Quantum Ogre Theory

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This week I learned about an interesting tool / cheat used by games masters: The Quantum Ogre. We’re going to briefly talk about what it is, how you can use it and/or avoid it. And of course, we thought we’d end the article with rules for including an actual reality-bending quantum ogre monster for your players to fight (because why not?)

WHAT IS THE QUANTUM OGRE?

The quantum ogre is a term for an obstacle (generally of light-medium difficulty) that the GM plans ahead-of-time and throws in the players’ path, whichever way they go.

Example: 

GM: Before you stands a crossroads. The path on the left leads down into the valley, directly towards the castle. The path on right slopes upwards to the craggy peak that snake behind the castle keep.

Player: Man, this is tough… I think we go down into the valley.

GM: You come across an ogre!

Player: What would have happened if we went to the right? Another ogre?

GM: Uh, Maaaaaybe…

*GM notes: encounter 1 – definitely an ogre*

WHY DO GMS USE THIS TRICK?

The reasons are simple enough: 

Players like to have choices (or fail that, the illusion of choice)

  • Writing an entire adventure is demanding enough for a GM; asking them to write an adventure where there are 2+ outcomes for each decision, i.e. prepping twice the material that will actually be used… is ridiculous.
  • It makes it easier to work in essentially plot points, thus typing combat with story (ex. The quantum ogre also carries a quantum letter that needs to fall into the players’ hands.)
  • It works

DOWNSIDES OF THE QUANTUM OGRE

Resorting to this trick may make your players feel like they don’t REALLY have free choice; they are essentially on a railroad with only 2 results: a pre-written destination, or their deaths. 

Personally, I don’t mind a little railroading or quantum trickery when dealing with a one-shot, or if the players decide to deviate way off track and I’m improvising. However, when in comes to campaigns, there might be better ways to make the players feel like there are options.

HOW DO WE AVOID THE OGRE CLICHE?

Trick 1:

Whenever the party is about to embark on a big adventure, the GM should ask lots of probing questions about what the players want to accomplish, and what’s their ideal situation; next, break down this ideal scenario into smaller items This will give you several dials you can play with, and inspiration for obstacles. 

Keep in mind the old Project Management Triangle: GOOD, CHEAP, FAST: you can only PICK TWO.

Description: triangle, with the corners labeled “cost,” “time,” “product (scope / quality)”

In other words, you can produce something Good & cheap (but slowly); OR good and fast (but at high cost); OR cheap and fast (but poor quality).

Similarly, if a GM can get 2-4 priorities from the players, the GM can offer choices; each scenarios offers some of those qualities, but not all.

Example: 

Players: We want to approach the castle.

GM: Okay, how do you approach? What do you ideally want to happen and not happen on the way there?

Player: Well, we want to get there without signaling our approach; we want to avoid fights; and we want to get there before nightfall (while the vampire lord is still asleep).

GM: Okay! Before you is a fork in the road. The lower path leads into the valley that stretches before the castle. The path on the right leads up into the craggy hills.

What the players don’t know is that:

  • The path to the left will get them there quickly and without fight, (but they will be noticed, giving enemies inside enough time to get their good armor on)
  • The path to the right will get them to the castle before night and without raising the alarm, (but they they can’t avoid the fight with the ogre ).
  • This also opens up an optional 3rd option, to utilize any spellcasters or rogues: maybe there’s a secret path through the sea caves filled with magical locks*; if the PCs don’t role perfectly, they are stuck opening them slowly over many hours. Thus, they get their stealthily and without fight, (but not before sunset).

*Note: While it’s fun to tease the PLAYERS with an occasional riddle, this is not always required; besides, that is rewarding the players for being smart; sometimes it’s important to let the characters be smart (or dumb) on their own. An obstacle can be as simple as saying, “There’s a magical door in front of you, asking for the correct password. Roll Arcana”; Based on the roll, tell them how many minutes or hours it takes them to research and provide the right word. If you want to make it more dramatic, you can add a penalty for each botched attempt, like a sinking ceiling or a magical attack, but this is not required.

