What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Monday, April 9, 2018

Starfinder: Equipment House Rules

Well it's taken me awhile to figure out what to do my next blog post on, and I think that some house rules for Starfinder are what I need to do.

Image result for Starfinder weaponsOne of the things about this game that is odd to me are the weapons.  The thing here is that the level determines not only the point at which the character should have access to it (typically), but also to denote its rarity.

A level 1 item will be common, while a level 20 would be virtually impossible to find.

But I want a bit more from my weapons.  In fantasy settings, any blacksmith can forge weapons, armor, and if a wizard is handy in the town, some enchantments can go with them.

The same thought process applies to other gear that a character can have.  So where does one begin with this?

Manufacturers

Now the book doesn't really state the names of any weapons manufacturers.  One exception being Arabani Arms Ltd.  So how about we expand a bit on these and how they factor into the whole of Starfinder.  For this, I'm going to create around 3 companies that will deal with weapons and armor.  Though I am going to expand on Arabani Arms Ltd. for a 4th write up.


--Arabani Arms Ltd.--
Let's start with the one in the book.  An illegitimate business run by the drow that, as the book states, specializes in weapon trafficking.  So how should we look at this?  Arabani Arms is a black market arms company.  You can get any weapon in the book though them, though with an upmark in the cost one would pay if you were to go through a more legitimate company.

Arabani Arms holds a monopoly on the black market arms trade and will either buy out, or violently run out any form of competition that may crop up.

Their weapons are untraceable, in terms of markings, and are in good condition.  Cost markup is generally between a 50 to 200% increase.  The more exotic the weapon, the higher the cost of course.  These weapons can still be traced via magical means, though for an extra fee, one could by a potion that you use pour over the weapon that scrubs the history of the weapon clean, keeping any form of scrying from reading the history of a weapon.

The company typically operates on a cellular level.  That is to say, to protect the governing body of the company, individual "outlets" or "cells" tend to function autonomously under the banner of the company.  They have access to a supplier, but aren't privy to the actions of the supplier, or the companies upper management.

How to Limit Gear:  Arabani Arms can get anything for a price.  Typically, gear on hand for distributors is between levels 1 and 10.  Anything higher in level requires more work to obtain, and draws that much more scrutiny on the local operation.

If a character's level compared to level sets the length of time needed to get the item.  For items leveled 1-10, its days.  For items above level 10 it gets into weeks.  The cost markup for levels 1 to 10 will have a 50% to 100% markup, 11 to 20 will see a 100% to 200% markup.

Other things that can be done to limit a group from buying a weapon above their level is the scrutiny that comes with buying a powerful weapon.  Law enforcement agencies tend to keep an eye out for certain weapons, and may need owners to have proper licensing for them.  Rival black market sellers, or gangs (and other criminals) may catch wind of the buy and try to steal the weapon.  Arabani Arms may even simply decide to not sell the weapon to the PC's even if they have the credits for it (you could chalk it up to reputation or lack thereof).

Note that Arabani is not above making counterfeit weapons and equipment from other sellers.  These are often cheaper,  but they are also of lower quality than the original versions.


--Star Forge Inc.--
There are few arguments against the craftsmanship of Dwarves, and Star Forge Inc. has continued the tradition of dwarven craftsmanship well into the present.  Star Forge specializes in the creating of more traditional melee styled weapons, both classical hand forged blades as well as more hightech variations of the classical analog weapons of old.  One of their more popular blades are those in the Starknife series.  Star Forge also crafts traditional suits of armor as well as plating for more modern armors.

Their focus on simple melee weapons may have been looked at as a hindrance to the companies growth, however, investors soon found that while firearms were still a good sell with other companies, people were just as eager to buy up melee weapons as they were often a more practical to use in confined spaces.  Moreover, many planetary agencies had less problems with people carrying melee weapons.

Star Forge employs many people across most worlds.  They have a monopoly on their particular form of business.  Most of their high tech weapons are turned out in mass production, but they take pride in that their analog weapons are all still hand made.  The company does take special orders, and will craft, to the best of their ability, the weapon requested of them.

Star Forge's main employee base are Dwarves of course, but many other races find employment with them as well.  Employees often think the company is a fun place to work, and they often employ Starfinders to explore for, or acquire resources at times (generally to fill VIP client special orders).

