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we-are-guildmaster · 11 months
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we-are-guildmaster · 1 year
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A ongoing series of chapters following the life of Andre Miller, summoner of celestials who uses his relationships with the spirits to summon them instead of just binding them to his will. Follow as Andre finds family in the strangest places, adversaries and allies at every turn.
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we-are-guildmaster · 1 year
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Asking for help
I need some inspiration. Hit me with your best story prompts. 1-3 sentences to inspire a short (or long) story. I write science fiction, speculative fiction, fantasy, and have dabbled in superhero fiction. I've done 6 stores in the past 8 days and want to keep my streak going. I'm just out of ideas that I want to work on right now. So give the man a hand! Shoot me a DM with your ideas!
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we-are-guildmaster · 2 years
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Courser (Swashbuckler Archetype)
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(art by gezi on Artstation)
To those that master it, the art of parkour feels very much like flight. Naturally, this makes it especially attractive to tengu living in large cities that might, for one reason or another, be able to access the mystical training that is required to grow temporary wings. Perhaps they live too far from where those secrets are held, or they lack the personal discipline to master it. Either way, the master the art of acrobatic movement in urban environments.
However, this archetype is not limited to the avian people, far from it, for wherever civilization builds their buildings tall, there will be those who race and leap atop them.
While plenty of acrobatic specialists exist, today’s subject combines those arts with the panache of a swashbuckler, creating a real show-off that matches swordplay with incredible agility and balance.
These swashbucklers demonstrate great agility, moving swiftly and dodging quickly, becoming even harder to hit while in motion.
They also learn the art of the hit and run attack, zipping out of reach before foes can react.
Using momentum and sure feet, these free-runners learn how to run along and up walls, traversing terrain most would call impassible, though obviously they cannot evade gravity forever.
As long as they possess raw daring, they can leap incredible distances, and what’s more, they can expend the same to immediately leap, dodging attacks, using acrobatics to extend or even alter the trajectory of a jump.
Another use for their reserve of confidence lets them strike two foes while moving past, though only the first bears the full brunt of their precision skill.
The swashbuckler is already an incredibly mobile class, and this archetype promise to make them even more so, moving with incredible speed and agility while striking foes along the way, remaining elusive targets all the while. As such, I recommend a build focused on hit and run tactics.
Flavor-wise, this archetype is fun for both tengu and non-tengu, providing all the reason you could ever want to play a acrobatic sort, be they a flashy daredevil showing off their skills, a courier delivering messages, or even a thief that uses the rooftops for their exits.
Virrak Featherfoot is notorious as a dashing gentleman thief with keen acrobatic skill, evading pursuit over rooftops. However, when he is found injured with brutal claw marks all over his body, any thrill of victory is overshadowed by the realization that something worse now prowls the rooftops.
One does not immediately think of dwarves and parkour going together, but though they lack speed, mountain dwarves are as sure-footed as a mountain goat. This fact lends itself well to the latest city gang, a group of displaced guides and hunters desperate to make a living.
The tengu of the Ivory Spires are well known for their agility both in combat and in the heights they dare, but not even they know all the secrets of the land they have claimed for their own, which becomes all too apparent when a chittering horror from a past age, a skull taker construct, lurches from the vaults below on a collision course with their hidden villages.
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we-are-guildmaster · 3 years
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we-are-guildmaster · 3 years
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Sprinkles is a red skinned tiefling who spends his time stealing magical pastries. He steals away under the cover of darkness and is gone before anyone knows he is there. No one has been able to catch him and the guards don’t care about a thief that steals pastries when they have much more dangerous criminals to deal with.
Sprinkles was not always a pastry thief. There was a time when he went by a different name and traveled with a group of adventurers, but he no longer remembers them. He was cursed by a powerful archfey when he tried to steal a magical tart she had created. She punished him for his sticky fingers by filling him with a need for magical pastries that cannot be satisfied.
His memory is fading and every day he forgets more about himself. Sprinkles is desperate to find a way to break the curse over him and regain his memories.
Where might the party run into Sprinkles? How might they help him? Where could the archfey be who cursed him?