Trick 2 – Don’t Plan an Encounter, Plan a Difficulty

This works mostly for story-games like Fate, but when prepping your adventure, don’t plan a minor battle as “a conflict with a guard with Superb +5 in Fight”; rather, think of it as “An obstacle with a difficulty value of Superb +5.” 

Example: 

GM: You approach the city walls. 

*The GM wants to give the players a mild obstacle, but nothing too impossible; if they have a Great +4 to a skill, they set the difficulty of the first obstacle of this session a little higher, namely Superb +5.*

GM: Do you approach by the city gate, or scale the walls?

*If they go through the front, they will will encounter an ogre sergeant who’s not easily persuaded or beaten; roughly Superb +5 to defend against approach, give or take +1/-1.

Similarly, if they decide to scale the walls, they will find that doing so safely and quietly is very hard; again, difficulty Superb +5.*

Player: Actually, you said that a river ran through the city; I want to go underwater, and try to infiltrate that way.

The GM didn’t think of this; good thing they didn’t spend a lot of time fleshing out that Sergeant! The GM tells them there’s a grate blocking access to the city via the river; It’s possible to squeeze through or pry it open, but the difficulty is (you guessed it) Superb +5!

With non-fate RPGs, this can also be done, but easier when thinking of Challenge Ratings. 

  • The players want to go through the gate? They have to fight a ogre sergeant with CR 2.
  • They want to swim through the river? They are attack by four crocodiles (which add up to CR 2). 
  • Want to open a secret door? If they fail, the infiltrator is hit with a booby trap attack (that happens to be the same as two javelin attacks from a CR2 ogre.)

That’s it for the lofty game theory discussions: here are the rules for a Quantum Ogre (first for D&D 5e, then for Fate Core and Fate Accelerated)

Quantum Ogre

The quantum ogre, or as it’s sometimes called, the Schrödinogre*, is a rare creature born amidst a temporal storm. As such, it naturally shimmers and projects duplicate versions of it, allowing you to peek into alternate timelines to see where the being could have potentially gone. Thus, it’s hard to be sure which of the fractal ogres is the real one unless you observe it closely, or until it brings a heavy club down on your head.

*Credit where it’s due, my wife came up with “Schrödinogre.” She insisted I credit her so people** don’t forget that.

**Mostly Me.


D&D 5e Rules

Large giant, neutral evil
Armor Class 12 (Hide Armor)
Hit Points 90 (10d10 + 35)
Speed 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Giant
Challenge 4 (1,100 XP)
Natural Mirage.Quantum Ogres always appear in pairs, at least to the untrained eye. Once per day, whenever you encounter a quantum ogre, it is accompanied by an illusionary double; treat it as if the ogre had cast the illusion spell Project Image, without requiring a spell slot, action or spell components. It can be dispelled or sensed just the spell normally allows.
Avoidance. If the Quantum Ogre is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Quantum Beast is incapacitated or has a speed of 0.

Actions

Multiattack. The Quantum Ogre makes two attacks with either javelin or greatclub.

Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.


FATE CORE RULES

Quantum Ogre

High Concept: A reality shifting brute

Aspects: Craven Bully; Hard to pin down; Hits like a Bull; Shadow Double* (see stunt)

Fantastic 6+ – Physique
Superb 5+ Fight – Stealthy
Great 4+ Notice, Intimidation, Will

Stunts: 

Natural Mirage. Quantum Ogres always appear in pairs, at least to the untrained eye. Treat it is if there is a second ogre, which can only interact in non-physical ways (ex. Intimidate, Notice); once a character successfully attacks the ogre’s double, you may compel the Shadow Ogre aspect to have the attack automatically fail (however, the player gains a fate point). Alternatively, you may have the attacking player make a successful Notice roll, to overcome a Difficulty of 5; if they succeed, they may forgo the fate point and take an alternative action this turn instead. Either way, the double is revealed to all characters nearby, and it can take no actions except moving around.

Avoidance. If the Quantum Ogre is subjected to an effect that allows it to avoid harm. It has armor +1 (ignoring the first stress from each attack).

Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attacks to falter. When defending against any fight, shoot, or magical attack, the Ogre may defend with the Stealth skill and gains +2 to the result. It may not use this stunt if it was already hit by an attack this round, or has an aspect that hinders it’s abilities (ex. Chained to the floor; blinded by sand.)

