[High 5e] Spheres of Power & Might for 5e

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Libertad
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Re: [High 5e] Spheres of Power & Might for 5e

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Chapter 4: Spheres, Part 4 While I planned to intersperse this and the last post with another character conversion, the current one is taking some time on my part so I decided to release the final part of Chapter 4 early.


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The Sniper Sphere is the other big ranged combat sphere, focusing on range and accuracy. Its default ability is Deadly Aim, where you can reroll one of the d20s of ranged attack rolls made with advantage. You can make a Special Attack known as a snipe shot which (snipe) talents can modify, including options such as pushing a target 5 feet and knocking them prone if they hit a solid surface, grappling a foe until they take an action to remove the weapon/ammunition if they fail a DEX save, and piercing through a target and hitting another target behind them (and a potential third target after that). The untagged talents include taking a -5 penalty on the ranged attack roll of a snipe shot to deal +10 damage on a hit, ignoring disadvantage on attack rolls when attacking at long range, and expending martial focus to disable a trap with a ranged attack roll. The Legendary Talents include causing a target reduced to 0 HP to explode in a shower of blinding gore, firing a “phasic shot” that ignores cover and effects that hinder ranged abilities, and can attack targets up to 1 mile away albeit with disadvantage.

Combos: The Glue and Solvent Legendary Talent of the Alchemy sphere can be an effective option when combined with ammo and a talent that imposes a penalty on a target unless they remove the struck ammunition, effectively becoming a permanent duration debuff. The Bouncing Shot talent and Star Scraper Legendary Talent can be further enhanced with means of locating one’s target if they’re not within line of sight, such as via the Divination sphere’s Scrying Advanced Talent, the Light sphere’s Periscope talent, and Scout’s True Sight Legendary Talent. The Far Shot talent removing disadvantage on long range attack rolls is very useful for extending the effective range of weapons, and the Barroom sphere’s Bottle Rocket talent for thrown weapons and the Tinkerer sphere’s Ranged Weapon Improvement can stack nicely with this. The Scout sphere’s Wind Reader lets one ignore disadvantage from weather sources, which is situational but can be useful depending on the campaign and environment.

Existing Comparisons: The -5 attack/+10 damage is similar to one of the Sharpshooter feat abilities, as is the talent ignoring disadvantage on long range rolls. The Weapon Shot talent’s ability to disarm a held item is similar to the Battlemaster Fighter’s Disarming Attack, although the Maneuver requires an STR save while the Sniper talent forces a DEX save. The Intercepting Shot talent is a ranged attack version of Retribution’s Intercepting Strike.


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The Tinkerer Sphere grants knowledge of how to build advanced technology. The flavor can vary, from steampunk to magitech to futuristic technology depending on the setting, with a few suggestions. This sphere is like Alchemy in that it grants you a number of items you can build every short or long rest, but unlike Alchemy most are persistent objects rather than consumables. The sphere’s default feature grants proficiency with tinker’s tools and one (gadget) talent of choice (and an additional talent if already proficient). This sphere is notable in its tags: (gadget) signifies any sort of device built with this sphere, while (accessory) is something which can be added onto an existing piece of equipment in order to enhance it. Virtually every talent has the (gadget) tag, and many of those talents also have (accessory), making a good amount of talents dual-tagged.

Most Tinkerer talents provide a list of potential pieces of equipment rather than just one ability, and include options such as footwear which can grant alternate movement speeds, handheld detonators which can explode based on a time-based trigger, a pseudo-hookshot which can grab and retrieve objects from a distance and also allow reel the character in to a hooked surface, walkie-talkie like devices that allow for long-distance communication, goggles which can grant alternative visual senses and advantage on rolls for certain visual activities, accessories for one’s weapons which can alter the damage type, remove disadvantageous qualities such as Heavy or Loading, or treating them as magical for the purpose of overcoming damage resistance. The Legendary Talents mostly cover devices from Renaissance to Futuristic eras, and if not playing in a campaign of that style then certain Tinkerer talents are required as prerequisites in order for the character to properly discover/invent the desired Legendary Talent. It goes without saying, but the weapons of more advanced eras are explicitly better than earlier-era ones, barring cases such as the relatively short ranges of Renaissance firearms or where a laser gun’s energy damage type may be disadvantageous in comparison to physical damage types. Modern Firearms have better range and deal more damage than Renaissance Firearms, while Futuristic Firearms can deal a whopping 3d6/3d8/6d8 damage per shot depending on the weapon. But melee-lovers can rejoice, for we also have options like stun batons and gravity hammers which have their own special abilities on top of straight damage!

Combos: The nature of the Tinkerer sphere means that it’s best taken in conjunction with other builds rather than focusing on the sphere in and of itself. But for a few specific examples: the Trap sphere’s snare ability mentions that consumable items from the Tinkerer (as well as Alchemy) spheres can be used for it, while the Detonator application of the Artillerist Gadgets talent can be used with poisons and alchemical items. Integrated Weapon is good for taking advantage of the Shield sphere given it can combine a weapon and object in a way that both items can be used at once, Ranged Weapon Improvement can get rid of the Loading property of weapons to let them be used with the Barrage sphere more easily, the Suit Improvement’s Camouflage application is good for users of the Scout sphere and stealthy characters in general for hiding, Ranged Weapon Improvement’s Far Sight Scope used on a shield with the Equipment sphere’s Throw Shield and the Shield sphere’s Cover Ally talent can apply the +2 AC and (deflect) talents to allies up to 40 feet away, or 80 feet with the Barroom sphere’s Bottle Rocket talent. Weapon Damage Pack is a great way to take advantage of enemy Vulnerabilities and Resistances by altering a weapon’s damage type. The Artillerist Gadgets Detonator application along with the Scoundrel’s Switcheroo talent can put the detonator on a person and set it to explode at a later time. The Detonator can also be activated or deactivated at will via the Remote Control talent. A Prosthetic’s granting of advantage on ability checks related to the replaced limb is useful for the Athletics, Brute and Wrestling spheres as well as any class feature or talent that covers the use of skills involving physical activities. The Rucksack’s Turtle Shell application combined with the Athletics sphere’s Capoeira Spin and Tumbling Recovery removes many negative conditions of being prone. Pressurized Liquid Applicator specifically calls out the device as being compatible with alchemical weapons and thus talents from the Alchemy sphere.

Existing Comparisons: As far as I can tell, the majority of these talents are original in the applications of what they can do. However, the Legendary Talents granting one the ability to build advanced era equipment more or less copied the rules for Firearms and Explosives from the Dungeon Master’s Guide, albeit the Modern and Futuristic Melee Weaponry options are original.


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The Trap Sphere is an unconventional sphere in that its best applications are not performed in the middle of combat. It grants proficiency in thieves’ tools (or +1 talent if already proficient) and allows a character to spend 1 minute creating a trap (or an action by expending martial focus) which has a trigger zone of 1-4 5-foot cubes based on level. By default the sphere grants knowledge of how to build dart traps which deal damage to whoever triggers it, and snares which can be a tripwire that renders the victim prone or an activation trap which triggers some kind of consumable item. Said items can include items built from the Alchemy and Tinkerer spheres as well as magic items. (dart) talents grant new and improved modifications to dart traps such as creating a restraining net, dealing more damage, altering the damage type, or rendering it nonlethal. (snare) talents grant new types of snares, such as a blinding flash, a loud discernable noise for alarms, a choking noose, or the creation of difficult terrain. (trigger) talents can change how the trap is triggered, including aerial opponents, remote-control, and allies never trigger it unless they choose to. There’s quite a bit of untagged talents such as making a reaction attack against someone who triggers one of your traps, expending martial focus to place a trap on a ranged weapon to be launched from a distance, expending martial focus to place a trap in a square you move over when taking the Disengage action, and expending martial focus to place a trap onto a shield which is triggered when someone misses the shield-wielder in melee. There’s only two Legendary Talents: one treats damage dealt by a trap as magical for overcoming damage resistance and immunities, while the other allows for the creation of a dart that emits an antimagic field on a struck target or area.

As you can tell, quite a bit of talents require expending martial focus, and using traps in battle more or less requires this. Due to this the Trap sphere is unorthodox in that it requires a certain playstyle most advantageous to PCs who have more freedom to choose their battles and where they take place.

Combos: The default snare ability already specifies its use with Alchemy and Tinkerer sphere items. Using Illusion spells and sphere effects to better disguise the location of one’s traps is a good idea, while the Light sphere’s Hypnotic Light talent can be used to lure enemies into triggering a trap. The Aimed Shot talent allows one to use Sniper sphere (snipe) talents with the triggering dart. The Magic Trigger talent can conceivably be used to trigger magic sphere effects via instilled objects if the Physical Magic boon for Casting Traditions is taken. The Scoundrel sphere’s Improved Grifting adds double proficiency to Sleight of Hand checks, letting one better hide traps via the Sneaky Trapper talent. Trapped Shield calls out the use of the Shield sphere and its (deflect) talents. This is a more theoretical option depending on GM leeway, but combining Thaumic Sink’s antimagic dart with the Alchemy sphere’s Glue and Solvent talent can be a good way of more reliably sticking the antimagic field onto a target. However, as sovereign glue is a magic item this may be subject to GM fiat. The bond itself can only be broken via a list of 3 ways, which doesn’t include an antimagic field as an option, so YMMV.

Existing Comparisons: Where else can one compare this sphere than to traps in the official rules? One thing notable about the Trap sphere is that its maximum potential damage is quite limited in comparison to the official ones unless combined with some damaging magic items/spells. Another notable thing is that the various DCs for spotting and disarming traps depend on the character’s sphere DC, and attack rolls made with traps use the character’s proficiency bonus + Key Ability Modifier. The Trap sphere doesn’t have traps roll on their own initiative nor do they cost money to set up. The Falling Net is similar to the Net talent, although the official one has more wording in its rules while the sphere talent is comparatively vague. For example, Falling Net has a set amount of damage, while the talent merely mentions “destroying the trap via damage” as a way to get out.