How to Limit Gear:  Star Forge Inc. holds a monopoly on melee weapons, but don't feel that they buy out or crush competition, their just the biggest kid on the block and tend to make life tough on other melee weapon businesses since they own the patents on all melee weapon crafting plans.  In this way, smaller businesses have to pay for the patents in order to craft and sell their wares.

Store fronts will often carry weapons ranging from Level 1 to level 5.  Weapons of level 6 to 10 are typically special order items that can be ordered in store, but aren't on display.  Levels 11 to 15 weapons are often part of a limited production run.  The company only ever produces so many of these, so acquiring these weapons is based upon the limits of products on hand, or locating such weapons that are already in the hands of others.

Levels 16 to 20 are specialty items, requiring ordering directly from the company headquarters as they are made-to-order, and are what one would call a "secret" menu item.  There are fewer of these out in the world than others due to the nature in how they are made/ordered.  Typically people don't know about these items, and only upper management knows of these items.  Occasionally for certain clients they will let drop how one can order these weapons.

Star Forge will also perform weapon fusions for a small fee at any store.


--Gallant Arms Ltd.--
While Star Forge may be a monopoly, they still have some competition from Gallant Arms.  The company has a more limited brand, but at the same time they also make more than just melee weapons.  They make an array of melee and ranged weapons, but stay away from body armor.  As such they typically have more resources and manpower to put into creating higher quality weapons.

With a limited focus on products to give higher quality, Gallant Arms is able to charge slightly more for their products than other companies.  Star Forge has tried in the past to buy out Gallant Arms, but have been met with failure after failure in doing so.  Gallant Arms has also successfully sued Star Forge for theft, corporate espionage, and a number of other corporate crimes.  What is not known is the gift of a god upon Gallant Arms.  Because they have good business practices, uphold their contracts, and treat both their employees and customers well, they earned the gods favor.  This translates into protection of the company in a number of different ways.

The employee's of Gallant Arms are very diverse, and most employees that work for the company rarely quit.

How to Limit Gear:  Gallant Arms makes only levels 1-8 weapons.  However, their weapons are of higher quality than other weapons.  As such, their weapons are treated as if being 1 level higher for determining their durability, as well as giving a +1 to attack rolls due to superior craftsmanship.

Higher level gear can be special ordered, but are limited up to level 14, but it takes its level in days x2 to make.  The cost for their products is typically 15% higher than other makers, but your buying quality.  Their stores are as diversely populated across planets like that of Star Forge.


--Element Ltd.--
A specialty arms manufacturer, they focus on creating weapons with an elemental type (Cryo, Flame, Plasma, Shock, Sonic).  Element is smaller than either Star Forge, or Gallant, and they take pride in their specialty weapons.  They do not have stores and their business is focused on specialty orders.  Each of their weapons is made to order and typically, requesters can choose one of three levels of interaction for their orders.

A simple order (silver level) will get the orderer a normal elemental type weapon, though casings can be customized in terms of coloring, fonts for any lettering, engravings, and so forth.  The next order type (gold level) requires one to meet up with a customer service rep to get scans of them.  This service costs an extra 1000 credits, but is often seen worth it as the weapon made has comfort built into it, making it comfortable to use for the customer, but not so much for anyone else (the user gets a +1 to attack rolls, but anyone else using the weapon suffers a -1).  The final level of service (platinum level) is a full gambit of addons.  Gene locks ensure that only the orderer can use the weapon, custom fitting and casings, as well as a slight power increase as well, allowing the weapon to do a little more damage (+2).

How to Limit Gear:  Element Ltd requires their weapons to be ordered, thus taking time to make and get to the person.  Assuming there are few customizations, the weapon takes only its level in days to be made, then it has to be sent to the user (which can take a bit longer).  Silver level weapons are really nothing special, only that you can choose to have the outer casing specialized for free with different looks including engravings and decals.  Gold level sees a 15% increase in cost, in addition to paying 1000 credits for the scanning service.  Platinum level starts with the same scanning service, but over all cost is 25% higher than normal for all customizations.

The downside of the weapons is that their durability is treated as if being 1 level lower than normal, if the weapon takes any damage.


--Omega Tactical Inc.--
If there was one company that does it all and offers their products in all outlets that aren't owned by the bigger names, its Omega Tactical.  The final word in weapons and armor, or so their slogan says.  They make it all, though like the other companies, they leave the bigger, more expensive guns and armor for special orders.  Omega Tactical is also into providing combat ready cybernetics, and other more general equipment.