Bitter Rage. Once per round, if an Ogre attempts an attack against one character and was not successful, the GM may pay a Fate point to have the Ogre take an additional attack action against another character.


FATE ACCELERATED

Quantum Ogre

High Concept: A reality shifting brute

Aspects: Craven Bully; Hard to pin down; Hits like a Bull; Shadow Double* (see stunt)

Superb 5+ Forceful
Great 4+ Sneaky
Good +3 – Quick, Careful

Stunts: 

Natural Mirage. Quantum Ogres always appear in pairs, at least to the untrained eye. Treat it is if there is a second ogre, which can only interact in non-physical ways (ex. Intimidate, Notice); once a character successfully attacks the ogre’s double, you may compel the Shadow Ogre aspect to have the attack automatically fail (however, the player gains a fate point). Alternatively, you may have the attacking player make a successful Notice roll, to overcome a Difficulty of 5; if they succeed, they may forgo the fate point and take an alternative action this turn instead. Either way, the double is revealed to all characters nearby, and it can take no actions except moving around.

Avoidance. If the Quantum Ogre is subjected to an effect that allows it to avoid harm. It has armor +1 (ignoring the first stress from each attack).

Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attacks to falter. When defending against any fight, shoot, or magical attack, the Ogre gains +2 to defending with Sneaky. It may not use this stunt if it was already hit by an attack this round, or has an aspect that hinders it’s abilities (ex. Chained to the floor; blinded by sand.)

Bitter Rage. Once per round, if an Ogre attempts an attack against one character and was not successful, the GM may pay a Fate point to have the Ogre take an additional attack action against another character.


That’s it for today. If you like the D&D version, you can also find it at DNDBeyond and add it to your campaign. As always, please share, subscribe, and game on!

-Dave Seidman Joria, Tangent Artists

Gallery of Rogues – More DnD Rogue Subclasses for 5e

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Hello again, Tangerines! We’ve been toiling behind the scenes on more Rogue Subclasses for Dungeons & Dragons 5e. Want to sneak a peek? Well, sneaking is what rogues are all about.


FOOTPAD

Writer’s Note: The Footpad is an attempt to add some more hand-to-hand Fighter elements. It includes skills that work with a higher skill, as well as things to pick up Dex, should it be lagging behind.

LevelFeatures
3rdBlunt Strike, Skilled Fighter
9thDouble Attack
13thReliable Talent
17thStunning Blow

Blunt Strike

Starting at 3rd level, you can make Sneak Attacks using non-finesse melee weapons, as well as with thrown weapons.

Skilled Fighter

Starting at 3rd level, you may choose a martial melee weapon; your rogue is proficient in that weapon. 

Double Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (Reminder: you can only once Sneak Attack once per turn).

Reliable Form

Starting at 13th level, you may pick one: Strength Checks or Dexterity checks. You may use Reliable Talent on any non-skill ability checks. (Ie. You can treat a d20 roll of 9 or lower as a 10.)

Stunning Blow

Starting at 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is stunned until the end of your next turn.


HIGHWAYMAN

Writer’s note: the Highwayman is all about mounted combat. The addition of Steed Summoner is really to tackle the biggest problem with mounted characters; that it’s sometimes hard to bring a horse with you, so why not have a magic steed you can summon anywhere? The Cunning Disguise is just a flavorful twist that lets a rogue live a double life: as a rogue, and as an “honorable subject.”

LevelFeatures
3rdSteed Summoner, Born to the Saddle
9thCunning Disguise
13thMidnight Rider, Bonus Proficiency
17thStuff of Nightmares

Steed Summoner

Starting at 3rd level, you gain the spell Phantom Steed, which you may cast without spell slots. Once you use this feature, you can’t use it again (except to end the spell and dismiss) until you finish a short or long rest. If you own a steed already, if the GM allows, you may spend 10 minutes and bind your steed as a ritual, allowing you to dismiss and summon your steed instead; a real steed summoned this way doesn’t disappear after an hour or if it takes damage. 