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The Warleader Sphere makes use of speeches and tactics to enhance the fighting prowess of one’s companions. It’s different from Leadership in that Warleader focuses on buffing the companions one has, while Leadership grants the character new NPC minions. Oddly enough Warleader grants no training in any skill proficiencies, and its two default abilities include tactics which are activated and maintained every round as a bonus action, and shouts which can benefit the character as well as allies via an immediate or short-duration effect. Tactics require allies to be within 20 feet of the Warleader upon initial activation, and shouts 10 feet. (shout) talents grant ways of using shout that require expending martial focus save for one exception, such as restoring the martial focus of allies, allowing affected allies to make a new saving throw vs a negative effect, and advantage on saves vs charmed and frightened condition effects for 1 minute. (tactic) talents grant new forms of using tactics, such as allowing allies to perform the Help action on each other as a reaction, using a reaction to let an ally ignore one source of disadvantage on a roll, and gaining +2 bonus on saving throws vs certain kinds of negative effects. Untagged talents include things such as increasing the AoE of shouts and tactics, choosing to increase one’s exhaustion level for 1 minute in order to shout without expending martial focus, and allowing allies benefitting from one’s shout or tactics to grant martial focus to the Warleader by spending an action. The Legendary Talents include some rather cool things, such as a shout that revives a recently-dead creature, a tactic that grants temporary hit points to an ally who would be reduced to 0 HP, and a shout that is an AoE attack that deals thunder damage and can push over and deafen targets.

Combos: Like Tinkerer, Warleader is primarily an “enhance existing capabilities” sphere, rendering the discussion of combos a bit open-ended in this regard. Healing magic and the Life sphere’s Greater Restore can be a good means of countering Roaring Reservoir’s exhaustion-inducing effect, although its 1 minute duration means that expending a Spell Point or spell slot is costlier than usual. The Verbal Commands talent combined with long-distance communication such as the Tinkerer sphere’s Communication Devices and the Mind sphere’s Project Thoughts can allow one to issue tactics to characters from far away. Frightful Roar’s imposition of the Frightened condition can work well with the Gladiator sphere’s (fear) talent benefits. Deadly Herdsman’s granting of shove as a bonus action works well for users of the Brute and Gladiator spheres. The Master’s Aura Legendary Talent works well with the Wrestling sphere by effectively charming those you grapple, and can further benefit via the Prodigy class’ Imbue Sequence with the Mind sphere by reducing a grappled target’s saving throw result.

Existing Comparisons: The Glamour Bard’s Mantle of Inspiration and the Rally Battlemaster maneuver do similar things as the Rousing Claxon talent in granting temporary hit points. Harangue’s allowance in rerolling a failed saving throw is similar to the Bannaret/Purple Dragon Knight Fighter’s Bulwalk feature, albeit the talent can be multitarget. The Courier’s Dash talent’s speed boost increase is similar to the Oath of Glory Paladin’s Aura of Alacrity, although the talent can have a longer duration if bonus actions are maintained. The Preparation talent grants a bonus to allies equal to the character’s proficiency bonus, and one of the rare ones that requires targets to refresh on a long rest in order to benefit again. The Oath of the Watchers Paladin has an aura that grants the same bonus, albeit it’s effectively unlimited-use.


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The Wrestling Sphere focuses on grappling. It has no default effect, instead granting 1 (slam) talent upon unlocking. (slam) talents can be applied as a bonus action when initiating a grapple or starting one’s turn grappling a creature, and our options include ending the grapple to throw the target 10 feet away, forcing a target to suffocate and fall to 0 HP after being grappled for a number of rounds equal to their CON modifier, and picking up the target and swinging them around as a melee weapon that deals damage to both the grappled target and those hit by them. Untyped talents include such options as shoving a grappled target as a bonus action or as a reaction if a target grapples you, grappling a target as a bonus action if you deal damage to them with a weapon, and imposing the restrained condition on a grappled target and being able to restrain them with ropes/manacles/cuffs if you restrain them for 1 round. The Legendary Talents include ending the grapple by slamming a target through the earth, removing a non-vital limb, and treating a grapple check as the result for a dispel magic effect.

Combos: Athletics’ Mighty Conditioning allows a Dexterity-based grappler to be a reality. Athletics’ Training talent and Brute’s Greater Brute can grant proficiency/double proficiency on Athletics, which is vital for grappling. The Piledriver talent has to be used with an unarmed strike, so talents such as Unarmed Training and Mystic Fists are nigh-essential. Pummeler grants advantage on attack rolls against targets one grapples, which goes nicely with the Fencing sphere’s Fatal Thrust, while that sphere’s Bind Weapon talent can initiate a pseudo-grapple via a disarm attempt. The Gladiator sphere’s default abilities can be activated more frequently via shoves and grapples and is more effective when paired with this sphere and/or Brute. Brute’s Muscular Surge allows you to be treated as one size larger for determining who you can grapple, and the Conscript’s Brawler subclass has similar stackable features. Ground Game’s granting of a shove as a bonus action while grappling can work with the Brute sphere’s various talents. Talents that help maintain grapples can be combined with effects that deal additional damage from close contact such as the Destruction sphere’s Aura blast shape. Athletics’ Scale Foe has uses for those who possess the Wrestling sphere. As mentioned under Beastmastery, the granting of Wrestling sphere talents to animal companions via the Drill Sergeant Commander class can be useful, particularly for ones with very high Strength scores and natural attack damage. The Conjuration sphere’s Undead talent and summoned companions with the Ravenous Creature talent have special attacks which are initiated via a grapple and can similarly benefit from such talents. The Earth-Shattering Slam and Tombstone Burial Legendary Talents have Shatter Earth from the Berserker sphere as a prerequisite. Targets picked up via the Living Weapon talent can be turned into thrown weapons as per the Equipment sphere’s Rock Toss talent. The Alteration sphere has many great choices for grapplers: the shock trait from the Aquan talent says that the ability can be used as a reaction on a successful grapple, the Serpentine talent grants new attacks when grappling, the Tendril trait of the Aberrant Body talent allows one to make grapples at a distance, the Stinging Tail trait of Additional Limbs can be used in a grapple as a bonus action, and the Prickly talent’s Spines trait deal additional piercing damage against those who attempt to grapple you.

Existing Comparisons: Two talents simulate the benefits of the Grappler feat from the PHB. The Pin talent is similar to imposing the restrained condition, but also has the added benefit of being able to apply rope, manacles, and other binding items during the grapple to keep them restrained even when it ends.

Thoughts So Far: The final five spheres have an interesting mix of abilities. Sniper is a very strong option given the effectiveness of ranged combat, and the debuffs one can impose via targeted shots with the right talents are a cool touch. Tinkerer is a bit mixed in that there are several talents and gadgets which can be very useful for all manner of builds and parties, although a few are rather situational. I can see the Weapon Damage Pack being popular, while Communications Gadgets can make sending a rogue/familiar/etc to scout the dungeon a less risky proposition. Trap rates rather low for me: as mentioned before, it’s most effective for a certain play-stye and is best used with other talents for the most versatility, and I would’ve liked to see more complicated traps being built via Legendary Talents. Darts and snares are functional, but it would’ve been cool to have things like rolling boulders, spiked pits, pendulum scythes, and the like. Warleader has a good assortment of group-based buffs, and being able to give and receive martial focus between the character and allies allows for some great set-ups. Frightful Roar is a bit underpowered given that it needs to be taken twice in order to act as a long-term fear debuff, and the shouts in general requiring martial focus means that they either require some generous allies to give it back to you via the Focusing Tactics talent or to take a talent yourself that can restore it via a bonus action or reaction. Finally, Wrestling has a lot of good options for grapplers, although the Choke Hold talent’s “reduce to 0 HP” after a set duration seems potentially powerful. However, it’s most effective against low Constitution enemies; those with bonuses of +3 or more can last quite a while over the span of a typical 5e combat. Given that the grappler is forcing themselves to maintain a grapple and giving up a bonus action each round on that enemy only, and that it can’t be used on creatures that don’t need to breathe, those things act as a limiter.

Join us next time as we finish up this book with the Leadership sphere, new equipment, and some more character conversions!
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The Adventurer's Almanac
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Re: [High 5e] Spheres of Power & Might for 5e

Post by The Adventurer's Almanac »

Would you be upset if someone else were to convert some character to this system and post it here? Seems fun.
EDIT: Hrm, the Alteration sphere doesn't seem to contain a Demon genotype. How am I supposed to have a demon form now? :mad: Blank Form shenanigans? Outsider traits?
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

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Chapter 5: Additional Rules & the Leadership Sphere

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I covered the Leadership Sphere out of alphabetical order for a few reasons. First, it is “optional” in the sense that GM permission is required to take it up and above such permission when using 3rd party products. Second is the fact that while it can technically be taken at any level, it has a sense of renown in the way that being a minimum of 5th level is suggested as a rule for GMs to include.* Thirdly, much like Beastmastery the Leadership sphere and its talents cannot be taken temporarily or by NPC allies such as animal companions and summoned creatures. Fourthly, for campaigns that place emphasis on warfare, domain building, and similar ventures, the entire party can have a “Leadership pool” where they all contribute talents and make use of followers and sidekicks as a group, and can also gain talents “for free” without needing to wait to level up if they spend enough money and complete quests that grow their power and influence.

*This kind of screws over the Commander’s Politician subclass, which gets a Leadership sphere talent as a bonus at 2nd level.

The Leadership sphere grants Persuasion as a bonus skill (or +1 talent if already possessed) and centers first and foremost around recruiting loyal companions. The companions are divided into two types, both with their own packages and talent tags, and any costs for food, living standards, and basic equipment is abstracted and already presumed to be taken care of. Sidekicks are characters with special skills and training setting them above the common clay, and apply special sidekick classes on top of an NPC/monster stat block of CR ½ or less. Their total number of levels is half that of the Leadership PC’s rounded down, or ¾ or equal if the Greater Recruitment talent is taken once or twice.