Omega Tactical has the average range of prices for all their goods.  In terms of corporate ethics, they are about the same as any other company.  They look after their bottom line, treat employees like employees, and tend to get embroiled in controversy.

How to Limit Gear:  Omega Tactical sends gear leveled 1 through 12 to stores.  They aren't limited to simply weapons, but include armor and all other items.  Anything higher in level needs to be specially ordered, and takes quite the length of time to acquire (level x3 in weeks).


--4.2 Tac-Defense Inc.--
Specializing in everyday tactically inspired, functional, clothing and actual combat ready gear, 4.2 Tac-Defense is a unique outfitter that doesn't just make clothing for everyday use, but uniforms and gear for use by people who need to gear up for an adventure or combat situation.  Law enforcement agencies, security companies, and so forth like to make use of 4.2 Tac-Defense's top of the line gear for outfitting their people.

Gear that they make includes bags/backpacks, clothing, tactical harnesses, holsters, slings, survival gear, uniforms, boots/shoes, and body armor.  Their gear is high quality, durable, but typically slightly more expensive than what other manufacturers put out.

How to Limit Gear:  4.2 Tac-Defense has their own specialty stores in addition to what they put into more public outlets.  For normal outlets, the company will typically sell their clothing, bags, and what you would consider "easy to find" gear.  Level wise this is made up of equipment leveled 1-3.  Body armor that could be sold in this way is limited to levels 1-2.  At their own specialty outlets, clothing can be specially fitted for the wearer, along with body armor as they have equipment to make alterations.

In store, levels 1-8 are typically on display and readily available.  Higher level pieces of equipment can be ordered, and will be delivered to the store where they can be altered for the user's needs.  The company does have some limits on gear based upon planetary limits on what is allowed to be sold.  Thus if a planet considers a particular suit of armor illegal to own, the company won't sell or allow it to be ordered in their outlet on that planet.

Price for gear is generally between a 5% to 10% increase over what is in the book, but because of this, their gear is typically better made and has its durability being 1 level higher than what is normally figured.  In addition to this, armor can be custom fitted to the user.  This means that if anyone but the user wears the armor they suffer double the Armor check penalty (if there is no penalty then it gives a -1 penalty).

(And yes, this particular business is inspire by 5.11 Tactical. I like their clothing, and gear, so I see no problem basing a fictional business for the game after them. They're not paying me or anything, I just like that their clothing is durable, useful, and they got some good gear that you can get.)

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This is all that I'm going to do for now with companies as I think this is enough for the time being.

Now there are a number of adventure hooks that you can create for these companies that could allow players to acquire higher ratted gear as a reward.

Below are a few adventure hooks that you all can use that will put your players into contact with any of the companies you want.  Keep in mind that some adventure hooks can't really apply to all companies.  A morally upstanding company won't necessarily engage in corporate espionage unless they are the victim and need an outside source to recover what was stolen.

--Adventure Hooks--
  • Espionage:  Your crew is contracted to acquire a prototype of some sort from your contracted companies competitor.  This can be to anything that the GM wants, including an extoic weapon or peice of equipment not listed in the book.  The PC's aren't expected to keep the item, or plans for it, so if they do there could be repercussions for doing so.
  • Rare Materials:  A company wants to put your crew under contract to acquire certain difficult, or rare to find materials.  The materials are either in the possession of someone else, or are in a difficult or dangerous place where a group of adventurers are best suited for dealing with.
  • Favor for Payment:  You want something, or somethings from a company.  However since your low on funds, their willing to give you what you want in exchange for a favor.  Do a job for them, earn a bit of pay or the item(s) you seek.
  • Hostile Takeover:  You come across a shop that is hurting in a bad way, and its not for lack of business.  Someone wants them out and they are none to shy about the term "hostile" being used in the most literal sense.
  • Trade War:  Someone, somewhere, just set a couple of companies against each other.  It's not just attempts to buy out a company, but to destroy/capture assets which will inturn affect stock prices.  But remember, one company has a god behind them, and hostile takeovers have failed in the past.

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Well that's all for now!  Because someone on Twitter mentioned it, my next project will be a Vampire Hunter based character class.  But should I do one for D&D, or one for Starfinder, or both?





Saturday, February 24, 2018

Ways to Enhance Your Tabletop Games Using 3 x 5 Index Cards


Related image

Well this is one of those rare posts of mine where I'm not doing a conversion, but instead I'm giving you folks something else to use for your games.  Now some of you may already do this, and if so then this isn't really for you.

