, because quite frankly I’m never, ever going to have the kahones to come into a campaign, slap down an artificer character sheet and then throw a list of my own homebrew spells I want included at the DM, but hey, figure maybe someone else can enjoy them. Or use them for inspiration. Or whatever it is people do with homebrew.
Did my best to balance these with other spell levels, but also with the typical additional versatility and function afforded to class specific (especially half caster specific) unique spells.
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vulkarihub · 3 years
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Extended Equipment: Heavy Armor
Mithril Chain, 4,000 gp
16 + Dex Modifier (max 2), Str 11, 30 lbs, Rare
A full chainmail set of armor made of mithril rings, the material is light and can be worn under clothes.
Mithril Plate, 5,000 gp
18 + Dex Modifier (max 2), Str 13, 35 lbs, Rare
A set of full plate armor made of mithril, the material is light and can be worn under clothes.
Dwarven Plate, 50,000 gp
20 + Dex Modifier (max 2), Str 15, Disadvantage, 65 lbs, Very Rare
An ancient technique kept secret by the dwarves. While wearing this armor, you gain a +2 bonus to AC.  In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
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vulkarihub · 3 years
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Extended Equipment: Medium Armor
Lamellar (horn), 100 gp
13 + Dex Modifier (max 2), Str 13, Disadvantage, 30 lbs, Uncommon
A set of Lamellar cuirass made of horn.
Lamellar (steel), 150 gp
14 + Dex Modifier (max 2), Str 13, Disadvantage, 40 lbs, Uncommon
A Lamellar cuirass made of interlocking steel plates.
Mithril Shirt, 600 gp
13 + Dex Modifier, 10 lbs, Uncommon
A chainmail shirt made with interlocking mithril rings, the material is light and can be worn under clothes.
Brigandine Breastplate, 500 gp
15 + Dex Modifier (max 2), 20 lbs, Uncommon
A leather shirt covered in steel plates that are riveted into place, the workmanship during forging makes the steel extra hard adding a +1 AC.
Mithril Brigandine Breastplate, 1,000 gp
16 + Dex Modifier (max 2), St 13, 40 lbs, Rare
A leather shirt covered in mithril plates that are riveted into place, the workmanship during forging makes the metal extra hard adding a +2 AC.
Elven Chain, 3,000 gp
14 + Dex Modifier, 10 lbs, Rare
A chain shirt made of elven chain, the secret of its metalwork is a secret kept by elven smiths and passed down through their families, each subrace holds a different technique. You gain a +2 bonus to AC while you wear this armor.  You are considered proficient with this armor even if you lack proficiency with medium armor.
Mithril Breastplate, 2,000 gp
14 + Dex Modifier, 10 lbs, Rare
A breastplate made of mithril, the material is light and can be worn under clothes.
Dragon Scale, 50,000 gp
15 + Dex Modifier (max 2), Disadvantage, 45 lbs, Very Rare
This suit of scale mail is made from a dragon’s scales rather than metal, granting it superior protective capabilities and flexibility. It grants a +1 bonus to AC, advantage on saving throws against the frightful presence and breath weapons of dragon, and you have resistance to one damage type that matches the type of dragon hide. The secret of the forging is almost lost entirely.
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vulkarihub · 3 years
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Extended Equipment: Light Armor
Lamellar Cuirass, 40 gp
12 + Dex Modifier, Disadvantage, 15 lbs, Common
Rawhide plates connected to form a thick cuirass, the material creating a adequate piece of armor. It’s accessibility makes its popular with guards and beginning adventures alike.
Leather Coat, 300 gp
12 + Dex Modifier, 15 lbs, Common
Portions of this long coat around the chest, shoulders, and bottom edges are made rigid from boiling, but most of the armor is composed of softer and more flexible leather, with the portions rigid leather adding defense to upper thighs and arms as well.
Dragon Leather, 5,000 gp
13 + Dex Modifier, 15 lbs, Rare
A set of leather armor made with dragon leather instead of standard leather, granting superior protective capabilities and flexibility. It grants a +1 bonus to AC over studded leather, and advantage on saving throws against the breath weapon of a type that matches the type of dragon hide.
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vulkarihub · 3 years
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Dice Games
The following games are played using a Dice Set, so if a character has proficiency with a dice set hey may be able to use their proficiency bonus.
