Cthulhu is Hard to Spell: Battle Royale

Cthulhu is Hard to Spell: Battle Royale

Publisher: Wannabe Press

The third volume, Cthulhu is Hard to Spell: Battle Royale, features stories by Trina Robbins (the first woman to draw Wonder Woman), David Pepose (Scout’s Honor), Christian Gossett (The Red Star), and a fantastic cover by Aaron Alexovich (Invader Zim), among many fabulous writers and artists.

In total, over 75+ creators contributed 34 incredible stories to this third 180-page collection, and the results are pretty mindblowing.

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Ranger Subclass: Auroraborn Ranger

Ranger Subclass: Auroraborn Ranger

Publisher: Dungeon Masters Guild

“Amaruq crouched low to the earth, his knee resting softly on the damp leaves and dirt, careful not to break any twigs or disturb the scent of petrichor. Colorful lights flashed and sparked around his pupils, just before closing them. Amaruq took a slow and deep breath, and as he exhaled, the colorful lights within him come forth like a torrent of water, filling every nook and cranny around every leaf and twig. He smiled when the light seemed to focus on a few small spots of earth, flashing with the rhythm of a heartbeat. Amaruq had found the trail of the enemy, and now, their escape would be impossible.”

– Xendarro, chronicler

A lucky few rangers are blessed with the powerful magic of an Aurora. Members of the Auroraborn conclave learn to manipulate and command a light that lives within each of them, making them formidable combatants, powerful allies, and dreadful enemies.

Auroraborn Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Auroraborn Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Auroraborn Spells

3rd
Armor of Agathys, Color Spray
5th
Blur, Invisibility
9th
Aura of Vitality, Blinding Smite
13th
Aura of Life, Hallucinatory Terrain
17th
Dawn, Wall of Light

Living Light

At 3rd level, you gain the ability to manipulate a colorful aura of light around your body. As an action, you can illuminate yourself, providing bright light in a 30-foot radius and dim light for an additional 30 feet. Additionally, you receive a +1 bonus to your AC while the light is active. Your Living Light feature has a duration equal to 10 minutes multiplied by your proficiency modifier. You can choose to end this effect early as a bonus action.l within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Auroran Warrior

At 3rd level, you learn to manipulate and command the light that surrounds your body.

You gain the following abilities while your Living Light feature is active:

Light Flare. As a reaction, you can cause your Living Light to flare brightly just before being attacked by a creature you can see. Creatures attacking you must first succeed on a Constitution saving throw, gaining disadvantage on their attack rolls on a failure until the end of your next turn. The DC for this saving throw is equal to your Spell Save DC.
Shimmering Diplomat. You can command your Living Light to shed a much duller light, making it seem as though your body shimmers. Until your Living Light ends, or you return it to its full luminosity, you have advantage on Persuasion checks. You can choose to use this ability immediately upon activating your Living Light. You can switch between brightness levels as a bonus action.
Burning Light. While your Living Light is active, your melee attacks do an additional amount of radiant damage equal to your proficiency bonus.

Photon Blast

At 7th level, you learn how to channel the light particles of your Living Light and use them to make powerful blasts of energy.

As an action, you can make a ranged attack against a target within 120 feet of you. The target must make a Dexterity saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. The DC for this saving throw is equal to your Spell Save DC.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Forgotten Step

At 11th level, you gain the ability to manipulate the light around you to better spot tracks left behind by other creatures. You gain proficiency in Survival checks. If you are already proficient, you can instead add twice your proficiency bonus to Survival checks.

Additionally, if a creature has passed through an area where you are checking for tracks within the last week, you have advantage on Survival checks made to spot them.

Rainbow Aura

At 15th level, you have mastered your ability to control the aura around your body. While your Living Light is active, you gain immunity to radiant damage. You also gain resistance to acid, cold, fire, lightning, and poison damage.

Additionally, creatures that you choose within 30 feet of you gain one of the following resistances of your choice: acid, cold, fire, lightning, or poison.

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London Calling Dungeon Masters!

London Calling Dungeon Masters!

Publisher: Dungeon Masters Guild

Real-life details from London you can use to pepper your game.

London is an ancient city with lots to offer including inspiration for Dungeons and Dragons! This supplement offers locations, background details and plot hooks inspired by London and it’s 2000 years of history that you can use to make your fantasy city feel more real and lived in. There are links to photos of the actual locations and art of London sites through the ages so you can get a feel for what the city has to offer.

This supplement covers,

Pubs

Parks

Monuments

Unusual shops

Historical Events

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