Followers are noncombatant characters forming into 1-4 groups of 20 based on level. Individual followers are treated as Commoners or collectively as the Troop template applied to the Commoner stat block, and depending on their talents can perform specialized tasks that can aid the character. (followers) talents are varying kinds of specialized skills they can perform as a group, usually granting them additional proficiencies and the ability to provide the Help action to characters using such checks. For example, the Healers talent traits them in Medicine, lets the followers supply free healer’s kits (that can’t be stockpiled or sold), and those spending Hit Die to heal in their presence roll one die type higher (max d12). Priests and Scholars have ritual books allowing them to cast low-level cleric and wizard ritual spells, while Rangers allow the party to move at normal speed over difficult terrain and can find and capture animals up to a certain CR automatically. The Soldiers talent allows followers to fight in combat as (rather weak) combatants, but can be taken multiple times to grant followers martial talents.

Sidekicks already get a whole stat block and class, so the talents part of this package grant them advantageous abilities and moves when used with the Leadership PC. Such (sidekick) talents include the PC and sidekick sharing the highest Perception check result when within 30 feet of each other, triggering an opportunity attack when the other succeeds on a disarm/grapple/shove, and gaining non-stackable +1 AC or to weapon attack rolls when within 5 feet of each other. Legendary Talents include such options as being able to gain additional sidekicks albeit having to split their total effective levels between each other, followers gaining flight speed from magic/flying mounts/etc, expending martial focus to impose the Charmed condition a non-hostile being, and applying undead abilities and immunities to sidekicks. One very notable talent turns a single troop of followers into a sidekick whose level progression is slower and uses one of 3 stat block templates based on the class in question, but gains 3 Hit Dice for every level they gain and have the increased damage of a troop template.

Squad is a bit unclear on one aspect. As it is a follower troop becoming a sidekick, do all the proficiencies gained from (followers) talents carry over?

Combos: The Alchemists and Artificers follower talents grant one additional use of Alchemy formulae and Tinkerer sphere gadgets for party members. Followers with the Friends in Low Places talent who become a Troop can use the Help action on Sleight of Hand checks, good for those with the Scoundrel sphere and the Sneaky Trapper talent. The free granting of healer’s kits from the Healers talent works nicely with a Scholar that took the Medicine study or any character with the Healer feat. If one has access to Vancian spells with the ritual tags, they can be taught and transcribed into the ritual books of followers with the Priests and Scholars talents provided that the spells are 1st level or lower, while the PC can also learn such spells from their ritual books. The Rangers talent’s ability to automatically capture beasts is an easy way to gain animals to tame via the Beastmastery sphere. The Opening Maneuver and Opportunistic Teamwork sidekick talents work well if the PC and/or sidekick make use of the Brute, Gladiator, or Wrestling spheres. Sidekicks turned into undead via Master of the Dead can avoid friendly fire from the cone-based AoE Greater Ghost Strike talent from the Death sphere given that ability doesn’t affect undead creatures barring a few talent exceptions. An Artisan of at least 9th level with the Smith subclass and Mystic Craftsman can have their followers craft magic arms and armor. Sidekick troops gained via the Squad template are ideal for builds focusing on reach and Guardian (zone) talents given the large amount of squares they can affect in close combat, and their advantage on Strength checks makes them ideal users of the Brute and Wrestling spheres and other abilities that make use of the Athletics skill. Additionally, the increased weapon damage dice and die size from the troop template can make for some large dice pools when used with certain damaging Alchemy sphere talents or Advanced Era weapons courtesy of Tinkerer.

Depending on GM leniency, certain stat blocks are very effective to have as sidekicks. The Thug has a good amount of hit points and advantage on attack rolls when fighting side-by-side with allies. Pixies are frail but come with a lot of powerful spells and effectively-persistent invisibility. Svirfneblin have some useful spells and a good long-duration means of poisoning weaker foes. Lizardfolk are one of the stronger fractional CR humanoid options. Although limited in daylight operations, shadows have a lot of resistances and immunities and can soften up melee-reliant enemies. Sprites have a potential save-or-suck poison with their arrows as well as persistent invisibility. Grimlocks aren’t very strong in terms of statistics, but their 30 foot blindsight grants them a lot of potential utility and scouting options.

Existing Comparisons: The concept of sidekick classes comes from Tasha’s Cauldron of Everything, as does the “add the class onto an NPC/monster stat block of CR ½ or less,” although the particular classes in Spheres of Power & Might are their own original creations. However, sidekicks gaining 1 level for every 2 the PCs gain without a talent tax is a new addition, whereas in Tasha’s they gained levels at the same rate as PCs. Followers don’t have any concrete equivalents in the official 5th Edition rules.

However, the Leadership sphere draws most of its influence from earlier Editions of Dungeons & Dragons. 3rd Edition had a controversial feat of the same name that gave the PC a sidekick known as a cohort and a variable number of low-level followers, while in AD&D PCs who reached a certain level could automatically attract loyal followers with skill sets in line with their class.

Sidekicks are being reviewed slightly out of order because they tie into one of the Leadership sphere packages. If you recall I talked about the Spherecaster sidekick class back in Spheres of Power, but besides its existence there wasn’t much in the way of discussing how it interacted with the rest of the system. Or how it can be of use to players besides the assumed use with the rules of the same name in Tasha’s Cauldron of Everything. Well Spheres of Might has answered that question, and to help encourage Leadership-eager PCs we have 3 new Sidekick classes!

Each class follows typical rules for existing classes in terms of Proficiency Bonuses, Ability Score Increases, and martial talent progression (1 at every even-numbered level). However, their Hit Die is the same as the original monster/NPC type as the stat block to which the class is being added, gaining 1 Hit Die per level. They also don’t have free selection of martial traditions: each Sidekick class can only choose martial traditions related to one of two Key Ability Modifiers. Explorers cannot choose Wisdom-based Traditions, Students can’t choose Charisma, and Veterans can’t choose Intelligence. They also gain proficiency in one additional saving throw rather than the default two and their additional skill proficiencies are pre-defined save one free choice by the player. Explorers gain pseudo-Ranger movement and survival based abilities, Students gain Evasion and various skill-boosting features like a Bard’s Jack of All Trades, and Veterans gain quick reflex-style stuff such as advantage on initiative rolls and on Dexterity saving throws vs effects that they can see.

The classes are obviously lackluster in comparison to the other sphere-using classes; they’re the kind of things you’d choose for an NPC companion and not a PC of your own.

We have fewer Feats for Spheres of Might than we do its magical sister sourcebook; 4 instead of 8, but they are more or less universally useful for a wide variety of builds. Combat Dabbler gives 1 bonus martial talent and +1 to an ability score of choice (unlike Power’s Extra Magic Talent which only increases the Key Ability Modifier), while Intuitive Combatant also grants 1 bonus martial talent but lets the character replace 1 martial talent with another every long rest. Combat Training grants two martial talents, while Great Focus allows the character to maintain and expend a second independent martial focus (or 3 if a 20th level Conscript). While I’ve used the talent-granting feats for the majority of my builds, I can see Great Focus being a worthy choice for those who take spheres that have a lot of expending talent options such as Alchemy.

Chapter 6: Equipment
This tiny chapter covers new equipment introduced in this book: 4 martial weapons and 9 alchemical items, to be specific. The weapons all have a particular theme in mind: the two new melee weapons include a garotte, a finessable weapon that can be used while grappling to choke a target, and a lasso is a thrown weapon that deals no damage but can impose the restrained condition as long as you continue to hold onto it. The two ranged weapons include a bola which deals 1 plus Dexterity modifier damage and knocks a target prone on a failed DEX save and they stay prone until their bonds are cut, and a net crossbow which can be loaded with a bola or net to shoot at a far greater distance.

Besides the rapier, the garrote is the only 1d8 finessable weapon type in the game when using Spheres of Might.* And given how I outlined earlier how one can use the Athletics sphere to make a Dexterity-based grappler a viable build, the garrote is great for this purpose.

*And the Sling Combatant talent gives you the only finessable bludgeoning weapon, and Staff Mastery makes the quarterstaff and polearms finesseable as well. Lot of DEX-friendly options here!

The new alchemical items are normal versions of the Alchemy sphere talents of the same name. Quite a few of them are actually 3rd Edition D&D items that never made the transition to 5th such as tanglefoot bags and thunderstones. Others look entirely new, such as smelling salts and itching powder. We have three pseudo-alchemist fire items that deal energy damage and can impose negative conditions on a target (or in the case of Bottled Lightning, easier to hit metal targets). Four items deal no damage but impose some negative condition or reduce a target’s speed to 0 in the case of the Tanglefoot Bag. And the final two are the visibility-limiting Smoke Bomb and Smelling Salts which can wake up an unconscious target but makes it impossible for them to smell for 1 minute.

Thoughts So Far: I can understand why the Leadership sphere would be a restricted option, but I’m glad that it exists and can make for some interesting campaigns. The balance of the talents are a bit questionable; a few are meant to explicitly aid other sphere types and in some cases class features, but others hew closer to the situational side of things. For example, the bonus languages of Linguists can be easily superseded by language-speaking spells, while Managers lets followers operate businesses in the PCs’ absence which isn’t going to be of use in most murderhobo/traveling campaigns. I already talked about the questionable balance between different NPC/Monster stat blocks even of a fractional CR. A 1st-level party gaining an NPC Thug with a (rather limited) 1st-level class is an incredibly powerful sidekick.

I don’t have much strong feelings on the new equipment, but I am a bit pleased to see some earlier edition alchemist-themed items showing up in 5th Edition again.

Our book ends with three Appendices, collecting information from the rest of the book as well as default rules. One appendix has a selection of combat actions both new and existing along with parenthetical suggestions of what spheres are useful for them, while another appendix compiles all of the new and existing Conditions. The third appendix contains creature statistics, three sample CR ⅛ humanoids to be used with the Sidekick classes, and 4 Troops stat blocks for Commoners and the 3 Sidekick classes present in this book (but no Spherecaster oddly enough).