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Steve’s Notes 05/17/2020: I haven’t looked but if there is a penalty for firing a bow while mounted I think we should add to the list that the Highwayman suffers no penalty for that

All the rules I’ve read for mounted don’t mention missiles or shooting at all, so I think we’re good. 

Cunning Disguise

Starting at 9th level, you may spend 20gc to purchase a highwayman disguise; this comprises a mask and other mundane items that obscure your face and shape, and can be worn over armor. Whenever you change out of the disguise, no one will recognize you in normal garb, or vice versa. Anyone investigating you will not suspect you more than others, and you have advantage on any Charisma (Deception) check you make to avoid detection. This does not apply if there are obvious facts to link the two together (ex. Someone finds the disguise in your bag; a colleague addresses in both guises by the same name; you ride a stolen horse past it’s owner). You may only create one highwayman persona at a time, but you may buy additional backup disguises at 20gc apiece (should you need to stash them).

Midnight Rider

Starting at 13th level, any mount in your control may take the Hide action (provided there’s suitably big enough cover). In addition, if you have sufficient cover (ex. Foliage, darkness), you may move at normal speed on foot or mounted and still move stealthily.

Bonus Proficiency

Starting at 13th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Intimidation, or Persuasion. 

Stuff of Nightmares

Starting at 17th level, whenever you use Steed Summoner to cast Phantom Steed, you may instead summon a single Nightmare fiend, which is loyal to you. It does not disappear when attacked, and can be summoned for up to 3 days at a time before it must be resummoned.


SABOTEUR

Writer’s notes: ideally, the saboteur is a rogue that focuses less about stealing and more about deconstructing; laying bombs, taking machines apart.

LevelFeatures
3rdDisarm Trap, Deconstruct Opponents
9thBuild Explosive
13thUnderminer
17thDeconstruct Objects

Disarm Trap

Starting at 3rd level, if your character is aware of a trap that has not been triggered, they may choose one: to gain advantage on any Intelligence (Investigation) check to deduce how to disarm it OR may gain advantage on the Dexterity check using thieves tool to disarm it.

Deconstruct Opponents

Starting at 3rd level, whenever you make a Sneak attack against a creature that is a construct, you deal an extra +1D6 damage.

Build Explosive

Starting at 9th level, you gain proficiency with the alchemist’s supplies. In addition, if you have alchemist’s supplies on you, after finishing a long rest, you gain 2 Saboteur bomb; choose which type it deals from the following: acid, bludgeoning, fire, or thunder.

Saboteur bomb – weigh 1 lb

As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw, taking Xd6 damage of the chosen type on a failed save, or half as much damage on a successful one, where X is your proficiency bonus. 

The saboteur bomb can also be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

A rogue will not carry any more than 6 saboteur bombs on them at a time; any more than this is tempting fate.

Underminer

Starting at 13th level, you gain proficiency with Mason’s Tools, and also gain tremorsense of 30’. In addition, if you have a digging tool (shovel, miner’s pick), you gain burrow speed 10’ (does not allow you to dig through solid rock). 

Alt – once per turn, may gain burrowspeed on one move action; must end your above ground unless you have 

Alt – If you have a digging tool and are on loose ground (sand, dirt, mud), as an action, you can dig a 5’x5’ foxhole. Once dug, it provides 1/2 cover to any medium or smaller creature laying down on it, and can be used to justify hiding.

Deconstruct Objects

Starting at 17th level, whenever you attack an inanimate object with an appropriate weapon or tool (ex. A lock pick; an explosive; a miner’s pick), you may choose one: 

Add +X to your attack roll, where X is equal to your Sneak Attack dice

Deal extra damage to a successful hit, as if you had made a Sneak Attack. 

You can choose to use this feature before or after the roll, but before any effects of the roll are applied. As normal, you can only use Sneak Attack once per turn (which includes using it in this way)


GAMBLER

Writer notes – The concept is to use each gambling as inspiration:
The Deck player focuses more or social interaction
The 3 Card player is about illusion and misdirection (mostly defensive)

The Dice player is about attacking and dice manipulation

LevelFeatures
3rdLying Face, Game of Choice Ability I
9thGame of Choice Ability II
13thVersatile Gamer
17thGame of Choice Ability III

Lying Face

Starting at 3rd level, you can cast the cantrip Prestidigitation; however, you can only use this to change the marking of a card, die, or similar gaming piece, and only to make it match a marking you are familiar with (i.e. appear as a different card or die roll). You can only do this with an object you can touch.