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we-are-guildmaster · 3 years
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I lived through the Satanic Panic. The 80′s sucked to be a role player. This shit was common place to the point of turning on the TV and blam-o another news piece. Now I got lucky, my mom was neglectful and didn’t give to shits about what I was doing so long as I left her alone. But you didn’t dare mention that you played D&D outside of your tight friends group if you knew what was good for you. Stupid us, we actually formed a D&D club after school in the library. If we weren’t already outcasts (and we were) that would have sealed the deal. I can’t count the times one of my crew got bullied because of D&D. But we kept coming back, because even with all the shit, that fantasy world was 1000% better than the shit box of a world that was outside. It got so bad that I was actually committed for 2 weeks to our local psych ward because I might be a danger to myself or others because of D&D. Final verdict was, meh, he’s just a kid. But yeah, this shit was infectious to the point of making it dangerous to be a role player. That’s why a lot of us old grognards regularly say that gamers now days don’t know how good they have it. Because we lived through the dark times.
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we-are-guildmaster · 3 years
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D&D: Teamup Attacks
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A neat way to encourage teamwork and partnership midcombat: get a bonus when you combine your action with another character! You’ve probably seen things like it before in comics and action movies. The “fastball special” when Colossus throws Wolverine at an enemy. Hawkeye firing an arrow with Ant-Man hiding microscopically on the arrowhead. The ol’ one-two.
The mechanic I’m using for this is to let players use a teamup attack whenever two players roll the same intiative result, but you could feasibly let them do it if they ready their actions appropriately and make proper rolls for whatever they are trying to do. But otherwise, you just add some sort of condition or bonus damage to the attack, along with the regular damage from both players’ attacks. It’s that easy! After the first teamup attack, the players resolve initiative normally by figuring out which player has the higher modifier or rerolling.
The fun part of this mechanic is you or your players coming up with a special attack! Check out some examples I came up with below.
Fastball Special
Half-Orc Barbarian + Halfling Rogue: The Barbarian uses their strength to throw the rogue at an unwary enemy! The attack deals the regular sneak attack damage plus the barbarian’s regular attack damage, and then knocks the target prone.
Timber!
Fighter + Druid: The Druid casts Entangle or Thorn Whip or some such spell to wrap up the target’s feet, setting up the Fighter (or any martial class, really) to knock them down with a heavy blow to the torso or head. This deals the Druid’s normal damage from the spell (if applicable) and then the Fighter’s damage, plus knocks the target prone.
Shadow Boxing
Way of Shadow Monk + Assassin Rogue: Alternating attacks from each player jumping out of hiding and back into the shadows between each strike confuses the enemy. The target has disadvantage on all attacks during its next turn and cannot move more than 5 feet. It also takes the Monk’s and Rogue’s regular attack damage.
Nail on the Head
Great Weapon Paladin + Archery Ranger: The Ranger hits the creature with an arrow, and then the Paladin follows through with their two-handed maul, hammering the arrow deeper into the creature’s wound. This deals regular damage from the Paladin and Ranger plus causes the creature to bleed for 1d4 damage each round for three rounds.
Come to Deity
Paladin + Cleric: One of the players sweeps the target’s feet and the other whacks the back of their head, causing the target to fall into a kneeling position before the two holy heroes. The damage from both players coupled with their righteous auras causes the creature to become Frightened for one round.
Who Turned Out the Lights?
Fighter + Rogue: The Rogue pulls some of the target’s clothing or a bag over the target’s head, blinding them for 1 round if they are subject to such a condition. The Fighter and Rogue then wail on the creature with their attacks, each of which is made at advantage.
Soul Shred
Good Cleric + Fiend Warlock: The two players blast the target with spells of both fiendish and celestial energy, like an Eldritch Blast and Sacred Flame. The diametric energies surge through the target and vibrate enough to damage their very soul. The creature gains 1d2 levels of Exhaustion in addition to regular damage.
Elemental Convergence
Sorcerer + Wizard: The two spellcasters cast spells with different energy types simultaneously. The target(s) are Stunned for one round from their bodies trying to recover from the shock to their system. The creature or creatures take regular damage from the spells.
Harmonic Spell
Bard + Sorcerer: The Bard guides the energy of the Sorcerer’s spell with their musical magic, fascinating everyone who can see the spell (but not the initial targets of the spell). These creatures gain disadvantage on Perception checks and have their attention drawn to the spell’s effect, even if they were in the middle of combat, giving their enemies a chance to make Stealth checks. The Bard adds a die equal to their Bardic Inspiration die to the Sorcerer’s spell damage, without expending a use of Bardic Inspiration.