Final Thoughts: I like Spheres of Might, and feel that it grants a lot of interesting options for PCs who feel that noncasters in the base system are too one-note and lacking in customization. There are a lot of play-styles and concepts for martial/roguish characters here that can’t be done easily or at all in default 5th Edition, and even classes with poor talent progression still have a genuine sense of progress where they can do new things as they level up instead of the same thing but better if so desired. While feats are still very useful, the fact that so many talents do similar things as existing PHB ones can better free up PCs from the dilemma of boring yet practical Ability Score Increases vs foregoing that boost in lieu of new things to do. I also like how there’s a lot of options that are effective for skills and noncombat functions such as the Leadership and Tinkerer spheres, so your fighter-types can also excel in certain actions off the battlefield with little investment.

However, I don’t like it as much as Spheres of Power. While I do respect how both books are generous with granting “at-will options,” Spheres of Might’s use of martial focus as Power’s Spell Point/Augmentation equivalent made many options feel comparatively conservative. Even within the Sphere system itself there are cases where something that is a regular option in Power is a Legendary Talent in Might. Compare the Nature sphere’s Forge Earth with Berserker’s Alter Terrain: the former can work at range rather than melee and affect a wider possible AoE, all without the use of Augmented Spell Points. While it costs a Spell Point to activate, the Divination sphere’s Blindfolded Oracle has a larger Blindsight range than Scout’s Sight Beyond Sight, which is at-will but costs a bonus action plus the expenditure of martial focus for a mere 10 feet. There’s also the fact that many spheres encourage a “chaining up” of effects moreso than in Power. The Athletics sphere on its own grants a skill proficiency and new means of restoring martial focus, which doesn’t have as much oomph to it as Fencing’s Fatal Thrust or Retribution’s Counterstrike defaults. The Trap sphere expects to be used in conjunction with other spheres unless one’s a fan of darts. It’s still possible to make effective builds without a heavy investment in talents, but it is a marked difference from Spheres of Power which has more spheres and talents that can be functionally useful in isolation.

But overall, the “Spheres of” books rate pretty high and make for a fun alternative for building PCs. I don’t know what product I’m going to review after this one. I’m leaning towards the Eat the Rich! Series, although part of me also wants to try branching out beyond 5th Edition and setting books if only to make things interesting. I should have an answer around early September.

But before I do that, I’m going to make 2 more converted characters in my next posts!
Last edited by Libertad on Fri Aug 20, 2021 9:55 am, edited 1 time in total.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

The Adventurer's Almanac wrote:
Thu Aug 19, 2021 11:51 pm
Would you be upset if someone else were to convert some character to this system and post it here? Seems fun.
EDIT: Hrm, the Alteration sphere doesn't seem to contain a Demon genotype. How am I supposed to have a demon form now? :mad: Blank Form shenanigans? Outsider traits?
My guess is that you'd flavor it with the Outsider Traits talent and use a specific (genotype) depending on the specific varieties of demon you'd want to mirror. For example, Animalistic works for quite a few given their anthropomorphic nature. Then use Size Change plus Additional Limbs talents for a Marilith, or taking the Wings trait from the Avian genotype talent for a vrock.

Edit: Realized that I didn't answer your original question. You and other posters should feel free to go ahead and convert any characters you desire.
Last edited by Libertad on Fri Aug 20, 2021 9:57 am, edited 1 time in total.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by JonSetanta »

The Adventurer's Almanac wrote:
Thu Aug 19, 2021 11:51 pm
Would you be upset if someone else were to convert some character to this system and post it here? Seems fun.
EDIT: Hrm, the Alteration sphere doesn't seem to contain a Demon genotype. How am I supposed to have a demon form now? :mad: Blank Form shenanigans? Outsider traits?


Fiendish Form: The target gains the evil subtype, and gains an evil outsider’s aura of the purpose of detecting alignment. The target gains DR 2/good, which improves by +1 per 5 caster levels.




Vitality

You may add the following traits to your forms:

Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels.



Dragon Transformation (transformation)

You may grant the form of a dragon with your shapeshift.
Limbs: 1 head, 4 legs (front 2 end in hands1), 1 tail
Speech: Yes; Hands: Yes
Speed: 40 ft. land speed
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft., a breath weapon. The breath weapon is a 60-ft. line or a 30-ft. cone, and deals either fire, electricity, acid, or cold damage as chosen at the time it is gained. The breath weapon deals 1d8 damage per 2 caster levels, and allows a Reflex save for half damage. The target must wait at least 1d4 rounds between uses of their breath weapon. A target may only possess one breath weapon at a time.

Dragon Transformation offers the following traits, which you may apply to any form:

Affinity for Treasure: The target gains the scent ability, except it can detect only precious metals (such as copper, silver, and gold), gemstones, and creatures primarily made of such materials. In addition, the target gains a bonus equal to half your caster level on Appraise checks.
Breath Weapon: Gains a breath weapon as given by the dragon base form.
Double the size of a breath weapon (must possess a breath weapon to gain this trait).
Draconic Resistances: The target gains a +2 racial bonus on saving throws made against magic sleep and paralysis, increasing by +1 per 5 caster levels. In addition, the target adds half your caster level (minimum 1) to the DC of any attempts to intimidate the target.
Warding Scales: 1/2 of the target's natural armor bonus to AC applies against touch attacks. [SA:EAO]

1: The hands granted by Dragon Transformation can fulfill somatic components and manipulate items, but they're not suitable for combat purposes and cannot wield weapons or shields.





Transformation (feat)

Errata: The Transformation feat (Ultimate Spheres of Power pg. 487) has received an errata, clarifying some interactions and allowing the feat to be taken more than once.

Benefit: Choose one (transformation) Alteration sphere talent that does not cost a spell point. If you choose Anthropomorphic Transformation and are humanoid or of a similar makeup, choose another (transformation) or (body) talent to choose traits from for Anthropomorphic Transformation’s effects.

As a full-round action, you may assume the form of a single creature whose type corresponds to the chosen (transformation) talent. This functions as the Alteration sphere shapeshift sphere effect as a supernatural ability. The same form and appearance is mimicked each time you assume this form (e.g. the same wolf, spider, treant, etc.). The chosen form may be the same as your base size or Medium or Small, applying size change bonuses and penalties as appropriate if your size would change. This transformation lasts until you choose to revert to your original form as a full-round action.

While in your chosen form, you gain all the abilities granted by your chosen form (movement modes, natural attacks, special abilities, etc.) but do not gain any additional traits from this shapeshift effect. Treat your Hit Dice as your caster level for the purposes of this effect. If an Alteration sphere effect from your chosen form would use your casting ability modifier (and you do not have one), you use your Charisma modifier to determine the effects (such as the save DC of a trait). This is a polymorph effect.

You gain the shapechanger subtype.

Special: You may gain traits from the Alteration sphere Blank Transformation while under the effects of this feat, even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen (transformation) talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Special: This feat may be taken more than once; each time gaining a new form and selecting any Alteration (transformation) talent or other (transformation) or (body) talent if choosing Anthropomorphic transformation.


Transformation, Hybrid (feat)

Prerequisite: Transformation.

Benefit: When changing into a form granted by the Transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. This cannot be used if your transformation form is already similar to your base form, such as a humanoid using Anthropomorphic Transformation.

When in hybrid form, you gain all limbs, natural attacks, special abilities, and movement modes from your transformation form, but without changing your basic shape nor melding your equipment. You may choose to retain limbs and movement speeds from your base form if your transformation form lacks them or has lesser versions, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.

If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, don a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Items do not automatically merge with the new form if it is capable of wearing them, but the size of the items does not change if they do not resize on their own.

Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.



Transformation, Improved (feat)

Prerequisites: Transformation, character level 5th.

Benefit: Choose one trait for every 5 character levels you possess (minimum 1) from the Blank Transformation ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You may not select a trait that carries an additional spell point cost. You gain one set of traits for each instance of the Transformation feat that you possess. Once selected, these traits and their specific manifestations cannot be changed. You may take the Perfect Imitation talent or the Retain Ability talent in place of a trait and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced to a swift action.

Special: Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume a particular Transformation form. Alternatively, you may choose to gain one or more traits from a particular set without the base form.








These combined should be enough to emulate Devilman. Or something like that.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

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Ezio Auditore da Firenze
Medium Humanoid (Variant Human)
Conscript 17; Knave

Armor Class 18
Hit Points 106 (17d10)
Speed 30 ft., climb 30 ft.

STR 10 DEX 16 CON 10 INT 14 WIS 10 CHA 14 (27 point buy, +1 DEX variant human, +1 INT variant human)

Saving Throws Dexterity +9, Intelligence +8
Skills Acrobatics +9 (Variant Human), Athletics +6, History +8, Insight +6, Perception +12, Persuasion +14, Sleight of Hand +15, Stealth +9
Tools Alchemist’s Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Tools
Senses passive Perception 22, blindsense 10 ft.
Languages Italian, Turkish

Background: Noble

Guild Trained
Sphere DC 16
Key Ability Modifier: Intelligence
Alchemy - Bomb (formula), Confusing Hallucinogen (poison), Paralytic Venom (poison)
Athletics - Spider’s Touch
Equipment - Bruiser Training (discipline), Renaissance Voyager (discipline), Point-Blank Shooting, Poison Blowgun Specialist, Rogue Weapon Training (discipline), Unarmed Training (discipline)
Leadership - Friends in Low Places, Improved Leadership, Soldiers
Retribution
Scoundrel
- Improved Grifting, Switcheroo (trick), Twist the Knife (trick)
Scout - Analytical Gaze, Deadly Strike, Empirical Tracker, Fast Stealth, Great Senses (Perception), Inimical Gaze, Track the Scene
Tinkerer - Suit Improvement
Trap

Special Abilities:

Alchemy:
Can craft 9 doses of formula or poison per short or long rest. Each bomb counts as 2 doses. Confusing Hallucinogen imposes random actions as Confusion on failed CON save, Paralytic Venom decreases movements by 10 ft. per failed save. Bombs deal 3d6 fire damage or 6d6 of martial focus is expended.

Athletics: Regain martial focus when use Dash or Disengage as an action, also climb speed equal to base land speed.