Pauper’s Dice
The first recorded mention of Pauper’s Dice was in a fair directory, the game was formed when the event coordinators took several popular festival dice games, many of which were already similar to each other, and simplified them into a standardized rule set. Giving rise to Pauper’s Dice. A game of Pauper’s Dice can take a while to finish, and is a common past-time among tavern goers or merchants waiting for their carts to be inspected by the city watch, along with still being a staple of festivals and fairs alike. 
Players - Minimum of 2 Betting - The players throw a set amount of coins into a pot before rolling any dice. The winner takes the pot. The objective of Pauper’s Dice is to be the first one to reach 10,000 points. One player begins by rolling their six dice and checks to see if they have rolled a scoring combination. Any dice that make up a scoring combination can be set aside and the player may then choose to roll all the remaining dice. Each time they roll, the player must set aside at least one scoring dice, but they don’t have to set aside all scoring dice. If all dice are set aside for scoring, the player can roll all six dice again and continue to add onto their accumulated score. A player’s turn continues until they fail to roll any scoring dice or they decide to bank their scored points, writing them down and adding them to any points granted by previous rounds. The dice are then forwarded to the next player. First one to reach 10,000 points wins. Scoring combinations only count if they are made on the same roll. So if you roll a 1 on one turn, and then roll two 1s on the next turn, you have 300 points, not 1000.
Scoring: • 1. 100 points. • 5. 50 points. • Three 1’s. 1000 points. • Three 2’s. 200 points. • Three 3’s. 300 points. • Three 4’s. 400 points. • Three 5’s. 500 points. • Three 6’s. 600 points. • Series (1, 2, 3, 4, 5, and 6 together). 3000 points. • Three Pairs. 1000 points. (4 of a kind and a pair is 1500 points).
Pig
Pig is a simple game that is very popular among the common people. Pig is especially popular among the poorer classes, as the need for materials is low as Pig only needs a single die to play.
Players - Minimum of 2 Betting - The players throw a set amount of coins into a pot before rolling any dice. The winner takes the pot.
Each turn, the player rolls 1d6 again and again, tallying up the numbers as they roll them as their score. The player must roll a total of 7 before they can write down their score and pass the die to the next player, but they do not have to stop at 7 and can keep going as long as they like. If the player rolls a 1, they score nothing on that turn and it becomes the next player’s turn. The first player to reach a set amount of points, usually between 50 and 100, wins.
Middle’s 7
A simple and quick game that is a common sight in many taverns and gambling dens.
Players - Minimum of 1 (against the dealer)                                              Betting - This game is most often played against the house/dealer. The dealer sets a minimum buy-in, which varies depending on the establishment.
Players place their bets and then declare either Higher, Lower, or Middle’s 7. The dealer then rolls 2d6 and adds the numbers together. Higher refers to numbers that are higher than 7, Lower refers to numbers lower than 7, and Middle’s 7 is a total of 7. If a bet of Higher or Lower is correct, the return is double the player initial bet, and if the bet of Middle’s 7 is correct, the return is triple.
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vulkarihub · 3 years
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Day 8: Some neat little one-off magical ammo shots. A spicy alternative to spell scrolls!
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vulkarihub · 3 years
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Card Games
The following games are played using a Playing Card Set, so if a player has proficiency with playing cards, they may add their proficiency bonus.
The result of these games are still determined with dice rolls so no actual playing cards needed.
King’s Bluff
First popularized by the ruling class and then simplified by the common folk, this game has become one of the best well known, and immensely popular, which has led to it being enjoyed throughout the land.
Players - Minimum of 2                                                                            Betting - Players throw coins into the pot before drawing any cards. Every round after they have the choice to raise, call/match, or fold, after drawing cards, betting continues until all bets are equal. Winner takes the pot.
This game has three rounds, in the first round the characters draw three cards - roll 3d6s, which they keep hidden. In the first or second round, a player may reroll one of their hidden dice, they can only do this once per game and they must take the new roll. In the second round they draw a card - roll a d6, the result of this roll is shown. the third round is the same as the second, a 5th d6 is rolled, i.e. drawing a card, and its result is shown along with the the result of the second round.
At the end of the three rounds everyone shows their hands, they player with the highest hand wins.
Winning Hands (lowest to highest): A pair, two pair, three of a kind, low straight (1-5), high straight (2-6), full house (a pair and three of a kind), four of a kind, five of a kind.