Now we've all had some amount of 3x5 inch index cards laying around for one reason or another.  Their versatility is quite extensive.  So lets get into some of the uses you can get out of these cards for your tabletop games.

--Step 1:  Set Up your Word Doc--
In this step we're going to make a template document to use as the base for all of our 3x5 inch index cards.

  1. Open your new blank document.  Make sure that spacing is normal, and not double spaced.
  2. Go to the layout tab and click the small icon in the bottom right hand corner of the "Page Setup" part of the ribbon.  This will open a new window.
  3. Now select the "Paper" tab.  In this tab you will see the Paper Size at the top, and a drop down menu with dozens of paper sizes.  What your looking for is "Index card 3x5in." option.  This will then alter the size of the page to handle creating 3x5 inch documents.

It's that easy.  Now save the document size and your base template is ready to be used.


Created by ceeeKay, found on Reddit.
--Step 2:  Pick Your Project--
There's a lot you can do at this point for projects involving these cards.  Now something I would point out that you could add to help with organization/formating of these is to make use of tables to help keep things looking good.

  • Spell/Power Cards:  So it can be tedious to constantly look up spells in the players handbook, or sort through a character sheet to find a specific power (I'm looking at you Hero System).  While there are spell cards you can buy, this is by far the cheapest method of creating them.  However this requires a lot of work on your part.  Now with powers the same applies, but you at least have less work to do.
  • Equipment Cards:  Do you got a bunch of special items you want to dull out as the GM?  Well this is the way to do it.  Easy to pass out as loot and you can add a picture to help illustrate what the weapon looks like. 
  • Character Sheet:  Well it's not practical, but there are some folks who may not have a lot of room for character sheet, their books, and dice on a small table.  In this case you could punch a hole through the cards and add a ring to hold them all together.
  • Character Tokens:  Now using a thick cardstock is typically prefered for this, but you can just as easily use these 3x5 cards for creating these as well.  Of course they won't handle too big of pictures, but but you can easily utilize them for a few 1 inch images for tokens.  Just cut out and past them to something and your in business.
These are of course just a few things you can do.  You may have other thoughts on what you can do with these cards.  But these are pretty much the practical projects that I could come up with.  So what else can you you guys think of?  Do you have some sort of project that people could make use of?

If you have an idea and want to share it, post it below for others to pick up on and use.









Sunday, February 18, 2018

D&D 5th Edition Conversion Class - Demiglaive (Final Fantasy XV Inspired)

Hi everyone.  This conversion has been something of a long build.  Difficulties coming up with powers/abilities for a class inspired off of Final Fantasy XV's "Noctis Lucis Caelum".

Then of course there was settling on a class name.  Originally I was thinking of calling the class the Displacer...but after some thinking here at the end and seeing how Noctis's companions are known as the King's Glaive, I decided on calling the class Demiglaive.  This means that characters of this class are the Glaives of the gods.

It also doesn't help matters that life has been busy of late, so finding time to play Final Fantasy XV and draw inspiration from the characters, and their abilities, hadn't been easy.  But I'm all done now and so here it is.




DEMIGLAIVE


A lone human stands against a horde of enemies.  He smiles as an array of ethereal, crystal like, weapons appear around them.  Flying with his array of weapons at his disposal, the man brings all the weapons to bear on those that surround them, cutting through his enemies like they were nothing.  But after a few minutes the man landed and the array of weapons vanished, save but one which he grabbed, solidifying it from its ethereal form.  He vanished, suddenly appearing at his next foe with the blade sunk into its their chest.  He continued appearing and disappearing from foe to foe with his enemies only getting the casual swipe at him as he would be standing in one spot and then just off from where he had been thought to be.

As the battle wore on, his eyes started to glow faintly, the gods had seen his dilemma and were willing to assist him.  He welcomed the help, and in that moment a massive hand descended out of nowhere, scooping him up.  The gods had sent their agent, who lifted the man out of harms way.  With another gesture the being called down lightning, cascading across the entirety of the battle field.  In a similar manner, the being put the man back on the ground.  His enemies were decimated, though several still remained standing in the face of the onslaught.  The damage, however, was massive as fires and scorched earth covered the area.

Summoning his blade once more, the man advanced as he was ready to finish his work.  Such was the task for those chosen by the gods to be Demiglaives.