Blindsense: aware of any hidden or invisible creature within 10 ft. if able to hear.

Evasion: when have to DEX save vs damaging effect, success is no damage, failure half.

Extra Attack: Attack twice instead of once whenever take Attack action.

Followers: Has 80 followers which count as 4 troops of Commoners. Proficient in Intimidate, Sleight of Hand, simple weapons and light armor, can use Help action for skills, and can help find fences, buy/sell stolen items, and bribe officials to overlook crimes.

Point-Blank Shooting: Suffer no disadvantage on ranged attacks made within 5 ft.

Poison Blowgun Specialist: increase save DC of any poison by proficiency bonus when using blowgun with poison. If already adding proficiency, add double proficiency by expending martial focus.

Retribution: Can give up one attack from Attack action to ready as an attack, deal +6 damage if it hits based on 4 potential triggers.

Sneak Attack: deal +4d6 damage to creature hit with attack when have advantage on the roll, or after successful use of dirty trick or steal attempt.

Switcheroo: If successfully steal from a target, can replace the stolen item with another item. If the item is volatile or Alchemy sphere formula, it can be rigged to explode at the end of turn.

Tinkerer: Can maintain up to 7 gadgets every short or long rest. Choices include air bladder (1 hour of breathable air), camouflage (lightly obscured for 1 minute, can hide even if observed), parachute (activate while falling as reaction, take no falling damage and fall 60 feet per round), or slick materials (advantage on Acrobatics to resist or escape a grapple).

Track the Scene + Empirical Tracker: Advantage on checks to find and follow tracks, learn general information when following tracks up to 17 hours old. Can scout a creature by targeting the tracks.

Trap: Set temporary traps that cover up to 4 5-foot cube spaces. Trap can either be a dart (+8 to hit, 4d6 piercing damage) or a Snare that is a tripwire knocking targets prone on a failed save or activates an item such as a consumable Alchemy sphere item.

Actions

+3 Dagger of Venom:
+12 to hit, reach 5 ft., one creature or object. Hit: 8 (1d4+6) piercing damage plus 11 (2d10) poison damage and gain poisoned condition if fail DC 15 CON save. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies, +6 if successful Counterstrike.

+1 Light Crossbow: +10 to hit, range 80/320 ft., one creature or object. Hit: 7 (1d8+4) piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies.

+2 Blowgun: +11 to hit, range 25/100 ft., one creature or object. Hit: 4 piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies.

Dirty Trick: Roll Sleight of hand vs target’s Athletics or Acrobatics. If successful can deafen for 1 minute, knock prone, halve movement speed for 1 minute, grapple or blind for one round. Can make a single attack against a target as well.

Scout: Roll Investigation or Perception against target within 120 feet vs DC 20. If successful, learn Vulnerabilities, Resistances, Immunities, and apply (research) talent effects against them for 24 hours or until the next long rest. If fail, cannot scout that target for 24 hours. Can expend martial focus to scout all creatures within 60 ft. or gain advantage or +5 bonus on skill check.

Bonus Actions

Fast Stealth:
take the Hide action.

Second Wind: regain 1d10+17 hit points once per short or long rest.

Reactions

Parachute:
Fall 60 feet per round and take no falling damage when landing.

Equipment

+3 Glamoured Studded Leather, +1 Light Crossbow, +2 Blowgun, +3 Dagger of Venom, Alchemist's Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Kit

Special Thanks: To Ablative and Aêtava of Discord for their invaluable advice and knowledge of the series for building the Spheres version of Ezio.

Conversion Details: As I never played the Ezio-based Assassin’s Creed games, I relied upon outside help and YouTube clips to get a sense of the man’s capabilities. Like Geralt I had to make him high level to reflect his many skills and talents. I had to break the rules a bit in regards to his Martial Tradition given that he grew up as part of the nobility in Renaissance Italy. Guild Trained seemed the most appropriate Tradition for the Assassin Brotherhood, given their use of bombs, poisons, and general skullduggery.

This stat block reflects Ezio when he becomes a high-ranking assassin where he’s training and ordering new recruits and agents for the Brotherhood, which is represented by his Leadership talents in the upper levels. He doesn’t really commit to any one style, having talents spread out among a whopping nine spheres. Alchemy shows off his poisons and explosives, and Athletics’ Spider’s Touch represents his ability to climb just about any vertical surface. Ezio had training in a variety of weapons, not all of which were stereotypically roguish, reflecting his large amount of Equipment talents and the Intuitive Combatant feat which can let him swap out talents for other weapon groups (and talents in other spheres) if the need arises. The Scoundrel sphere’s Switcheroo represents how he can subtly plant bombs and other objects on passersby without getting noticed, and the Trap sphere at its base gives him proficiency in thieves’ tools and lets him set up bombs to be triggered via a snare. Scoundrel’s Twist the Knife, the Conscript Knave’s Sneak Attack, and Scout’s Deadly Strike all represent his ability to inflict great harm on foes he catches unaware.

For Scout I gave Ezio Fast Stealth to represent his quickness in hiding even from onlookers who caught him in the act, while Analytical Gaze, Great Senses, and Inimical Gaze better allow him to scout targets and apply his Deadly Strike against them while also learning of weaknesses and vulnerabilities. Track the Scene and Empirical Tracker represent his ability to form detailed clues from people merely by tracking them. I gave him merely the base sphere in Retribution, whose base ability at his level can counter a broad variety of effects. Finally, I gave him Tinkerer for the Suit Improvement talent which has a Parachute option, and Camouflage is pretty nice as well. Finally for Leadership I chose the Followers package rather than Sidekick as the recruits Ezio trains are multiple rookies rather than a single competent partner in arms, and Improved Leadership’s proficiency doubling in Persuasion reflects his legendary charm.

Talent Progression by Level 1st: Alchemy (Confusing Hallucinogen), Athletics (+1 from Combat Training), Equipment (Poison Blowgun Expert, Rogue Weapon Training), Scoundrel (Switcheroo), Scout (+1 from Combat Training)
2nd: Athletics (Spider’s Touch)
3rd: Scoundrel (Twist the Knife)
4th: Scout (Deadly Strike, Empirical Tracker, Track the Scene, +2 from Combat Training)
5th: Alchemy (Bomb)
6th: Alchemy (Paralytic Venom)
7th: Retribution
8th: Equipment (Renaissance Voyager), Scout (Analytical Gaze, Inimical Gaze, +2 from Combat Training)
9th: Scout (Fast Stealth)
10th: Equipment (Bruiser Training)
11th: Tinkerer (Suit Improvement)
12th: Leadership (Followers package, Friends in Low Places, Improved Leadership, Soldiers, +3 from Combat Training & skill proficiency)
13th: Trap
14th: Scout (Great Senses-Perception)
15th: Alchemy (Master Chemist)
16th: Equipment (Point-Blank Shooting, Unarmed Training, +1 from Intuitive Combatant feat)
17th: Scoundrel (Improved Grifting)
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

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Link, the Hero of Time
Medium Humanoid (Wood Elf)
Conscript 10/Mageknight 4; Mechanic/Spellblade

Armor Class 18, 20 when using Active Defense
Hit Points 102 (14d10+14)
Speed 35 ft.

STR 16 (27 with Silver Gauntlets) DEX 14 CON 12 INT 14 WIS 12 CHA 10 (27 point buy, +2 DEX Elf, +1 WIS Wood Elf, +2 STR Combat Dabbler x2)

Saving Throws Dexterity +7, Strength +8
Skills Animal Handling +7 (class), Athletics +8 (background), Perception +7 (Elf), Persuasion +5 (class), Survival +7 (background)
Tools Alchemist’s Supplies (sphere), Ocarina (background), Tinker’s Tools (class)
Senses passive Perception 17, darkvision 30 ft.
Languages Hylian (Common), Kokiri (Elven), Sylvan

Background: Outlander

Feats: Combat Dabbler x2, Magical Expertise

Casting Tradition: Great Fairy Magic
Key Ability Modifier: Intelligence
Drawbacks: Focus Casting (Ocarina), Somatic Casting; Boons: Easy Focus; Variants: Protection (Limited Protection [aegis], Protected Soul), Warp (Limited Warp [only to other rooms in dungeons or places keyed to Ocarina melodies], Taxing Teleport)
Sphere DC; 15 Spell Points 4
Destruction - Aura (blast shape), Blade (blast shape), Blaster Adept (Ice Illuminating, Razor Wind), Confining (blast type), Fire (blast shape), Razor Wind (blast type)
Protection - Energy Resistance (aegis), Obstruction (aegis), Resistance (aegis)
Warp - Distant Teleport (teleport), Teleport Beacon (teleport), True Teleport (teleport), Unseen Teleport (teleport)

Martial Tradition: Weapon Master
Key Ability Modifier: Intelligence
Sphere DC 15
Alchemy - Bomb (formula), Thunderstone (formula)
Equipment - Armor Training, Bombardier Training (discipline), Bushido Training (discipline)
Fencing - Footwork, Lunge
Leadership - Greater Recruitment x2
Retribution
Shield - Redirecting Shield (deflect), Perfect Redirection
Tinkerer - Artillerist Gadgets (gadget), Footwear (accessory, gadget), Goggles (gadget)

Special Abilities

Alchemy: Create up to 7 formulas every short or long rest. Can be a thunderstone that deafens for 1 minute and deals 1d10 thunder damage (expend martial focus to stun for 1 round and deal 3d10 thunder damage), or bomb that deals 3d6 fire damage in 5 foot radius (expend martial focus to deal 5d6 damage). Each bomb counts as 2 formula, and can have up to 10 additional formula due to subclass.

Counterstrike: May give up one attack from Attack action to ready melee attack. Deal +5 damage and regain reaction if hits, set up to 3 triggers for that attack.

Danger Sense: Advantage on Dexterity saves vs effects one can see.