Traveler’s Triad
A game common amongst caravans, and with it’s popularity amongst merchants and mercenaries alike, has led to a group of players to be found in almost every bar and inn.
Players - Minimum of 2                                                                                    Betting -  Players throw coins into the pot before drawing any cards. Every round after they have the choice to raise, call/match, or fold, after drawing cards, betting continues until all bets are equal. Winner takes the pot.
This game is played in three rounds, in the first round each player draws a card - rolls a d12, the result is hidden. Then in the second they draw again, this time rolling a d8, and again hiding the result. Finally in the third round, they draw their final card, each rolling a d6, and keeping their hand hidden until all betting is finished.
Once finished all players show their hand with the highest total winning, the highest score one can get is a 26, but the best hand one can get is the Traveler’s Triad, which is a one on each dice (1, 1, and 1).
12 Riders
Its origins have been long lost to time but yet this popular game has stood through it all, still hosting popularity by players in bars throughout the land.
Players - Minimum of 1 (against a dealer)                                                        Betting - This game is played against the house, with each establishment/dealer, setting the buy-in bet.
The overall objective of the game is to get a score of 12. Each player starts with two cards - 2d6s, which are ruled when all bets have been placed, the result of which they keep hidden. 
1s can be worth either one or ten points, otherwise points are equal to the number rolled on the dice. After the results are rolled, a player can hit - draw another card (roll a 3rd d6), or stay. The player may also chose to fold which result in them getting half their bet back. 
The total score is against the dealer, who shows their final hand, if the player has less then 12, but higher then the dealer, the get their bet back. If the player has 12, the player gets double their bet, and if the player has less then the dealer, or if the bust, get over 12, they lose their bet.
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vulkarihub · 3 years
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Dueling
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~How to safely duke it out~
Two characters need to let off steam but you don’t want them killing each other, need a fun downtime activity to raise the spirits, or just don’t see the problem of some friendly swordplay between friends, here’s just the thing for you.
Rules of Engagement -
-The arena encompasses melee range of 10 feet in each direction, a 5 foot square for each competitor, weapons with the ranged property can not be used.
-Each competitor rolls initiative, the higher one goes first, similar to the combat rules.
-On their turn the competitor rolls to hit their opponent, if they beat their opponents AC or meets it, and they get a hit, after three hits they win. On a natural 20 its treated the same as a normal hit.
Alternate Rules -
Nat 20s: There are two alternates which are related to Nat 20s, if you choose to implement either that's up to you. 
Nat 20 = A double hit, this option works better if you up the amount of hits it takes to win.
Nat 20 = A crippling hit, the receiver of the hit ends up crippled and gains disadvantage on all future attacks, this can be a fun misfortune to mess around with, resting for any amount of time can alleviate this effect.
Hits: Feel free to play with several different variations, and determine what works best for you, I found that it often depends on the competitors, and the situation. 
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vulkarihub · 3 years
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Manger
‘Shinning Jewel Of The South’
A bustling and ancient city, and the southern capital. Once the seat of the kingdom, Manger holds a wealth of both regalia, and history, which sit deeply ingrained throughout its streets. However with recent years it has fallen into severe decline. The bickering of the southern lords leaving the city in disrepair.
Its deep history hides other secrets as well, lending it to the perfect rising place of the Cult of the Sun, serving as their base and launching platform, the citizens who suffered under the pettiness of the ruling class the perfect bed for insurrection. 
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vulkarihub · 3 years
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Brews to Raise One’s Spirits
A simple handful of brews to add a bit a spice to your character’s life.
But first some intoxication rules free of charge...
Intoxication - An intoxicated creature has begun to lose control of their mental and physical faculties.
Level Effect
1. Gain disadvantage on deception (cha) and performance (cha) checks.
2. Gain disadvantage on Dexterity, Wisdom and Intelligence checks.
3. -5 to movement speed and disadvantage on Dexterity and Charisma skills.
4. -5 to movement speed and disadvantage on Strength checks.
5. -5 to movement speed and disadvantage on all skills.
6. Hit points cut in half and lose all proficiency.
7. Any sudden movement could result in being knocked prone, unless passed a DC 10 dexterity saving throw.  
8.  Unconscious.
An intoxication saving throw is a constitution saving throw, a character looses on level a level of intoxication every hour, any spells, items, and/or effects which affect poison, also affect intoxication. 