Arcane Epiphany
Wizard + Wizard of different school: The two Wizards combine the culmination of their studies to reach a magical revelation of sorts. They can each combine a spell from their chosen schools of magic to create a new spell, limited only by the imagination of the two players. For example, a Shocking Grasp and Phantom Steed launches an electrified steed at the target, becoming a regular Phantom Steed after the damage is dealt. The spell combines the damage of both base spells plus 2d6 damage, if either of the spells deal damage.
Rain of Arrows/Torrent of Blows
Ranger + Ranger: The two Rangers barrage the target with either their dual weapons or multiple arrows. The creature hesitates offering each ranger time for an additional attack in addition to their regular attacks, each at -1.
Look Behind You
Archery Ranger + Rogue: The Ranger and Rogue attack from hiding and use each other’s attacks to distract the creature from one another. The attacks deal a bonus 1d4 damage and do not reveal either player’s hiding place.
Beastcall
Bard + Druid: The Bard’s music combines with the Druid’s natural affinity to call a woodland creature to aid in the battle. This round, the Bard and Druid both deal damage from their respective spells or attacks. Next round, between the Druid and Bard’s initiative, a beast of CR 2 or less arrives to make an attack against a target the Bard and Druid agree upon, using the higher of the two characters’ proficiency modifiers to the attack and damage rolls. The beast then retreats back into the wilderness.
Eldritch Infusion
Warlock + Barbarian: The Warlock infuses the Barbarian’s open mind with the force of their patron to fuel their rage. The Warlock can use its action each round to maintain this bond. While infused, the Barbarian’s last attack each round deals damage equal to the Warlock’s Eldritch Blast damage plus 1d10 additional damage.
Dragoncall
Cleric + Draconic Bloodline Sorcerer: Through the Cleric’s exaltation to the draconic deities and the Sorcerer’s draconic origin, the two of you call a dragon to your aid. The Cleric and Sorcerer deal no damage this round. Next round, however, a Young dragon of the Cleric’s or Sorcerer’s choice arrives to use its breath weapon on a 15′ radius area they agree upon, using the dragon’s regular damage and saving throw. The dragon then leaves once its air raid is complete. (this one is a bit of a stretch, but I think that it’s fair if they forego their damage for a round to gain about 16d6 (possibly halved) damage on a small area.)
edit: It was also brought to my attention that Pathfinder’s Teamwork feats are a great example for these! Two I liked were Cover Fire and Harder They Fall. The former lets you use your ranged attacks to also use the Aid action, which i think still works in 5e. The latter lets you help an ally make a bull rush (Shove in 5e) attempt against a creature two sizes bigger than normal, which sounds like something that can be adapted! Even if you don’t use an explicit mechanic, always remember to think outside the box during he game and use teamwork to your advantage!
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we-are-guildmaster · 3 years
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D&D Classes, Simplified
Playing 5th edition for the first time and feeling overwhelmed? Here’s a quick glimpse into the classes.
Barbarian
Fundamentally: It’s like when you step on a Lego in the middle of the night and for a moment your capacity for rational thought is eclipsed by the fact that the entire world must tremble before the unfathomable depths of your wrath. Only with fewer Legos and more swords and stuff.
Mechanically: You can go into a rage in battle that diminishes the damage you take and increases the damage you deal. A lot of your fighting is based on high-risk, high-reward strategies, intimidation, and instinct rather than careful calculation.
Bard
Fundamentally: The words you speak change the shape of the minds around you. You’ve taken motivational speaking to a whole new level. You can also insult someone so hard they die from it.
Mechanically: Your day-to-day repertoire of spells stays the same (once you’ve learned a spell, it tends to stick in your head) and also pulls from a lot of different specializations. You can also inspire your allies, mess with your enemies’ morale, and, yes, insult someone so hard they die from it.
Cleric
Fundamentally: You’re pretty tight with some sort of higher power who’s granted you abilities commensurate with their sphere of influence. You might be a warm and fuzzy beacon of light and love, you might heal the sick, or you might make swarms of insects descend on your screaming foes. God stuff, you know?
