Chris Lindsay, 5E Director, Goodman Games
CREATOR
6 days ago

Project Update: It's the Final Countdown (48 Hours Remaining)

But Wait! There's More!


Heya Folks!!! 

Chris Lindsay here... and I'd like to thank ALL of our backers for helping us get past our FIFTH stretch goal... considering this is for 5E, it seems fitting that we AT LEAST do that... though I won't complain if we get further along however!

Perhaps to assist with that, now that we're in the final 48 hours, I'd very much like to shed some light on all the dark corners of this wondrous tome that we might have mentioned, but haven't shown off yet. Check out the HOTNESS!!!



Feats...

35+ New Feats to round out your character and really make them unique. Such as...

Tooth and Magic 
General Feat (Prerequisite: Level 8+, Aerial Spellbound, Spellcasting) 
Your bond with your mount has grown to the point where your spellcasting has become its signal to strike. The moment your arcane energy flares, your mount is stricken with a glowing ripple of magic and together you can weave spellcraft and physical combat together seamlessly. Few achieve such harmony but those that do shape the air around them with their combined assaults and dangerous accuracy. You gain the following benefits. 
     Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. 
     Spell and Strike. When you cast a spell of 1st level or higher on your turn, your mount may make one melee attack as part of the same action. If the spell targets or affects a creature within your mount’s reach, your mount may make its attack with Advantage. 
     Arcane Pressure. If the target of the spell was required to make a saving throw, your mount gains a bonus to the attack roll made through Spell and Strike equal to your proficiency bonus. 


Spells...

45+ New Spells from Cantrips through 9th level spells with something new for every caster in your party. Such as...

Sky Fortress
Level 6 Conjuration (Wizard)
Casting Time 10 minutes
Range 120 ft.
Components V, S, M (a crystal carving of a castle worth at least 250 gp)
Duration 24 hours
You cause an unoccupied 100-foot Cube of open air to form into a stationary floating fortress made of glass. You can create walls, doors, floors, towers, or even a keep. When you cast the spell, you choose whether the walls of the structure are transparent or as opaque as a storm cloud. Each wall has AC 13 and 20 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves a hole in the structure.
     Casting this spell on the same spot every day for a year makes this effect permanent.
     When you create the castle, you may imbue it with up to three additional effects:
     Changeable Walls. As a Magic action, you can change the transparency of the fortress walls, change the layout of the fortress by adding or removing a 10-foot section of wall, or create a door or window where there was not one before. 
     Dancing Lights. You can summon dancing lights in any room or corridor with a wave of your hand. The lights repeat a pattern you choose without requiring Concentration until you dismiss them. 
     Divination Interference. Divination spells of Level 3 or lower cast from outside the fortress cannot detect or scry upon anything or anyone within the fortress. 
     Doors. All doors in the within the fortress are magically locked, as if sealed by the Arcane Lock spell. You can create one glass key that can open them which you may hand off to another, and you may open any door without the key. 
     Healing Rest. Creatures that complete a Long Rest and spends one or more Hit Dice regain extra Hit Points equal to your Magical Ability bonus. 
     Turret. You create a magical turret upon a wall, roof, or tower. Any creature you designate can take the Utilize action to fire the turret. The turret uses your Ranged Spell Attack bonus to fire an arcane bolt at a create or object with 200 feet. If the target is hit, the bolt does 3d6 Force damage. 
     Using a Higher Level Spell Slot. You may imbue the fortress with an additional effect or expand the size of the cube by 50 feet for each spell slot level above 6.


Magic Items...

40+ New Magic Items that will take your character to the next level, providing the edge they need to succeed. Such as...

Barding of Silent Wing
Armor (Leather Barding), Uncommon
This masterfully crafted dark leather barding is stitched with images of nighthawks and owls. It is unnaturally      light and makes almost no sound as it moves. While your mount is wearing this barding, it gains a +1 bonus to AC and has Advantage on Dexterity (Stealth) checks.


An Adventure Path...

If you're short on time to generate ideas or are simply looking for an adventure spark you can fan into the flame of a full campaign. We provide a complete series of springboards and hooks, and starting with the 1st level outline for Madam Phorvia's Menagerie, ending with the 17th level concept for Fortress of the Skylords, and everything in between. There's an entire campaign worth of concepts to pick and choose from, and weave into a story all your own.


Aerial Threats!!!

We're including the Book of Aerial Threats and Hazards* that starts with such threats as the Vultyra, a species of demon worshipping anthropomorphic vulture-folk... to Crypt Spores, a sentient necrotic cloud of fungal spores that drift en masse on the winds, disrupting life wherever they go. Don't forget that with your generous backing, we're adding MORE to this beautiful bestiary every day!
*Title not final!
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