Glog class: Elf Wanderer

I wrote this glog classes some months ago for a game I didn’t end up running. I probably borrowed some of the abilities from somewhere else but I can’t find them now (inbox me if you recognise something so I can stick a link to it here and give credit where it’s due).

Elf Wanderer

You are one of the few among the Elves (and their Half-Elf kin) who is not resigned to seclusion, and believe that somewhere out in the world must be a cure for The Great Sorrow (the curse upon all elves that they may bear no more elven children). You wander the lands, searching for the power to restore your people. You are very worldly and knowledgeable but have limited martial training.

A: Weather Folklore
Elven Memories
B: Magelore
Flora
C: Elven Memories+
Ancient Epic

D: Elven Memories++
Seen it Before

Weather Folklore: You have +2 on rolls to predict tomorrow’s weather

Elven Memories: Choose an Elven Memory (listed at end)

Magelore: After examining magic or a magical effect, you know a place where you could learn more about the magic.

Flora: You have +2 to rolls to find useful flora

Elven Memories+: Choose an additional Elven Memory

Ancient Epic: You tell a well practiced story which has stood the test of time, enthralling smallfolk for 1d6 hours and wiser folk for 1d6 x 10 minutes.

Elven Memories+ +: Choose two additional Elven Memories

Seen it Before: You have +2 to all saves relating to fear.

Elven Memories

  • Monsters from long ago: You recall an ancient folk tale of your youth. Once per day when faced with a strange monster, roll 1d4 to see what you remember from this dramatization. When your information is put into action, roll luck to see how accurate the information in the dramatization was.
    1. A weakness of a monster
    2. The food chain of the monster
    3. The temperament (choleric, melancholic, sanguine, phlegmatic) of the monster
    4. Roll twice
  • Items of old: You recall an ancient folk tale of your youth. Once per day when faced with an ancient artifact, roll 1d4 to see what you remember from this dramatization. When your information is put into action, roll luck to see how accurate the information in the dramatization was.
    1. The age of the artifact
    2. The makers of the artifact
    3. The primary use of the artifact
    4. Roll twice
  • Ancient Tongues: You have +2 to rolls relating to understanding dead languages
  • Obscure Tongues: You have +2 to rolls relating to understanding obscure languages
  • Just around the corner: You can remember a place of shelter from the last time you were in this area. Roll luck to see if the shelter is occupied.
  • An old companion: When you arrive at a large settlement, you can seek out an old companion. Roll 1d6 when you arrive at their last known location.
    1. Your old companion has moved on, but locals can tell you where to and why.
    2. Your old companion is here but is bitter or insulted by something you did in the past which hurt them greatly.
    3. Your old companion is here and has not forgotten the debt you owe them.
    4. Your old companion is here but is in deep trouble and needs help.
    5. Your old companion is here and you can pick up your past comradery within a heartbeat
    6. Your old companion is here, stronger than ever, but preparing for a quest they are hopelessly outmatched against.

Notes

This class has almost no combat power, but should make it up through their out-of-combat knowledge. I was originally intending to also have this pair with an Elven Guardian class which would be an Elf fighter focused on defensive abilities and mastery of nature, however it stepped too much on my Ranger and Fighter classes. It would be quite easy to add in new Elven Memories to edit the scope of the class.

Three Glog fighter classes: Slayer, Captain & Ranger

I wrote these glog classes some months ago for a game I didn’t end up running. I probably borrowed some of the abilities from somewhere else but I can’t find them now (inbox me if you recognise something so I can stick a link to it here and give credit where it’s due).

Slayer

You are a dedicated warrior, focusing on the killing of your enemies to the exclusion of the development of wider abilities.

A: Focus
Attack Surge
B: Called Attack
Named Weapon
C: Feud
Focus+
D: Double Attack

Focus: You have an extra chance to crit when attacking (crit on 19 or 20)

Attack Surge: When you defeat an enemy, or crit, you may make an additional attack

Called attack: You can choose a particular spot on your target to strike at when attacking. You get a -2 modifier (-4 if it is the head) to your attack roll but if you hit the attack will inflict an additional debilitating effect appropriate for the location.

Named Weapon: Name your weapon, when you kill a new type of enemy with it you can increase its damage or attack bonus by 1 up to a maximum of +3 each.