Goblin piss -
A dark golden drink that bubbles oddly once poured into a glass, its look and foul smell has earned its common moniker. The drink itself is heavy on the senses, and many people comment that its taste is far worse then its smell. Yet for many its worth it, as it is guaranteed to get you drunk.
DC 12 Intoxication saving throw.
Drab Brew -
A dark ale, that has a almost rancid smell, it is often the most common drink found in all taverns across the land and quiet popular as well being the cheapest drink available that wont poison you... most of the time.
DC 4 Intoxication saving throw.
Knee Jerker Cider -
A deep brown cider which is gritty in texture, and its flavor is often inconsistent even though its offered throughout, many claim the best is batches are made in the south.
 DC 10 Intoxication saving throw.
Abbey Red -
The most common and often called the standard wine, the drink is made from whatever is available to each church, and the flavor greatly differs amongst them, the only consistent is its deep red color. Each town claims that theirs’ is the best and many swear by the variation sold from their town church. It’s popularity is only strengthened  by the drinks fair price and its alcohol level, which is often not something to laugh at. It’s popularity has also won its position on the menu of taverns and the like, each offering the local favorite.
DC 12 Intoxication saving throw.
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vulkarihub · 3 years
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Religious Insignias
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Church of Aureldia
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Southern Saints of Aureldia
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Cult of the Sun
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vulkarihub · 3 years
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Religion Of Vulkari
The people of Vulkari are monotheistic, they originally had more gods but an event during the early years of the kingdom caused a cultural shift, moving away from the beliefs of polytheism and into the standard religion.
The God of Vulkari is Aureldia, God of the Islands, and in recent years there have been the formation of many new sects of Aureldia, due to dissatisfaction and traditional values being affronted by those brought by outsiders. 
Common Sects Include:
Church of Aureldia -
The standard teachings and the most common variation, when most people refer to the religion of Aureldia, they are most commonly referring to this as it is the standard religion backed by the royal family.
Southern Saints of Aureldia -
The variation most commonly worshiped in the south, older then the standard church of Aureldia, and the original off shoot of the polytheism of the past, the southern saints are often seen as heretics by the common folk outside of the southern coast where their beliefs the most common, this is due to the fact that they still worship Aureldia’s sister Astrilde. Many royals are initiated into both the southern saints and the church, as part of the traditional ceremony however.
Cult of the Sun - 
An off shoot the southern saints, the Cult of the Sun are a group of extremist who follow the strict code of the new age testaments of Astrilde, they believe that the following of Aureldia’s teachings have left the people of Vulkari weak and prime for being over ran by the outsiders. 
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vulkarihub · 3 years
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Regis Du Nord
Seat of the King and Capital of Vulkari
Along the northern coast, Regis Du Nord stands as a testament to the values of the people of the Islands, its grand walls protect it from most forms of physical attack where the force field, known commonly as the bubble, protects it from the fickle weather from the sea. To many it is a bastion of hope, but little know of its true darkness.
Its walls protect not only the people but the city’s deepest secrets, the clean streets and sparkling homes a show that even a trained eye would struggle to decipher where the deceit was laced.  Those who know of the city’s struggles have a saying:
To have no rats is not the blessing it seems. 
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vulkarihub · 3 years
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Handful Of Cantrips
Bear’s Endurance - Casting time: 1 Action, Range: Touch, Component: V, S, Duration: Concentration up to 1 minute (Transmutation)
You enhance the stamina of a willing creature you touch. For the duration, the target has advantage on Constitution checks.
Boar’s Might - Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute (Transmutation)
You enhance the might of a willing creature you touch. For the duration, the target has advantage on Strength checks made to push, pull, lift, or break objects.
Cat’s Grace - Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute (Transmutation)
You enhance the balance and grace of a willing creature you touch. For the duration, the target has advantage on Dexterity (Acrobatics) checks.
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vulkarihub · 3 years
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The Isles Of Vulkari
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Secluded for most of its existence the people of Vulkari, and its sister island Lessland, are a strange mix of traditional and new progressive views introduced due to the new acceptance of outsiders, and rise in tourism, encouraged in the last 5 years under the new queen. 
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vulkarihub · 3 years
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Introduction
Welcome to my tumblr, this will mainly serve as a quick stop for my homebrew, and other ides but if you find it useful or find an idea you like, feel free to use it.
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