THE CHOSEN ONE
Chosen at birth for greatness by the gods, this is a phrase many would wish to be bestowed.  Some bestow this phrase upon themselves, others may do so by using magic to pear into the future to look upon the deeds that a child may accomplish.  For a Demiglaive, however, the phrase is very much true. A Demiglaive is one who was chosen by the gods to perform great deeds, whether heroic or otherwise.  Upon coming of age, the chosen one is able to displace themselves and items.

The Demiglaive is a champion of the gods, and is one of the few beings who is ever being watched by them.  The gods will allow the Demiglaive to live their life to a degree, but a life extraordinary will always be their calling and they may one day be called upon by the gods to quest for them.  The speed of the Demiglaive is greater than that of most beings, and an ability to teleport or displace themselves is how the Demiglaive moves about and survives their encounters.

ANOINTED BY THE GODS
While there are some beings who are also chosen by the gods, and have their eyes upon them, an exceptionally fewer number of such beings are ever chosen to be Demiglaives.  A Demiglaive never really appears out of place in a crowd.  Their weaponry is never carried out in the open, and this allows them to easily pass through checkpoints, or even not alert magic users who may have certain spells up that they have weapons.  The weight of the responsibility that they bear, is one that does not escape the Demiglaive as they know that at anytime the gods may come calling for them to take up their cause.

CREATING A DEMIGLAIVE
When creating a Demiglaive character, you need to think about why the gods chose you to be their champion.  Is there some great threat looming in the horizon, or are you simply the next in a long bloodline of those who have been favored by the gods?  Are you an ordinary person, thrust into a larger and more dangerous world, or are you a member of some royal line who all have been Demiglaives in the past?  You will need to speak with your DM about what is appropriate for your character.

QUICK BUILD
You can make a Demiglaive quickly by following these suggestions.  First, put your highest ability score into DEX, and follow this up with CHA.  Second choose the Folk Hero background.


CLASS FEATURES
As a Demiglaive, you gain the following class features.

HIT POINTS
Hit Dice:  1d10 per Demiglaive level
Hit Points at 1st Level: 10 + your CON modifier
Hit Points at Higher Levels:  1d10 (or 6) + your CON modifier per Demiglaive level after 1st.

PROFICIENCIES
Armor:  Light armor, shields
Weapons: Simple weapons, & martial weapons
Tools: 1 set of your choice

Saving Throws:  DEX, CHA
Skills:  Choose two skills from Acrobatics, Arcana, History, Nature, Perception, Persuasion, Stealth, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
·         (a) a long sword or (b) any martial weapon
·         (a) two short swords or (b) any simple weapon
·         An explorer’s pack

CRYSTORIUM ARSENAL
At 1st level, you have access to the crystorium.  This is magical means of storing weapons and other equipment which can be called on when needed.  You start with the ability to bond 1 weapon + your CHA modifier.  The bonding process simply requires you to use an action to put it into your crystorium.  Once there, you can summon the weapon or put it away as an incidental action, and you can swap between weapons for each attack you can make.  You also can throw or drop the weapon and it will vanish back to the crystorium or reappear in your hand if you still need to use it.  Shields also apply to this method of storage.  You can only summon forth 2 items at a time however, one for each hand.

At 3rd level, and each additional 3 levels, you can add 1 more weapon to your crystorium arsenal.  This can include magical weapons, though if a weapon requires bonding then this process is different and does not interfere with the crystorium.  Objects can also be removed from the crystorium if desired in the same manner in which they were be added.  Weapons stored have no weight until they are summoned & wielded.

With ranged weapon, the ammo does not count as a weapon slot, but is part of one weapon.  As such, you can essentially hold a typical allotment of ammo for the weapon as part of its crystorium storage (this is often just 20 shots).  Ammo is also recovered by the crystorium so it only ever makes sense to have just a few bolts/arrows/bullets on hand.  The exception to this is ammo (or an item) that is destroyed when it is used.  In this case the crystorium does not recover the item.



CRYSTORIUM STORAGE
At 1st level you have the ability to use your crystorium to store a limited number of items that aren’t weapons.  This essentially acts like a pouch or backpack for this purpose and it takes only a move action to bring out a crystorium stored item and use it.  At 1st level you can store up to 20lbs of items.  At level 3, and every 3rd level there after you can increase this storage by 10lbs.  Items stored do not have an actual weight that is applied to the PC until they bring the item out.

UNARMORED DEFENSE
At 1st level you, when you are not wearing any armor, your Armor Class equals 10 + your DEX modifier + your CHA modifier.  You can use a shield and still gain the benefits of this.