Game of Choice Ability I

Starting at 3rd level, pick one of the following tools: Playing Card set, Three Card Ante, or Dice set. You gain proficiency in that tool. In addition, that tool becomes your Game of Choice. Depending on which you choose, you will gain a special ability at 3rd level, 9th level, and 17th level. You will be able to pick a second Game of Choice at level 13. You must have the tool on you in order to use the ability.

  • Three Card Ante – Find the Object – You gain the ability to cast the cantrip Minor Illusion; however, when you do, you can only create image illusions of objects (i.e. not sound), and only by copying an object you can see. When you use this, you create not one but 2 illusion copies of that object.
  • Playing Card Set – Read the Player – When you gain this ability, pick one: ever you’re in a social situation with a humanoid, you gain advantage when using Insight (Wis) OR any opposing creature attempting to use Insight you is at a disadvantage.
  • Die Set – Lucky Strike – Whenever you have advantage on an attack roll and roll a double on the two d20s, if the attack hits, you may deal an extra 1d6 damage.

Game of Choice Ability II

Starting at 9th level, you gain an additional ability based on your Game of Choice.

  • Three Card Ante – Mirror image – You cast the spell Mirror Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of three. Once you use their ability, you may not use it again until you have taken a short or long rest.
  • Deck of Cards – Sore Winner, Sore Lower –  After you have won or lost wager with another humanoid, if the wager is something of moderate value (ex. 5gc or more; a small favor), you may influence up to X targets who wager against you, where X is your proficiency bonus. Each of those targets must make a Wisdom saving throw or be influenced in one of the following ways:
    • You lost the wager: The target is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 
    • You won the wager: You compel the target into a duel. It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn. This effect ends after 1 minute, if you attack any non-compelled creature, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
  • Dice Set – Reckless Gambit – When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee or thrown weapons attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Versatile Gamer

Starting at 13th level, you gain a second Game of Choice (i.e. you get all access to all Game of Choice Abilities for that specialty, if you are at the appropriate level).

Game of Choice Ability III

Starting at 17th level, you gain an additional ability based on your Games of Choice.

  • Three Card Ante – Major Image – You may cast the Major Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of one. Once you use their ability, you may not use it again until you have taken a short or long rest. 
  • Deck of Playing Cards – Deck of Illusions – You may treat any deck of cards as if it were the magic item, Deck of Illusions. You may only reveal one card this way at a time. Once you successfully use this ability, you may not use it again until you have taken a short or long rest.
  • Dice Set – Double Trouble – Whenever you have advantage on a roll, and roll double 1, 2, 3, 4, 5, 6, 7, 8, or 9, you may add the results together.  

That’s it for the prototype Subclasses.

Steal This Tome: A Book of Scams, Alibis, Tells, Knaves, and Hidey Holes

As a quick reminder, Tangent Artists has a system agnostic Guild Guide book for Rogues: “Steal This Tome.” This humorous guide includes confidence scams, disguises, common poisons, hideouts, and a d20 table to generate alibis. The link above leads to the ebook, or you can buy a physical copy on Storeenvy

What are your thoughts? Are of them seem too weak, too strong, or just right? Which one excites you?

As always, thanks for reading, and Game On!

-Dave Joria

Additional Material from Steve Moyer

Kobolds Galore! – 5e and Fate Core

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Morning, Tangerines! This post, we thought we’d try to mix it up. Lately, I’ve been playing around with Dungeons & Dragons 5th Edition, and I created a few new sub-races for Kobolds. However, they were looking so lonely, I thought I’d keep it going; so I made some quick rules for using Kobolds in Fate Core.