Destruction Sphere Rider Effects: fire damage, targets set on fire on failed DEX save and take 3d8 fire damage until extinguished, Augment 1 SP targets are Frightened (fire); slashing damage, resist with CON instead of DEX, targets hit suffer stacking -1 AC until end of next round, Augment 1 SP to increase duration to 1 minute (razor wind); radiant damage, creatures become visible in dim light and suffer disadvantage on Stealth checks until start of next turn, Augment 1 SP become visible in darkness as well (Illuminating); cold damage, CON save instead of DEX save, targets reduce speed by 10 feet for 1 minute, Augment 1 SP to be encased in ice and are Restrained for 5 rounds or until broken out of 42 HP AC 10 ice (ice); force damage, cannot move closer to caster until start of next turn on failed STR save, Augment 1 SP to deal 3 force damage if they willingly move from space (confining); force damage, conjured or summoned creatures have disadvantage on saves and attack rolls have advantage, use CHA instead of DEX save, Augment 1 SP to affect any target not on native plane, Augment 4 SP to cause conjured/summoned creatures to be banished back to home plane on failed CHA save (dismissing).

Destructive Blast (Aura): Action to raise up for 1 round, bonus action to activate. Affects all creatures within a 10 foot radius, dealing 3d8 damage on failed DEX save (half damage success if Augmented for 1 SP or more). Augment 1 SP to increase duration to 1 minute or 2 SP to remove Concentration.

Draw Power: Gain 1 temporary Spell Point until end of next turn when reduce target of CR 7 or more to 0 HP or crit.

Extra Attack: May attack twice instead of once when using the Attack action.

Fatal Thrust: When rolling melee attack with advantage may reroll one of the 2 d20s.

Feint: Can use Help action on self to gain advantage on next attack roll.

Fey Ancestry: Advantage vs charmed condition, cannot be put to magical sleep.

Fighting Style: Magic Spheres Adept: Gain 1 bonus magic talent.

Footwork: Expend martial focus to move up to 10 feet, impose disadvantage on oncoming attack or gain advantage on DEX save if in response to an attack.

Gadgets: Can make up to 8 gadgets every short or long rest. Can have up to 10 more due to subclass. Gadgets can be handheld Detonator that deals 3d6 fire damage in 5 foot radius (or detonate alchemy formula) and set after 1 round to 1 hour, can be Hook and Pulley that can pull objects or pull self up to 30 feet in straight line, Launcher that doubles range of thrown weapon, footwear that grants alternate movement capabilities, or goggles granting various sensory enhancements.

Lunge: As long as you have martial focus, increase melee reach by 5 feet in exchange for -2 on attack rolls vs. adjacent targets.

Mask of the Wild: Can hide even when lightly obscured with access to natural phenomena.

Technically Minded: Can create 10 additional formula or gadgets in any combination.

Actions

Active Defense: When wielding shield may increase AC by 2 against attack you are aware of. Can expend martial focus to use this without spending reaction or redirect attack to another target within the attack’s reach or range.

Aegis: Grant benefit of aegis to self for up to 1 hour Concentration, Augment 2 SP to remove Concentration. Gain AC 17 (Armored), Resistance against choice of acid/cold/fire/lightning/radiant/thunder (Energy Resistance), or Resistance to nonmagical bludgeoning/piercing/slashing damage (Obstruction), or can spendable Reaction to gain advantage on saving throw (Resistance).

Attack: +11 to hit (Master Sword), +7 to hit (boomerang, shortbow, or formula), +10 to hit (Megaton Hammer or Biggoron’s Sword), range 80/320 (shortbow), 30/120 boomerang), or 20/60 (alchemical item), reach 5 ft. (melee) or 10 ft. (lunge), 1 creature or object. Hit: 10 (1d8+6) slashing damage (Master Sword), 4 (1d4+2) bludgeoning damage (Boomerang) 12 (2d6+5) bludgeoning or slashing (Biggoron’s Sword or Megaton Hammer), 5 (1d6+2) piercing damage (shortbow), 5/17 (1d10/3d10) thunder damage (thunderstone) or 11/19 (3d6/5d6) fire damage (bomb). Special: +2d10 radiant damage vs fiends or undead and sheds light in 10 foot radius (Master Sword), can make new attack vs adjacent creature if miss original target (alchemical item), deafened for 1 minute or stunned for 1 round (thunderstone), affects targets within 5 foot radius (bomb). If attuned to Silver Gauntlets add +5 to attack and damage of all melee attacks.

Destructive Blast (Blade): one melee weapon, natural weapon, or 20 ammo deals damage of chosen blast type for 1 minute and deal +3d6 damage on critical hit, Augment 1 SP to affect 5 weapons or up to 100 ammo, Augment 2 SP to remove Concentration.

Teleport: Must be Augmented for 1 SP, move self 300 feet. Augment 1 SP to not need line of sight, Augment 2 SP to teleport up to 1,000 miles but suffer potential d100 Mishap depending on familiarity.

Teleport Beacon: Designate touched spot, creature, or beacon as personal dimensional beacon for 24 hours but can only have 1 at a time. Augment 1 SP to make an additional one without removing previous ones, Augment 1 SP to return to beacon regardless of distance as long as on the same plane.

Bonus Actions

Destructive Blast (Blade): Apply rider effect of chosen blast type when successfully hit with weapon

Second Wind: Heal 1d10+10 hit points per short or long rest.

Spell Combat: expend martial focus to make a single attack whenever cast magic sphere effect of 0 Spell Points as an action.

Reactions

Aegis (Resistance): gain advantage on one saving throw.

Quick Application: use a formula or poison or activate a gadget.

Equipment

Alchemist’s Supplies, Biggoron’s Sword (+2 Greatsword), Boomerang, Goron Tunic (as Breastplate of Resistance [fire]), Master Sword (Longsword, as Holy Avenger but Link can ignore class prerequisite), Megaton Hammer (+2 Maul), Mirror Shield (as Spellguard Shield), Ocarina of Time (Spell Focus), Shortbow, Silver Gauntlets (as Belt of Giant Strength: Cloud Giant), Zora Tunic (as Breastplate of Water Breathing, like Potion of Water Breathing but permanent)


Image

Navi is Link’s trusty fairy sidekick. She uses the stats for a Sprite, but with 14 levels in the Spherecaster sidekick class the following adjustments:
  • She has 44 hit points.
  • Her Proficiency Bonus is +5.
  • Her Intelligence is 18.
  • Her Wisdom saving throw is +6.
  • Her attack bonus with the longsword and shortbow are +5 and +9.
  • The DC for her shortbow poison and Heart Sight abilities are 13.
  • She has the Skilled feat.
  • Her skills are Arcana +9, Nature +9, Perception +6, Religion +9, and Stealth +11.
  • Her passive Perception is 16.
  • She has the Natural Casting Tradition, albeit she uses Intelligence instead of Charisma as her Key Ability Modifier. She has 11 Spell Points, and up to two times per long rest she can recover 5 Spell Points at the end of a short rest.
    She has the following spheres and talents: Divination (Detect Aberration, Detect Constructs, Detect Dragons, Detect Elementals, Detect Fiends, Detect Monstrosity, Detect Oozes, Detect Nature, Detect Secrets, Detect Shapechanger, Detect Spellcasters, Detect Summons, Detect Undead, Fast Divinations, Invasive Divinations, See Hazard [sense]), Light (Guiding Light [glow])

Conversion Details: This stat block represents Adult Link near the end of Ocarina of Time, sometime during Gerudo Valley and the Spirit Temple. Once again I had to do some minor cheating. Link from Ocarina of Time is closest to an Outlander in background, but his Martial Tradition is closest to Weapon Master. Although there’s no overtly Japanese-style weapons in OoT, Bushido Training gives him proficiency in greatswords and mauls which match up to the Biggoron’s Sword and Megaton Hammer, while his Wood Elf subrace grants him proficiency in the typical sword and bow stuff. The Shield sphere and talents represent his use of shield in combat as well as the Mirror Shield’s ability to deflect magical attacks, while his Fencing talents and Retribution sphere represents the game’s combat system where you wait for an opening which was inspired by Chanbara theatrical swordplay. Alchemy and Tinkerer represent the variety of gadgets and tools Link has access to, such as deku nuts (thunderstone), bombs (bombs), the Lens of Truth (Goggles), Hookshot (Artillerist Gadgets), and Hover Boots (Footwear). The talents of his Casting Tradition are in line with the magical items Link gains access to, such as Destruction’s Fire, Ice, and Illuminating blast types for the Fire/Ice/Light Arrows (Blade blast shape) and Din’s Fire (Aura blast shape), and Razor Wind for his magically-charged Spin Attack (can be Aura or Blade depending on appropriateness). For more utility features there’s Protection for Nayru’s Love and Warp for Farore’s Wind and the various Ocarina songs that teleport Link to a specific location. I wanted the Master Sword to be special and looked for the closest Legendary-rarity magic item. The Holy Avenger seemed the best choice, although it being restricted to Paladins was impractical given that building Link as a Spherecaster Paladin would’ve given him much less talents to work with.

In regards to his equipment, Link actually has more magic items than which he can attune to at once. Typically he has an armored Tunic, Mirror Shield, and Master Sword as his attuned items. The Silver Gauntlets can really increase his attack and damage output albeit at the cost of one of these items. So he typically uses the gauntlets to lift and move heavy objects rather than in direct combat. The Golden Gauntlets once obtained can be treated as a Belt of Giant Strength: Storm Giant.

The Leadership sphere’s sidekick package and Greater Recruitment grant Link a trusty fairy companion in the form of Navi. Using the Sprite as a base,* I specialized in the Divination sphere, with the Light sphere’s Guiding Light representing her hovering near an enemy to initiate Z-Targeting where Link focuses on the foe more intently. Her various Divination spheres and the Skilled feat make effective use of Recall Lore, as Navi in-game knows the habits and weaknesses of virtually every enemy. The Detect Secrets and See Hazard talents represent her ability to discover and warn Link about various hidden passages and traps in dungeons.

*It has a higher Intelligence than a Pixie, and its Heart Sight seems more thematically appropriate for a knowledgeable fairy.