WARP
At 2nd level you gain the ability to warp.  As a move action you can teleport a number of feet equal to your normal ground movement.  The distance that you can teleport increases by 10ft at levels 5, 8, 12, and 16.  Your teleportation is however limited to your line of sight.

WARP STRIKE
At 2nd level, when you phase shift, you can make a warp strike.  After you warp, you can strike your opponent with the charged blade dealing more damage to them than normal.  This adds an extra die of damage that the weapon deals.  You can only use this ability a number of times equal to your CHA modifier +1 before you must take a short rest to recover all uses of the ability.  At 10th level you can use your warp strike as a ranged attack.  If you hit, you can teleport a target to be adjacent to you.  The target is at disadvantage on attacks against you after being teleported.

PATH OF THE CHOSEN
At 3rd level, you choose a path that guides how your Demiglaive powers will evolve.  Choose the Path of Wise, or the Path of the Champion, both detailed at the end of the class description.  Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

ELEMANCY

At 4th level, you gain the ability to absorb elemental forces, storing them into simple flasks that you hurl as a grenade to unleash a magical assault.  There are 3 forms of elemancy resources that you can draw upon: fire, ice, and lightning.  Sources can be any natural form fire, water, lighting/electricity (magic spells and enchantments don’t count unless the magical element is naturally occurring).  The flask itself only needs to be on your person to be filled.  You must use an action to draw the source’s essence and capture it into the flask, but only 1 source at a time.  Sources can provide enough essence for 1 flask, or multiple flasks.  A campfire will fill one flask.  A water skin will also fill one flask.  An actual lightning source is drawn from friction, and essentially 10 min must be spent to draw out 1 full flask of lightning from a source of friction (or just an action of a bolt of lightning just touched down at a spot, or if electricity is common in a setting).  The number of magic flasks you can create is limited to your WIS modifier +1 (no less than 1).  Every 4 levels you gain after acquiring this will allow you to create 1 additional flask.  Elemancy flasks use a ranged attack to be used and they create the following effects when thrown as a grenade.  Emptying a flask is as simple as drawing out and dissipating the element, using an action to do so.  When a flask is used it is destroyed, and opponents can make a DEX save to take half damage.
·         Fire:  The Fire flask does 2d6 damage to anything in 30ft area, and at the start of your next turn the targets take damage again.  Every 4 levels the damage increases by 1d6.
·         Ice:  The Ice flask does 1d8 damage to anything in a 30ft area, and targets damaged have their movement halved until the end of your next turn.  Every 4 levels the damage increases by 1d8.
·         Lightning:  The lightning flask does 1d10 damage to anything in a 30ft area, and until the end of your next turn the target is stunned.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.  As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

CRYSTORIUM EMPOWERMENT
At 5th level, any normal – unenchanted – weapon you possess is considered a magic weapon for the purposes of overcoming resistances.

WEIGHT OF DESTINY
At 7th level, the weight of your destiny can be brought to bear against those you face.  When making a diplomacy, or intimidation skill roll, you roll with advantage.

WARP ASSAULT
At 9th level you possess the ability to warp rapidly, allowing you to strike at multiple opponents, or even just one opponent multiple times.  Within your normal warp range of movement, you may make 1 attack against each enemy there in, up to a number of attacks equal to your CHA modifier + 1.  Against a single target you can make the same number of attacks as well.  This action cannot be used again until a short rest is taken.

CRYSTORIUM BROTHERHOOD
At 10th level, you crystorium storage expands to those who ally with you.  You can designate a number of individuals, up to your CHA modifier +1, who can store up to 2 weapons of their choice into their own crystorium storage.  The weapons are treated as if having no weight until they are held.