DUNGEONS & DRAGONS CONTENT

KOBOLD SUBRACES

(These subraces require the reader to own the Kobold rules from Volo’s Guide to Monsters)

MOUNTAIN KOBOLD

(Note: this is the default Kobold as found in Volo’s Guide).
Modifiers: +2 Dexterity, -2 Strength
Darkvision, Sunlight Sensitivity
Grovel, Cower and Beg – See Volo’s
Pack Tactics – See Volo’s

DRAGONWROUGHT / DRAGONSHIELD KOBOLDS

The dragonwrought kobolds are unique, in that they bear some semblance of coloration, much like a dragonborn; this proves their lineage to the dragons may bear some creedance. Dragonshield kobolds are similar, except that they were born normal kobolds, but were gifted by dragons to make them better guards for their eggs. They are typically stronger, revered in their tribes, and have longer life spans.

Choose: +2 Strength, +2 Charisma, or +1 to each.
Limitations: Cannot use “Grovel, Cower and Beg”; you’re too proud!

Abilities:

Dragon Resistance: Pick a dragon lineage:

Black / Copper Acid
Blue / Bronze Lightning
Red / Brass / Gold Fire
Green Poison
White / Silver Cold

You have resistance to the damage type associated with your draconic ancestry.

Dragonborn Related: If your group uses the optional Feat rules, when you take a feat, you have access to Feats with the prerequisite “Dragonborn.”

URD KOBOLD

You are a special kobold, born with the unique feature of wings. This makes you a pariah in the community, for your supposed link to the a renegade god.

Choose: +1 Intelligence, or +1 Wisdom

Limitations: May not use Pack Tactics against an enemy who is within 5’ of you; this does not include enemies that are the target.

Flight: You gain a flight speed of 30’, provided you are not wearing medium or heavy armor.

CITY KOBOLD

Choose: Only +1 Dex (instead of +2). However, you gain +1 to any Skill

Limitations: You don’t speak Draconic.

City Folk: You have a different dialect that other Kobolds spot and resent. You are at a disadvantage when using Deceive to convince other non-city Kobolds you’re one of them, and disadvantage when using Persuasion against non-city Kobolds.

Special Rules: You may start with one feat from the feat chart; in addition, you may pick feats that would normally require the prerequisite “Human.”


That’s it for D&D stuff. As a little bit of a plug, don’t forget that Tangent Artists also does webcomics, including the swords, sorcery, and sarcasm series, CRIT!

You can read it on Crit Webtoon and our Crit Webcomic, including the very first adventure, which features this little guy.

Crit-009

 


FATE CORE CONTENT

Kobold Player Character

High Concept: Kobold Rogue
Trouble: Fight or Flight
Aspect: Coldblooded (but not Heartless); Team Player
Country Kobold: Stranger in a Strange Land
Dragonwrought: I’m the Big Fish in My Pond
Urd: I Fly Solo
City Kobold: Need to be Useful

Great +4 – Athletics
Good + 3 – Stealth, Shoot
Fair +2 – Fight, Notice, Deceive
Good +1 – Craft, Will, Burglary, Provoke

Stunt
Too Small to Hit – You can use Athletics instead of fight whenever Defending against an opponent that’s larger than you.

NPCS

Kobold Soldiers (Mob)

Aspect: Smelly, Scaly, Skittish
Skills: Average +1  Fight, Athletics
Stress: 1
Conditions: 1

Stunts
Spears – Unless they are ambushed, the warriors armed with Spears always have the option of acting first in the first round of any physical combat scene.

Pack Mentality – When using Fight skill to Attack, a mob of Kobold add double their teamwork bonus. However, if they use this bonus and succeed, they can only deal a maximum amount of stress they can deal is 2 per round.
(Tip: An easy way to find the total is: X = 2xSize – 1; i.e. a group of 3 will Attack with +5; group of 4 will attack with +7; etc.)