Mechanically: You have access to a huge number of spells but don’t know them all off by heart, so every morning you spend some time in prayer and contemplation to make sure a few of them are ready at your fingertips when you need them most.
Druid
Fundamentally: You can turn into animals and control a lot of powerful magic that’s tied in with nature and the elements. You also may have read too many Animorphs books as a kid.
Mechanically: Much like clerics, you have a huge number of spells potentially at your disposal but have to concentrate each morning on picking out which ones you’ll pack with you. You can also, you know, turn into animals. That’s a thing.
Fighter
Fundamentally: You probably watch a lot of action movies and wince every time a character pulls off an amazing fight despite not having any experience or training. You’ve worked very hard to learn strategy, tactics, and precision, and when the stars align, the whole battlefield is yours to control.
Mechanically: Depending on your specialty, you’ll have a variety of abilities to make combat go a little more smoothly for you and your friends: taunting enemies so they focus on the right people, shielding your squishier allies, or just doling out an absurd amount of hurt.
Monk
Fundamentally: You think people get a little weird about their swords; you’ve never needed more than just your fists and maybe a good stick. You’re highly trained and absurdly dexterous: if someone tries to pull a coin out from behind your ear, they’ll probably find themselves with a rabbit in their hand instead and no idea what happened.
Mechanically: You’re so quick that you can snatch arrows out of mid-air. You’re also very centered on precise, devastating strikes, and have a store of ki points that allow you to do special attacks/defenses.
Paladin
Fundamentally: While clerics are generally a little more buddy-buddy or reverential with their divine patrons, yours is something more of an… employer. You know how it is when you’re on the clock: sometimes you gotta do your best to be the good you want to see in the world, and sometimes you gotta swear to enact vengeance for ancient wrongs. It’s a living.
Mechanically: Your singularly goal-oriented abilities are a blend between magic and more traditional combat, and you can frequently use magic spells to imbue weaponry with divine power. You also have an impressive ability to suss out both strong good and strong evil.
Ranger
Fundamentally: You know the wilderness pretty darn well (and probably complain about weekend hikers a lot). Your idea of a good time is being dropped in the woods without a map and having to puzzle your way out, preferably while hunting a few monstrosities along the way…
Mechanically: Your experience and survival instincts will serve you especially well in particular regions (a favored terrain you select) and against particular enemies (a favored type you select). You pick up a bit of magic here and there, mainly to help yourself and your friends make it through the wilderness unscathed.
Rogue
Fundamentally: You’re a very sneaky person who figures the best battle is the one that you ensure is over before it even gets a chance to start… mostly because you know if you get cornered you’ll probably get squashed like a bug. It’s probably a good thing that you’re so stealthy you practically vanish into another dimension.
Mechanically: You get huge bonuses and incentives for attacking first or when an opponent is distracted. You’re also notoriously quick-fingered and can be assured that if something ever goes missing, every eye in the room is going to be looking at you. Whoops.
Sorcerer
Fundamentally: You’ve got some powerful magical abilities that just sort of… happen, and your control over them is a little shaky at best. But it’s fine, it’s all good, you’ve got it handled. That tree was always on fire, right?
Mechanically: You learn a limited selection of powerful spells that are always at your disposal, and also gain access to a pool of Sorcery Points that will let you further manipulate your magic as you get more and more comfortable with your spellcasting.
Warlock
Fundamentally: Some incredibly shifty and absurdly powerful ancient being decided you seemed kind of neat, so they were all, “Hey, how would you like to have some seriously freaky magic in exchange for making a sorta dodgy pact with me?” and you were all, “alksdjflgk???” because hey, otherworldly and unfathomable, and they were all, “Cool, have fun,” and now you can kill things with your brain. 
Mechanically: You have an extremely limited number of very powerful spells, but your spellcasting recharges very quickly, since the channel between you and the source of your magical abilities is pretty darn open. You also made a pact with something strange and a little bit unknowable. What could go wrong?
Wizard
Fundamentally: You’re the kind of person who got all A’s in school but also studied their ass off to do it. It’s like you read Harry Potter so many times that you managed to will magic into existence. You’re probably going to drag the party to every used bookstore on the planet.