Feud: You gain advantage when attacking individuals you have previously fought against in deadly combat

Focus+: You have another extra chance to crit when attacking (crit on 18, 19 or 20)

Double attack: You can attack twice when you make an attack or an additional attack. This includes all sources of attacks.

Captain

You are a trained warrior and leader, skilled in personal combat and the inspiration of your allies, at the sacrifice of your own fighting potential.

A: Guardian
Coordinate
B: Captain’s Speech
Battle Master
C: Sacrifice
Bring it down
D: Coordinate+
Focus

Guardian: You may sunder your shield to reduce incoming damage to yourself or an adjacent ally by 1d12.

Coordinate: When you defeat an enemy in combat, you may direct an ally to make an additional attack or combat maneuver.

Captain’s Speech: You may give a five minute speech to your allies before beginning a difficult endeavour, increasing their potency during the initial segment of the endeavour (+2 bonus to the first roll made by each character during the endeavour).

Battle Master: Your combat maneuvers, or combat maneuvers that you direct allies to make through your abilities, have a greater likelihood of success (+2 bonus to the roll).

Sacrifice: You may declare that you are sacrificing yourself for your allies, massively increasing your fighting potential (advantage to all attack and damage rolls), for as long as all your allies disengage and flee.

Bring It Down: You can mark a target by directing allies to focus on it, your allies will be more effective against this target (+2 bonus to their roll). This ability resets when spells reset.

Coordinate+: When you attack or make a combat maneuver, you can additionally direct an ally to make an attack or combat maneuver. [This functions like attacking twice when you attack, except your second attack goes to an ally]

Focus: You have an extra chance to crit when attacking (crit on 19 or 20).

Ranger

You have wilderness expertise and some fighting skill.

A: Silent Walk
Practiced Eye
B: Shelter
Tracking
C: Forager
Animal Whisperer
D: Silent Walk+
Opportunist

Silent Walk: You can move silently when outdoors in a natural environment, except when moving over/through really loud surfaces like gravel.

Practiced Eye: If you miss with an attack, your next attack against that target has advantage.

Shelter: You can always quickly (1d6 x 10 minutes) find or make shelter in the wilderness.

Tracking: This ability buffs the wandering monster/random encounter rolls [highly dependent on the other subsystems you are using. Suggestions: rerolling a dice on the reaction roll; rerolling a dice on the wandering monster table; rerolling spoors/tracks etc.]

Forager: You have a +2 bonus on rolls relating to foraging.

Animal Whisperer: Non-sapient wild animals have a more trusting view of you, as long as you do nothing to counter this view. You can easily infer what they want and what they don’t want.

Silent Walk+: You can move silently even on loud surfaces when outdoors in a natural environment.

Opportunist: Your hits are always crits if you have a situational advantage (elevated position, surprise,…) [I am almost certain I stole this ability from somewhere].

Notes

These three classes are quite strong compared to the original fighter over on goblinpunch, but I think they’re pretty in-line with each other, and with my Dragon Wyrmling class, which is a pseudo-fighter itself. The Slayer has the potential to get really dangerous at 4th level, but has no defensive or utility abilities so is pretty one note and quite vulnerable. I’d be certain to telegraph this to a player considering playing as a Slayer.

The Captain is almost entirely inspired by things that Aragon does in the LOTR movies. The Ranger forgoes the common ‘animal familiar’ trope, I’d prefer a pet focused class for that idea. Maybe a Falconer or Kennel Master or Knight. In fact I guess it could be a single Pet Master class with three subclasses: flying pet; mount; and dangerous beast. I do like the Critter Master class by Type1Ninja, but that’s more focused on manipulating a swarm.

None of the classes posted above have skills or starting equipment as those are more table-specific, but if you want guidance I would use the fighter’s setup from Goblin Guts for the Fighter and Slayer, and use the Ranger setup from the same for the Ranger.

Glog class: Dragon Wyrmling

I wrote this glog class some months ago for a game I didn’t end up running. I might have stolen some of the abilities from somewhere else but I can’t find it now (inbox me if you recognise something so I can stick a link to it here and give credit where it’s due).

At the time I was writing I had an advancement idea similar to GLΔG but less diegetic: that characters would level-up upon completing certain conditions instead of when they hit xp requirements. This is the ‘advance when’ statement on the classes.

A note on chromatic/metallic dragons

I was going to run this game for players with a variety of experience with d&d. Some of the players  would know the difference between chromatic and metallic dragons (and have further expectations about how a white dragon might act vs how a blue dragon might act. However others wouldn’t even be aware that the colour of the dragon would mean anything in particular.