 

Kobold Trap Master (NPC)

High Concept: Kobold Engineer Tactician

Aspect: I Prepared for That; Glass Jaw

Skills:
Good +3 – Craft
Fair +2 – Stealthy, Fight

Stunts:
Hidden Obstacles – In any scene in which a Kobold Trap Master is present (or has been present), the GM picks up to three zones and adds the aspect “Potential Trap” as an obstacle to each. If a non-kobold character tries to move through a zone with a Potential Trap, a player may invoke the aspect to create a trap; replace the Potential Trap aspect and replace it with a trap aspect, named however you want, with one free unfriendly invoke; depending on trap, this may create an obstacle (that opposes the character’s movement through the zone), deal an Attack (Fair +2), or something similar. As their action for the round, a character within 1 zone of a Potential Trap may use the overcome action to attempt to find it (Difficulty +2); a successful roll will either remove the Potential trap (it was never there), or reveal the trap (Placing it on the board) and making it less lethal (it loses the free invoke). Revealed traps may also be disarmed or sidestepped (using overcome).

Alternate Rules: Alternatively, if your group has a character with a high Notice, you can make the value of a sprung trap more difficult (Great +4), but the character gets a free Notice defense roll to dodge or circumvent it. (Spotting it as an Overcome action is still only a Difficulty Fair +2).


That’s it for today. Any monsters you’d like to see in 5e or Fate? Let us know! Until then, GAME ON!

-Dave Joria – Twitter

Tangent Artists – Twitter

DOMESTIC SERVANT – D&D Roguish Archetype

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Hello, gamers! Today we thought we’d try something new: a class archetype for 5e Dungeons & Dragons!

(Fate fans, fear not: I still plan to write plenty of stuff for Fate, but it’s nice to try out new stuff every once in a while).

Story: While talking to a friend,  Kara Dennison, writer for CruncyRoll (follow her on twitter @RubyCosmos), I was thinking about how Japanese RPG games (JRPGs) and Western RPGs differ. For example, in many JPRGs like Fire Emblem, players learn one skill at base level (ex. white magic using Cleric, a fighter, a rogue), and then merge the two together to form a 2nd level multi-class level (ex. cleric + fighter = paladin). Many of these, like the paladin, have equivalents in Western RPGs too; except for the Maid / Butler.

In JRPG games, the Maid or Butler combines the roles of rogue/assassin (ambushing, ignoring defenses) with the roles of a healer. It occurred to me: why not have a similar role in Dungeons and Dragons?

So, after consulting with D&D savvy friends of mine, we give you the first draft of a Rogue (with a touch of Paladin) archetype, the Domestic Servant!

*Warning* It has not be playtested at this time.


DOMESTIC SERVANT

333px-Dante_Gabriel_Rossetti_-_The_Bower_GardenA wizened human nursemaid, who watches her adult charge like a mother bear. A tiefling butler who carries out his master’s wishes with much alacrity and little morals. A nimble halfling gardener whose courage far surpasses his size.

You have chosen the path of the domestic servant, a loyal attendant who is bound to another person by oath; they hold this oath sacred and few things else. Your mission is twofold: to heal your master when they are injured, and to eliminate anyone who would seek them harm.

How did you fall into this lot? Perhaps you were a street urchin given employment and a second-chance by a rich benefactor. Maybe you were an assassin or spy in your youth, and settled into the serving life as you “retired.” Maybe you’re a devoted bodyguard who acts the part of a domestic servant so others will underestimate you.

OATH OF THE DOMESTIC SERVANT

  1. Safety – You will keep your master safe no matter what.
  2. Obedience – You will get the results your master needs. If possible, you will achieve those ends in using the means your master prefers.
  3. Humility – You will not upstage your master; they are the focus, not you. It is best to speak when spoken to and be seen only when your master needs you to be seen.
  4. Hospitality – You will offer hospitality to those who do not have it. Should they accept, nothing is more important than the safety of a guest, except the safety of your master.

Note to DMs: At this current time, we don’t have any rules for a Domestic Servant that breaks any of the oaths. However, as a means of positive reinforcement, we encourage DMs to freely reward Domestic Servants with inspiration when they act in the spirit of these oaths (even if it’s detrimental to themselves or their party.)

DIFFERENT TYPES OF SERVANTS

There are many types of Domestic Servants that your rogue can be, depending on which era you are evoking and the role of your master. These include but are not limited to:

Butler, maid, valet, handmaid or handmaiden, squire, lady-in-waiting, bodyguard, manservant, cook, governess, nurse, nanny, batman, orderly, chamberlain, secretary, gardener, tutor, coachman, steward.