Mechanically: You have a spellbook that contains every spell you know. Every day, you have to study up on a handful of these spells that you want to have immediately at your fingertips. You can add to the spellbook by finding more spells out in the world and copying them down using fancy-ass stationery.
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we-are-guildmaster · 3 years
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A great resource for fun things for your campaign.
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we-are-guildmaster · 3 years
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Under the Evil Eye - Creative ideas for Bestow Curse
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Hullo, Gentle Readers. This week’s Question from a Denizen comes to us from fright-master, who asks, “SO I have a Warlock who just nabbed Sign of Ill Omen as an invocation. It says that you can conjure up effects similar in power to the ones the spell [Bestow Curse] gives you. What are some cool and creative effects you can imagine Bestow Curse causing?”
Oh, this is fun! Let me ponder on this!
So we know Bestow Curse allows you to do some basic things, and, since it’s in the Basic Rules, I have no qualms reprinting them here:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
So first, I would think about how to flavor these specific effects, since we know for a fact that these are things it can do. Flavoring can really make the spell feel interesting and fun.
Let’s say you decide to curse your opponent just before a debate. Maybe you want to make their eloquence fail them, so you decide to give them disadvantage on Charisma. But what does that look like? Sure, they could become ugly, but Charisma doesn’t just mean physical beauty. What if you went with the classic faerie tale curse, and a frog fell from their mouth every time they spoke. That would be off-putting to say the least!
Disadvantage from attacks could be because the target keeps having ill-luck, but it could be much more. Maybe you cloud their eyes with blood, or maybe you become partially insubstantial to them. Maybe you force them to see the faces of their dead loved ones every time they’re about to strike, causing them to recoil.
Maybe the reason they keep failing to take actions is that, every turn, they see an illusion of some past shame they keep secret. The DM could have some fun roleplaying the target as they’re confronted by something they wished would stay buried…possibly literally!
Extra necrotic damage could be the target’s flesh literally withering away. As a DM, I’d happily allow this to be changed to some other kind of damage. Maybe you’ve trapped them in a storm, and, as each attack comes down, lightning or thunder strikes along with your blow. Changing damage on each casting could make this quite powerful, as you find ways to overcome monster resistances and take advantage of vulnerabilities. I would have no issue of creative uses of the spell in this way.
Putting aside these effects, you could possibly use this spell to do things like:
Reduce movement speed
Impede a target by removal of one of their senses
Make someone unable to speak
Make someone drop things they’re holding
Make them unable to stop moving around (possibly forcing them to move away and provoke attacks of opportunity, or prevent flanking)
Give you advantage on attacks against them
Mistake an ally for an enemy
I think as a GM, I would reward creative curses more than game affecting ones. I would be more inclined to show leeway if the person getting the curse seemed to deserve it. I’d be extra impressed with the player for looking at things from classic faerie tales and other literature. And, if they were an Archfey Pact Warlock, I could see their patron being willing to…help.
You could take a page from A Midsummer Night’s Dream. A nobleman suddenly finds themselves with the head of a donkey, although they have no idea that anything is unusual. Maybe they find themself suddenly falling in love with something bizarre, like a pig or a cow, and humiliate themselves publicly.
You could cause mirrors to crack whenever a vain man tries to look in them. A greedy merchant might find herself giving away more than she means to with each transaction. A liar might find himself forced to always speak the truth. A beautiful but nasty person might suddenly find themselves constantly exuding a powerful stench that drives suitors away.
I’m thinking an Archfey patron would be highly inclined to help a Warlock with whimsical curses. If a player came up with something really appropriate, funny, and creative, I might have an Archfey patron extend the curse’s duration to “until it’s dispelled“ prior to the game stats of the Warlock would normally allow this. I wouldn’t do it often, but I would definitely do it for a great moment. Think of the famous “To the pain” speech from Princess Bride…it’s an incredibly powerful and appropriate speech that outlines a terrible sort of curse. If I had a Warlock confront an archenemy and choose to curse them with something utterly appropriate, like confronting a vain man with the possibility of eternal ugliness, I could definitely imagine an Archfey patron lending a hand. Depending on the curse’s nature, other Patrons might help out, but I think they’d be more inclined to demand something in return as well.