A zombie is useful because everyone knows how it is going to act. A chubby, grey-skinned, knee-high fellow with a tall purple hat and a wide grin is useful because nobody knows what it is and how it will react.

Coloured dragons straddle this awkward spot where there is a high variance of expectations amongst players and their characters. Some people know exactly what to expect from each colour and others just know ‘dragon=dangerous and greedy’.

To get around this (the campaign was to be set on an island renowned for its many dragons) I decided that the dragons would be non-chromatic and non-metallic.

Cue Astral Dragon, Magma Dragon, Rainbow Dragon, Lightning Dragon, Ice Dragon and Flower Dragon.

Gimme the actual class so I can cannibalise it for parts

You are a baby dragon also known as a Wyrmling. Advance when you eat magical or monstrous prey larger than yourself.

A: Baby Dragon Biology
Dragonspeech
Draconic Flavour

B: Growth
Dragonflight

C: Growth+
Draconic Terror

D: Growth++
Draconic Breath

Baby Dragon Biology: You are a small dragon, the size of a cat. You have a limited carrying capacity. You cannot fly but you can glide. You have a coldblooded metabolism and can go a long time without food if you are not exercising or exerting much energy. You are a hypercarnivore. Your teeth and claws are as dangerous as a light weapon. Civilians and guards may react very badly toward you.

Dragonspeech: You understand and can use Dragonspeech, the language of dragons. Draconic is to Dragonspeech as a three-year-olds rambling babbles are to Shakespeare.

Draconic Flavour: Choose your Draconic flavour. Learned folk, especially Elves and mages, know about the different flavours and may judge you accordingly.

  1. Astral Dragon: You are very difficult to spot in the night’s sky. You have increased luck, at night, when outdoors.
  2. Magma Dragon: You are immune to fire damage
  3. Rainbow Dragon: You can change the colour of something by licking it
  4. Lightning Dragon: You always emit sparking light and must be careful to avoid setting things on fire. You have an advantage on initiative rolls.
  5. Ice Dragon: You are resistant to the cold
  6. Invisible Dragon: As long as your eyes are closed and you are holding your breath, you are invisible (takes an action to turn invisible)

Growth: You are as big as a medium-sized dog.

Dragon Flight: Your wings are developed enough to fly for 1d4 rounds, though you cannot hover and must keep moving. Your wings get tired easily so you must take a breather before flying again.

Growth+: You are as big as a large dog. Your teeth and claws are as dangerous as a medium weapon.

Draconic Terror: You have advantage on attempts to induce fear/intimidate.

Growth++: You are the size of a lion. Your teeth and claws are as dangerous as heavy weapons.

Draconic Breath: You can unleash a dangerous breath attack which recharges when spells recharge (default once per day). The attack is a 15ft cone unless you have a better idea.

  1. Astral Dragon: Your breath attack can light up those it strikes for 1d6 rounds, enemies get advantage when attacking them and they get disadvantage to hiding
  2. Magma Dragon: Your breath attack is a plume of hot ash, which damages those it hits for 1d6 fire damage, can set fire to suitable targets, and leaves a lingering smoky cloud giving disadvantage to attacks in/through it.
  3. Rainbow Dragon: Your breath attack can mesmerize those with a neutral or better disposition toward you that it strikes, freezing them in place. Charisma saves to avoid it, and again each round to break it.
  4. Lightning Dragon: Your breath attack does 2d6 damage to the target, and can chain (1/2 chance for those in melee, 1/6 chance for those near but not in melee) to other nearby individuals.
  5. Ice Dragon: Your breath attack is a freezing torrent of wind and ice, coating everything in the area with a sheen of slippery ice, dexterity saves are required for any movement more than half-speed per turn. It also does 1d6 cold damage.
  6. Invisible Dragon: Your breath attack turns those it hits invisible for 1d6 rounds.

Notes on the Dragon Wyrmling Class

This class is supposed to be a pseudo-fighter, with some varied utility depending on the draconic flavour. Like the Really Good Dog it has some in-built roleplaying challenges and boons. You could easily make new subclasses, all you need is a breath attack and a small A template boon.

Some of the subclasses are probably more powerful than others but a lot of balance would come from how the GM plays out NPC reactions to you so I think the imbalance is fine. The subclasses are hopefully different enough to be relatively incomparable too.