IMPROVED ELEMANCY
At 11th level you gain the ability to cast mixed elemancy spells.  You can now mix your elements to create the following spells.  Some of these spells allow for saving throws, and the spell save DC is 8 + your Prof. bonus + your CHA modifier.  All targets of these spells can make a DEX save for half damage.
·         Flare:  This is the most powerful fire spell that can be conjured.  The spell deals 8d6 damage to all targets in a 30ft area.  All targets that take damage also ignite, taking 2d6 damage on each of their turns until the fire is doused (they can spend an action to put themselves out).  It takes a short rest to create 1 flask of flare, and at least a 4x4 area of nonmagical fire or heat to draw from. 
·         Freeze:  This is the most powerful ice spell that can be conjured.  The spell deals 8d8 damage to all targets in a 30ft area.  Targets killed by this become frozen statues until they thaw.  Targets not killed suffer from a build up of ice and frost on their bodies that hamper their movements, imposing a disadvantage on all STR and DEX saves that they may make until an action can be used to clear off the build up of ice, or they are hit with a fire spell, or the ice buildup melts off (a short rest).  It takes a short rest to create 1 flask of freeze, and at least a 4x4 area of nonmagical water or ice to draw from. 
·         Election:  This is the most powerful lightning spell that can be conjured.  The spell deals 8d6 damage to all targets in a 30ft area.  Targets wearing metal armor take an additional 2d6 damage.  Targets hit by this are also stunned and remained stunned until they can make a CON save to recover from the effect (this is rolled at the start of your turn).  It takes a short rest to create 1 flask of election, you gain no rest from using the short rest as you need to spend the entire time generating some form of friction. 

SHIFTING DEFENSE
At 13th level, when using the dodge action, you can instead choose to apply your warping abilities to your defense instead.  Against attacks you can take the dodge action to, you are treated as if you have resistance to the attack, should it still hit.  If you have to make a DEX saving throw against a spell to take half damage, you take no damage instead if you succeed.

CRYSTORIUM BLITZKRIEG
At 15th level, your crystorium arsenal can be used at an elevated level for a short time.  You can manifest your arsenal into a floating array of weapons circling around you.  On your turn you can strike an opponent with your full arsenal in melee, or at a range.
·         Melee Strike:  Damage is based upon the weapon with the highest die, but you cannot add your STR or DEX mod to the damage you deal.  Each weapon that you currently have in your arsenal adds 1 additional die of damage.  If shields are present, one shield gives its normal benefits.  If a second shield is present, then it imposes a disadvantage to the opponents attack rolls.
·         Ranged Strike:  Range is 20/60 and figured like that for the melee strike.  However, shields add to the damage you deal, and aren’t reserved for defense.
The crystorium blitzkrieg remains in use for 1 round, per +1 modifier you have from your CHA score.  After its used you must take a long rest before you can use it again.  And if you make multiple attacks on your round then you can choose freely between melee or ranged attacks.  Extra damage from Divine Weight adds to the damage here, but you do not gain extra dice for each weapon, just extra dice in general for the attack.  Thus, if you are rolling 5 dice for weapons, you could add 1 additional die, (or two), for Divine Weight.

HOLY/DEATH
At 17th level you gain the ability to cast two special spells, Holy & Death.  These spells are treated as cantrips and have the following effects:
·         Holy:  When cast the spell as an action you gain a bonus action to dodge, if your successful in dodging you deal 3d8 radiant damage against a single target regardless of them being at a range or in melee combat with you, and you regain 1d4+1 HP.  This applies only to a single target, even though you retain the dodge benefit against all attacks against you.
·         Death:  A powerful spell that shrivels your foe to nothing.  Each turn you may make a ranged attack roll on a target.  The target must make a CON save.  If they fail the save they take 3d8 necrotic damage and are at a disadvantage on further CON saves until the start of your next turn.  You can continue to use this, but the effect to CON does not stack up, it is simply maintained.  A target reduced to 0 HP by this no longer exists as their body has shriveled to nothing (this is only countered by creatures/beings who cannot be permanently killed).

CRYSTORIUM ULTIMA
At 18th level you can occasionally call upon the unequaled might of the gods to help you.  Which god that comes to help you is beyond your control, as well as what they do to assist you.  Typically the god will unleash an attack that affects all enemies you face.  The damage of the attack is negligible as all targets must instead make a CON save vs. Death, with the DC being the same as it would be for your elemancy powers.  If they fail the save, they die.  If they succeed, however, then their HP is reduced by half.  If the god chooses the heal the player and their party members then they completely restore all lost HP and resurrect any fallen party members who were defeated during the current encounter.  When a god shows up is typically up to them, but they often give their assistance when the numbers are against the party – namely if the party if facing a number of enemies that is at least 2x greater than their numbers.  Generally, the GM will roll percentiles during the encounter.  The score that they need to roll under for the summon to occur is 5% per enemy on the field.  If an enemy has a level/CR exceeding that of the parties average then the chance increases by another 5%.  If the roll succeeds once, the roll continues, increasing by 10%.  A roll is made each turn after the initial success, with each additional success adding another 10% until 100% is reached.  At 100% the god descends to deliver their help.  If one of these rolls fails however, then only 5% is added to the amount.  It is also possible for the Demiglaive to refuse the god’s help, but the counter is does not carry over to another encounter.