Talent Progression by Level (Link)
Level 1 Conscript: Martial Tradition: Equipment (Armor Training, Bushido Training), Fencing, Retribution; Level: Alchemy (Thunderstone)
Level 2 Conscript: Level: Shield
Level 3 Conscript: Level: Fencing (Footwork)
Level 4 Conscript: Level: Alchemy (Bomb); Combat Dabbler Feat: Fencing (Lunge)
Level 5 Conscript: Level: Leadership (sidekick package, Greater Recruitment [+1 talent from skill proficiency])
Level 6 Conscript: Level: Leadership (Greater Recruitment)
Level 7 Conscript: Level: Equipment (Bombardier Training)
Level 8 Conscript: Level: Shield (Redirecting Shield); Combat Dabbler Feat: Shield (Perfect Redirection)
Level 9 Conscript: Level: Tinkerer (Artillerist Gadgets, Footwear Improvement [+1 talent from tool proficiency])
Level 10 Conscript: Level: Tinkerer (Goggles)
Level 1 Mageknight: Casting Tradition: Destruction (Confining [blast type], Fire [blast type], Blade [blast shape], +1 talent from Protection sphere), Protection; Variants: Protection (Energy Resistance, Obstruction); Level: Destruction (Blaster Adept [Ice, Illuminating, Razor Wind])
Level 2 Mageknight: Fighting Style: Warp; Variants: Warp (Distant Teleport, Unseen Teleport); Bonus Talents: Destruction (Dismissing [blast type])
Level 3 Mageknight: Level: Warp (True Teleport); Path Talent: Destruction (Aura [blast shape])
Level 4 Mageknight: Magical Expertise Feat: Protection (Resistance), Warp (True Teleport)

Talent Progression by Level (Navi)
Level 1: Casting Tradition: Divination (Detect Monstrosity, See Hazard), Light.
Level 2: Light (Guiding Light)
Level 4: Divination (Fast Divinations)
Level 6: Divination (Invasive Divinations)
Level 8: Divination (Expanded Divinations [Detect Constructs, Oozes, Fiends])
Level 10: Divination (Expanded Divinations [Detect Undead, Dragons, Secrets])
Level 12: Divination (Expanded Divinations [Detect Elementals, Nature, Spellcasters])
Level 14: Divination (Expanded Divinations [Detect Shapechanger, Aberration, Summons])

Why does Ganondorf hate the Internet? Too many links!

While Ocarina of Time is perhaps the most well-regarded game in the series alongside Breath of the Wild, other incarnations of the legendary hero can be done by altering a few talents (and maybe even a class) here and there. Additionally, many aspects of the above stat block exist in multiple games, such as the Spin Attack. While making each one a unique stat block is beyond the scope of this post, here are a few suggestions.

Breath of the Wild: Is Proficient in Stealth, likely has Intuitive Combatant in order to gain various (discipline) talents to use virtually any weapon. Paraglider likely comes from the Aerodynamics Study of the Scholar class and Parachute of the Tinkerer sphere’s Suit Improvement talent. Magnesis Runes are Telekinesis with a Variant limiting its use to magnetic objects. Stasis is the Time sphere’s Time Freeze talent. Cryosis is the Freeze function of the Nature sphere’s Water geomancy package. Camera is Tinkerer’s Recording Gadgets talent.

Link to the Past: Link is likely an Armiger with the Antiquarian subclass to represent the variety of possible effects from items here. Pegasus Boots and Zora Flippers can be represented by Tinkerer’s Footwear. Magic Powder can be represented as the Alteration sphere Augmented to effect unwilling targets. Fire Rod and Ice Rod can be represented by Destruction’s Ray blast shape talent in conjunction with the Fire and Ice blast type talents. Cane of Somaria can be represented by the Creation sphere, Shovel Nature’s Forge Earth talent, and the various Medallions Destruction’s Explosive Orb blast shape with appropriate blast type talents.

Skyward Sword: Beetles can be represented with the Beastmastery sphere’s Tamer package. The Digging and Mogma Mitts can be represented by Athletics’ Terrain Glide. The Gust Jar can be represented by the Nature sphere’s Air geomancy package. Water Dragon’s Scale can be represented by Tinkerer’s Footwear that grants a swim speed.

Twilight Princess: There’s no magic meter in the game so Link is likely a full Conscript. Gain the Transformation feat to assume wolf form. Midna is a sidekick similar to Navi but has Warp’s Planeshift talent to transport herself and Link to the Twilight world, the Dark sphere’s One With the Void to become incorporeal and Shadow Stash to store Link’s items when he’s in wolf form, and Alteration’s Blank Form talent to assume the appearance of various humanoids. Hawkeye can be simulated using Tinkerer’s Ranged Weapon Improvement, and the Spinner is like the Footwear option that grants a climbing speed.

Wind Waker: Link has talents in the Barroom to represent use of breakable items and the ability to pick up and throw various items and objects, even heavy melee weapons. The Grappling Hook can be represented by Athletic’s Rope Swing, Picto Box represented by Tinkerer’s Recording Gadgets, and the Deku Leaf can be represented by Nature’s Air geomancy package.


And with that, I am done with my Let’s Read of Spheres of Power & Might. It’s been a fun ride since I began nearly a month ago. I hope that I did due diligence in showcasing the strengths of the system and being critical where it’s warranted.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by The Adventurer's Almanac »

Man, in the past year I've shat out nearly a dozen characters for 5e using this system and I haven't looked back. This has made 5e a lot more tolerable to play purely using the class system. My longest-running one has been an Incanter who's a squishy CON caster battling mana addiction at every step. He has buckets and buckets of spell points, but if he uses them too much in quick succession he risks becoming more and more possessed by extraplanar entities - in most fights he just sandbags and lets the party do the heavy lifting while busting out encounter-ending sphere effects when shit gets rough. It's like my character has an in-universe reason to powergame.

My FAVORITE one is probably my Striker. His name is Grapp. He grapples people and snaps their necks. He has advantage on checks to initiate and maintain grapples, restrains enemies who need to get struck by the party, but otherwise he just starts slamming people with three or four 30+ damage unarmed strikes after he gets a hold of them. He can climb walls and ignores all difficult terrain, and he can move 120 feet in a round. He does absolutely nothing but run up to people and brutalize them with his bare hands. 99% of the time I spend during my fights are thinking of increasingly violent descriptions to explain how I maul the closest person. It's stupid and I love it.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

I'm really glad to hear that you're enjoying this book.

If it's not too much trouble, care to share some of these character builds?
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Re: [High 5e] Spheres of Power & Might for 5e

Post by The Adventurer's Almanac »

Sure... since my Incanter is a hodge-podge of abilities, even if his casting tradition is really cool I'm going to start with my Striker for coherency's sake.
He is Yujiro Hanma, but an orc. He kills people for fun. That's it, that's his whole character.

Image

Grapp, the Grappler
Medium Orc (Explorer's Guide to Wildemount)
Striker(Boxer) 11 / Barbarian 1

Armor Class: 18 (20 with Cloak of Protection & Bronze Dragon Horn Pauldron), 23 when using Savage Dodge, 25 when using Rest Hold
Hit Points: 148 (11d10+1d12+60)
Speed: 30 ft. walk/climb speed (40 ft. with Martial Focus)

STR: 17[+3]; DEX: 15[+1]; CON: 16[+2](+2); INT: 8; WIS: 8; CHA: 8
(My DM gave us all 6 free stat points, so I dumped that shit into STR, CON, and DEX, in that order. ASI went to CON and maxed it out.)

Saving Throws: Strength +8, Dexterity +6; +1 from Cloak of Protection, +3 from Primal Guard; Maximum of Strength +12 and Dexterity +10
Skills: +7 Acrobatics (class), +13 Athletics (class), +7 Intimidation (race), +3 Perception (race), +3 Deception (background), +7 Stealth (background)
Tools: Who fucking cares?
Senses: Passive Perception 13, Darkvision 60 feet
Languages: Common, Orc

Background: Criminal

Feats: Grappler, Combat Training

Equipment: Cloak of Protection, Bronze Dragon Horn Pauldron, Insignia of Claws, Primescrape (+1 to hit and damage on unarmed attacks; 3/day rage as per Barbarian)

Martial Tradition: World's Strongest
Key Ability Modifier: Charisma
Sphere DC: 11
Equipment - Unarmed Training, Mystic Fists
Brute -Throw (Manhandle)
Wrestling - Hammerlock (Slam)
Special Abilities

I'll start off with the basics of the build and then work on the combos, so to speak.

Tension & Tension Techniques - Grapp's Tension goes up fast and often. Unless I'm misunderstanding, there's no limit on how much Tension you can gain in a round, so throwing yourself into combat is the way to go. You gain Tension when damaging, shoving, grappling, being attacked or hit with a "nonharmless" magical effect, or when using Dash or Disengage. This is especially funny when you save against magical damage you resist, as I was soaking up lightning bolts that dealt around 3-5 damage and gave me 2 tension for doing absolutely nothing. As an unarmed character, your goal is to spend 2 Tension every round to use a third unarmed strike as a bonus action. If you have 3 Tension, then either pop it before you begin your onslaught or save it for when you need to have RNG-crushing Dexterity saves, or on AC if you're going to take some heat.
But wait, there's more! Wanna reroll saving throws you fucked up? Just spend your reaction and 3 tension! You'll even gain 1 tension back if you manage to pass the save!
Side note: I like to give each tension technique and level its own name. For example, gaining +1 to your saves is called "Expert Guard" while +2 is "Monstrous Guard" and +3 is "Primal Guard". It's dumb and fun.
Tension Boost - This gives you 2 Tension if you have none. This means you should not be afraid to blow your load every other round.
Extra Attack - May attack twice instead of once when using the Attack action. Basic martial shit.

Rage - You know what you REALLY need? Advantage on Athletics checks. And resistance to physical damage. No reason not to use this every fight.
Unarmored Defense - Armor is for pussies. We use our 20 CON as armor. We're dipping into Barbarian for defensive reasons and that sweet advantage. Never look at this class again.