As a last note, I don’t think the spell Bestow Curse should be the be-all and end-all of curses in D&D. The curses of powerful fey, devils, gods, and such could be much, much worse than what this spell allows, but I would tend to make those a story element rather than a spell that can simply be dispelled. For example, Maleficent’s spells on Aurora in Sleeping Beauty is cast when the Princess is just a baby but lingers until she’s 16 and then threatens to be permanent unless a specific counter is used. The curse that turns the Beast into his monstrous form in Beauty & the Beast is not just a normal polymorph spell. The curse of Undeath in Pirates of the Caribbean is pretty fantastic. Really, there are a lot of great curses out there.
I hope this helps, fright-master. I hope your Warlock has fun cursing folks.
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we-are-guildmaster · 3 years
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I very much like the idea of spell coins. Little tokens you carry in a purse and each morning cast them like the I-Ching and that’s how you memorize you spells. Or a deck of tarot like cards where you do multiple spreads and that is how you prepare your spells for the day.
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For the wizard who isn't that into stationary
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we-are-guildmaster · 3 years
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Help out my brother in-law.
My brother in law is competing to win the chance to build a bike with Paul Tuttle Sr. He’s in first place right now with 2 days left to go in the vote. Please drop him a free vote if you would and help him fulfill his dream of building his own custom bike. https://dreamchopper.com/vote/free/2021/eugene-lyons
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we-are-guildmaster · 3 years
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we-are-guildmaster · 3 years
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Pennypuncher Slingshot Weapon (sling), rare ___
This slingshot requires two hands to attack and is adorned with coin-like designs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you make a ranged attack with this weapon and use a coin as its ammunition, it deals extra damage on a hit based on the value of the coin you use:
Coin | Damage Bonus — 1cp | +1 - 1sp | +1d4    -  1ep | +1d6 - 1gp | +1d8 - 1pp | +1d12 Recovering coins fired in this way follows the normal rules for recovering ammunition. Depending on the nature of the battlefield, you may recover more or fewer coins than normal as determined by the GM. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for only $1 to $7 a month!
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we-are-guildmaster · 3 years
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Welcome to the family.
A Spiritualist Joins The Collective
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There is a world beyond our own, a world of souls. They say those who have passed on are never truly gone, and for no one is that more true than the spiritualist. Wielding the magic of the soul itself, these mysterious mystics pursue the innermost mysteries of life and death. Surely their knowledge and power would be a boon to any who accompany them.
Everyone, please welcome @wearespiritualist​ to the Collective!
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we-are-guildmaster · 3 years
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As a disabled person, I know this won’t pass but I can still hope.
If you are American, PLEASE SUPPORT THE SSI RESTORATION ACT OF 2021
This new bill has been introduced in both the house and the Senate.
Among other things, it will:
Raise the monthly disability income by just over 30 percent - bringing it to poverty level.
Remove penalties for recieving financial help from friends and family.
Increase the amount of assets a disabled person may have from $2,000 to $10,000 (this hasn't been updated since 1989)
Update outside income restrictions to allow disabled people to receive up to $399 a month without reducing their benefits.
REWARD, not penalize, people who want to receive additional income while on social security income.
REMOVE THE MARRIAGE BAN YES YOU READ THAT RIGHT THIS WILL REMOVE THE MARRIAGE BAN
For those unaware current regulations do a lot to oppress disabled people. In fact marriage equality doesn't even extend to disbled people who risk having their benefits reduced or outright taken away if they marry someone. This means that in common law states disabled people can't even live with their significant other or they risk losing their financial independence.
Current regulations mean that if you're disbled you can't have so much as one penny over $2,000 to your name. So buying a car and gaining more independence or freedom is largely out of the question for disabled people.
Current regulations penalize social security recipients who receive income from outside sources, even if those sources are reimbursement. Did you get paid to babysit for a few hours? That's income, and you get your benefits reduced. Did you loan a friend $10 and they pay you back? The government considers that $10 income, and you get your benefits reduced.
These aren't mere anecdotes - these are all examples of actual things that have happened to disbled people I know, and if you have any disabled friends in your life I'm sure they can tell you the same stories.
If you value marriage equality, if you value financial independence, if you value the rights of disbled people, please PLEASE support this bill! Contact your reps, vote, and make noise! This is a great thing!
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