SHATTER THE DARKNESS/LIGHT
At level 20 you possess the power to defy evil (or good) beyond all others.  Choose whether this will apply to evil or good alignments.  When fighting opponents of the chosen alignment type, you have +2 AC against them, your critical threat range for your attacks against these opponents is 19-20.  Once per day you can deal +1d8 per +1 modifier you have in your CHA score.  This extra damage is of a type that the target is weak against if they have a weakness to a type of damage.


PATHS OF THE CHOSEN
At 3rd level, you choose a path that guides how your Demiglaive powers will evolve.  Choose the Path of the Wise, or the Path of the Champion, both detailed at the end of the class description.  Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

PATH OF THE WISE
There are some Demiglaives who choose to focus their strengths on their ability to interact wish others and wield their magic with greater power.

BEARING OF WISDOM
At 3rd level, choose two INT based skill this will apply to.  When making skill rolls with the chosen skills,

IMPROVED ELEMANCY FLASKS
At 6th level you can create 2 additional elemancy flasks.  Every 3 levels there after you gain 1 additional flask that you can create.  Also up to 3 of these flasks can be enhanced by spending double the time to make them.  An enhanced flask deals an extra 2 dice of damage.  Additionally, the time it takes to create a flask is reduced by half once you reach level 12.

VIGILANCE
At 10th level you are more perceptive than others.  When you stand watch, or examine an area, or study something you have advantage on applicable skill rolls to detect things.  This helps you to find hidden passages, detect lies, perceive illusions and similar things.  You also cannot be surprised while you are conscious.

MASTERFUL ELEMANCY
At 14th level your ability to wield your elemancy is far more potent.  The damage of your elemancy spells is increased by 1 additional die, and saving throw DC’s are increased by 2.


PATH OF THE CHAMPION
Those that choose the path of the champion are individuals who are willing to take the lead, to be an example, and to be a symbol for others.

HERALD
At 3rd level you are the herald of the gods, their chosen champion.  Those that have faith in the gods you serve, are easier to influence than others.  You gain advantage on skill rolls made when interacting with these people.  On the other hand, against those whom oppose the gods you serve you have advantage on intimidation skill rolls made against them.  You are also a messenger for the gods, and if they have a message they want conveyed it is your duty to do so.

CHAMPION ARMS
At 6th level you can begin to collect special weapons known as the Champion’s Arms.  These are weapons wielded by previous Demiglaives, and are made of crystal.  The difference between normal weapons, enchanted weapons, and champion arms is that champion arms take up no space in the crystorium arsenal.  Each weapon is treated like a cantrip spell.  You can only have 1 of any type of weapon, like one sword, one axe, one spear, one lance.  You can start with one weapon – your chosen champion arm, but you must find any others that there may be.
·         Damage:  Upon getting this the damage is 2 dice for the weapon .  This increases by 1 of the die type at levels 11 and 17.  You can add your level as a Demiglaive to damage rolls made with these weapons as well.
·         Magic:  The weapons are always treated as being magical, and damage is Radiant or Necrotic damage, (your choice).  The damage from your level, however, must be different and can be chosen from any of the other damage types.
·         Sapping Vitality:  The use of champions arms is not something to take lightly.  Each attack you land saps 1d4 HP from you, though a short rest will restore this.

CHAMPION’S WRATH
At 10th level you can target one foe to visit your wrath upon.  You designate one opponent that this applies to (or one of the gods you serve can also do this for you).  All attacks made against the designated target are at advantage.  This effect is retained until either the opponent is slain, or 1 minute has passed.  The effect cannot be transferred to another target.  After a short rest the effect can be used again.

VANQUISH
At 14th level you gain the ability to vanquish a foe with one hit.  When you attack an enemy with one of your champion arms, they must make a CON save vs. a difficulty of 8 + your CHA modifier + your proficiency bonus.  If they fail the save, the target is treated as if they had taken a critical hit, and your roll damage as such.  If the attack reduces the targets HP by half or more, they must make another CON save at disadvantage.  If they fail this save they die.  If the target succeeds in their first save, then damage is dealt normally and the vanquish ability is expended.  If they succeed in their second save, then they remain alive.  Vanquish can only be used once per day and is recovered after a long rest is taken.


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Well that's it for now folks.  I'll start figuring out what to do next.  And like always, keep in mind that this conversion is subject to change when needed.