Note: We did not include “slave,” “bondservant,” or “indentured servant” because a. OWNING ANOTHER PERSON IS WRONG, and b. If the domestic servant is allowed to leave at any time without legal repercussions, it makes their decision to stay that much more meaningful.

Domestic Servant Features

Rogue Level Feature
3rd Master’s Bond, Servant’s Life, Spellcasting
9th Saving Instinct
13th Wine and Dine
17th Raise their Spirits

MASTER’S BOND

At level 3, you may pick another character to be your master (or mistress, or similar title). We recommend another PC in party, but it can be an NPC that is frequently with the party to.

Whenever you use a spell with spell slot 1 or an item to heal the master, they heal an additional 1 wound. If use a spell slot of 2 or higher, they instead regain extra wounds equal to the spell slot used.

You may only change your master:

  1. When your rogue goes to another level.
  2. Should the master die and be past the point of resurrection.

SERVANT’S LIFE

At level 3, you know the secret language used by servants “below stairs”; the ability “thieves cant” is extended to also include servants, allowing you to slow communicate in a way non-servants don’t understand.

Also, your rogue gains proficiency of your choice of the following: Calligrapher’s Supplies OR Cook’s Utensils.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Cantrips

You learn three cantrips chosen from the following list: Guidance, Light, Mending, Message, Prestidigitation, Spare the Dying, Resistance. You learn another cantrip of your choice from this list at 10th level.

Spell Slots

The Domestic Servant Spellcasting table shows how many spell slots you have to cast your paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell searing smite and have a 1st-level and a 2nd-level spell slot available, you can cast searing smite using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level paladin spells of your choice, two of which you must choose from the enchantment and illusion spells on the paladin spell list.

The Spells Known column of the Domestic Servant Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be a spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since you learn your spells through your passion and conviction. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

DOMESTIC SERVANT SPELLCASTING

      Spells Slots per Spell Level    
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 2 2      
4th 3 3 3      
5th 3 3 3      
6th 3 3 3      
7th 3 4 4 2    
8th 3 4 4 2    
9th 3 4 4 2    
10th 4 5 4 3    
11th 4 6 4 3    
12th 4 6 4 3    
13th 4 6 4 3 2  
14th 4 7 4 3 2  
15th 4 7 4 3 2  
16th 4 7 4 3 3  
17th 4 7 4 3 3 1
18th 4 7 4 3 3 1
19th 4 8 4 3 3 1
20th 4 9 4 3 3 1

 

OATH OF THE DOMESTIC SERVANT SPELLS

At certain levels, your Domestic Servant will gain access to the following oath of the domestic servant spells. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Domestic Level Spells
3rd Cure Wounds
9th Pick One: Warding Bond or Find Steed
13th Pick one: Leomund’s Tiny Hut or Create Food & Water
17th Raise Dead

 

SAVING INSTINCT

Starting at 9th level, when you use Evasion to dodge out of area effect, you may attempt to save another character within 10”. You must choose to use this ability before either of you have rolled to save; if the target agrees, this single roll is made for both of you, and the target does not get to roll to save. Depending on how you roll, either one or both of you may avoid damage, or either or both of you may suffer worse.

TABLE

  SAVING NON-MASTER SAVING MASTER
If you succeed Dexterity save Both take no damage Both take no damage
If you fail Dexterity save Both take full damage You take full damage, the master takes half damage

 

WINE AND DINE

Starting at Level 13, whenever your rogue provides a character with food, drink, shelter or comfort (ex. a bonfire in the cold) to a character, all members of your party gain advantage on any Persuasion (Charisma) checks against that character for the next hour.

RAISE THEIR SPIRITS

Starting at level 17th, when you use the spell Raise Dead, you do not have to use spell components (it is assumed your rogue stole them at some point in the past). In addition, if the character raised is your master, every time the resurrected master finishes a long rest, the penalty is reduced by 2 with each rest (instead of 1) assuming the Domestic Servant is there to help with the recuperation process.



Have any thoughts? Have you tried it out? Let us know!

Until next time, Tangent Artists and Dave Joria says, GAME ON!