Evasion - You know what it is, bitch. And you love it. This leads us to our first defensive combo, by using this with...
Wrestling Sphere - Rest Hold - While grappling someone, reduce your speed to 0 to regain your Martial Focus as a bonus action and treat the creature you're grappling as a humanoid shield, giving you half cover against everything else until the start of your next turn. Remember that in 5e, half cover gives +2 AC and +5 to Dex saves. You can crank your Dexterity save to +15 in the middle of the fray and become functionally immune to fireballs and shit. Let the poor asshole you've grappled worry about the fire damage. Worried about archers or something? Enjoy your 25 AC!

Equipment Sphere - Unarmed Training, Mystic Fists talents & Potent Fists class feature - These three all just pump up our unarmed damage. With Martial Focus active, we're dishing out 1d8+7 damage while grappling and 1d10+7 damage while unimpaired, due to kicking fools to death. But that's chump change. We want to combine this with...
Berserker Sphere - Brutal Strike - When battering a target, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage. Unfortunately I am just now realizing that Battering is a 'special attack', so you can technically only apply it to 1 attack, but nobody tell my DM that. We're just going to pretend it's like Great Weapon Master and you can power attack all day. Even with my fuck-up, this build still deals less damage per round than a barbarian with GWM or an arcane archer with Sharpshooter.
ADDENDUM: Actually, after doing the math, getting 3 attacks per round with this is some heavy, consistent damage. Perhaps it really is balanced as is. :eek:

Wrestling Sphere - Hammerlock (slam) - You can apply (slams) as a bonus action whenever you initiate a grapple or begin your turn grappling a creature, or as a reaction if you succeed on a contested check to prevent a creature from escaping your grapple. Hammerlock is simply "Any ability check the target makes to escape the grapple this round has disadvantage." They can get fucked. They WILL get fucked because of...
Brute Sphere - Greater Brute - You gain Expertise on Athletics checks. Between this, raging, and Hammerlock, NOTHING will escape your grasp. Which is good because of the all-important...
Grappler Feat - You have advantage on attack rolls against creatures you're grappling. Now that we have our hands around someone's throat, we just Brutal Strike them into oblivion. If you've spent your reaction on Hammerlock to make sure they can't get away, then use your bonus action on an extra unarmed attack for 3 Brutal Strikes straight in the fucking face. If you're extra cheeky, pop 3 Tension before doing any of these attacks for a sweet +9 to hit while dealing 1d8+19 damage. If all 3 attacks hit, that's 60-84 damage PLUS three Tension back due to owning this fool.
It's almost sad that this guy is the third-highest damage dealer in the party. We're engaging in a lot of shenanigans.
BUT GRAPPLER HAS ANOTHER BONUS! When grappling someone, you can expend your action to pin them, causing both of you to be Restrained until the grapple ends.
Brute Sphere - Muscular Surge - This does some other stuff, but we only care about expending a bonus action to get buff and shirtless so we can treat ourselves as being Large size when grappling. You gain 1 level of exhaustion after using it, but it lasts for 60 seconds. Long enough. Use this when you need to grab a hydra by all of its necks. We're not done yet, though. We have one final fuck-you.
Athletics Sphere - Sure Grip - You are a bad motherfucker. You have advantage on Athletics checks to climb or prevent falling and you never drop held items. This includes people you are grappling. If you are grappling a creature, your grapple does not end automatically if you become incapacitated. This saved my life when I was grappling a Druid who KO'd me but I kept wringing his fucking neck long enough for the rest of the party to waste him before he could teleport away... because I was STILL RESTRAINING HIM DUE TO THE GRAPPLER FEAT! WHILE I WAS UNCONSCIOUS AND BLEEDING TO DEATH!

Brute Sphere - Brutal Shove -Whenever you shove a creature, you can move the target an additional 5 feet per 5 points they fail the contested check by, even if you chose to knock them prone instead of moving them. Additionally, if the shove is successful, the target suffers bludgeoning damage equal to your Strength modifier. As a special attack, you may perform a shove and apply the effects of one (manhandle) talent you know to that creature.
Brute Sphere - Throw (manhandle) - You may expend your martial focus to throw the creature. The creature travels an additional 10 feet in any direction and must pass a Dexterity saving throw or fall prone. I honestly don't use these much since it's easier to just grab fools and kill them, but it's fun to combine this with...
Brute Sphere - Hammer - As long as you have martial focus, whenever you would shove a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the shove stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer 1d6 bludgeoning damage. This damage is increased by 1d6 for every 5 feet the creature would have traveled beyond the wall, other creature, or object.
I'm not 100% on this one, but I hope that you can actually use these together to expend your martial focus and throw a motherfucker into another motherfucker as hard as you can. Assuming two people are already standing next to each other and rolls a 1 on their Athletics check and we get a 33 due to a natural 20, that's 6d6 damage to each one, plus another 2d6 from the extra 10 feet due to Throw. At 12th level 8d8 damage is good, but very situational. This is mostly just funny.

Aggressive - Orc racial feature - As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Simple and effective. We never want to run away from someone so this isn't a problem.
Athletics Sphere - Coordinated Movement - Regain your Martial Focus when taking the Dash or Disengage option. We don't disengage until we kill everything within 5 feet of us, but getting focus back while rushing to kill someone else is efficient. Which is good because of...
Athletics Sphere - Swift Movement - When you have martial focus, all of your movement speeds increase by +10 feet.
Athletics Sphere - Spider's Touch - You gain a climb speed equal to your base land speed. If you possess the Sure Grip talent, you can climb across vertical surfaces and upside down along ceilings. You must have at least 1 hand free to climb. This means that due to raw animal strength we can just crawl on ceilings.
Berserker Sphere - Juggernaut (Adrenaline) - Adrenaline talents are used by taking a -2 penalty to AC until the start of your next turn and last that long. Juggernaut simply says "You are not affected by difficult terrain and cannot have your movement speed reduced, such as with a slow spell." If we ABSOLUTELY have to get on someone's ass, we can pop 3 Tension to gain +15 movement speed, for a whopping 55 ft. movement that you can do three times for a total of 165 ft. of movement. Throw in your 20 foot horizontal jump from maxed-out strength and you should just be hulk-jumping to people before ripping their heads off.

Character Progression by Level

Level 1 Striker: Tension, Tension Techniques
Martial Tradition: Equipment (Unarmed Training, Mystic Fists); Brute - Throw (Manhandle); Wrestling - Hammerlock (Slam)
Level 2 Striker: Tension Boost
Martial Talent: Brute - Greater Brute
Level 3 Striker (Boxer): Boxing
Boxing Talent 1: Wrestling - Rest Hold
Boxing Talent 2: Brute - Muscular Surge
Level 4 Striker (Boxer): Feat - Grappler
Martial Talent: Athletics - Swift Movement
Level 5 Striker (Boxer): Extra Attack
Level 6 Striker (Boxer): Greater Tension Techniques
Martial Talent: Berserker - Juggernaut (Adrenaline)
Level 7 Striker (Boxer): Evasion
Level 8 Striker (Boxer): ASI (+2 CON)
Martial Talent: Berserker - Brutal Strike
Level 9 Striker (Boxer): Easy Tension
Level 10 Striker (Boxer): Potent Fists
Martial Talent: Brute - Hammer
Level 10 Striker (Boxer) /Barbarian 1: Rage, Unarmored Defense
Level 11 Striker (Boxer) /Barbarian 1: Tension Boost, Feat - Combat Training
Combat Training Talent 1: Athletics - Sure Grip
Combat Training Talent 2: Athletics - Spider's Touch [Legendary]
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Re: [High 5e] Spheres of Power & Might for 5e

Post by Libertad »

Wowzers, now that's a stat block! I like your personalized notes sprinkled throughout.
Brute Sphere - Brutal Shove -Whenever you shove a creature, you can move the target an additional 5 feet per 5 points they fail the contested check by, even if you chose to knock them prone instead of moving them. Additionally, if the shove is successful, the target suffers bludgeoning damage equal to your Strength modifier. As a special attack, you may perform a shove and apply the effects of one (manhandle) talent you know to that creature.
Brute Sphere - Throw (manhandle) - You may expend your martial focus to throw the creature. The creature travels an additional 10 feet in any direction and must pass a Dexterity saving throw or fall prone. I honestly don't use these much since it's easier to just grab fools and kill them, but it's fun to combine this with...
Brute Sphere - Hammer - As long as you have martial focus, whenever you would shove a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the shove stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer 1d6 bludgeoning damage. This damage is increased by 1d6 for every 5 feet the creature would have traveled beyond the wall, other creature, or object.
I'm not 100% on this one, but I hope that you can actually use these together to expend your martial focus and throw a motherfucker into another motherfucker as hard as you can. Assuming two people are already standing next to each other and rolls a 1 on their Athletics check and we get a 33 due to a natural 20, that's 6d6 damage to each one, plus another 2d6 from the extra 10 feet due to Throw. At 12th level 8d8 damage is good, but very situational. This is mostly just funny.
Given that one requires expending martial focus and another only works as long as you have martial focus, you'd most likely need to have the feat that lets you have up to 2 martial foci at once in order to use this. At least that's my reading of it.
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Re: [High 5e] Spheres of Power & Might for 5e

Post by The Adventurer's Almanac »

That's fair. Most of my Brute investment is unnecessary, honestly. It fits the character but it isn't POWERGAMING hard enough. Gladiator would be more thematic and probably more effective, but with an 8 in my Key Ability Modifier, I'm not gonna pray that people fail my saving throws. At level 12 that's what... DC 11? If only I could have Unarmored Defense be CON + my KAM so I could have dumped Dexterity and pumped Charisma.

The Bloodthirst boast from Gladiator would be awesome so I could use my reaction to attack, but this is the text:
Bloodthirst (boast) wrote: Target: self
Duration: instantaneous
Success spurs you to keep up the assault. You may make an attack against an enemy within the area of your boast using a wielded weapon. The enemy must be within your weapon’s reach or range
I honestly find it kind of weird that they go out of their way to say you have to be wielding a weapon. Why can't I just punch them? Feels arbitrary.
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