Welcome to Curious Quill, an original content resource for d20 roleplaying.
The Quill has spent a lot of time describing the people and beasts of fantasy realms, in the land of Taluma but could be in any land. For the summer season we are going to look at some Expanded Rules options for 5e that for the Taluma setting, but can be used in any campaign.
Clever Featwork: Unarmed Fighting
In the Clever Featwork features we will look at ways to use Feats (Origin and Regular) to not only provide benefits but also flavor and distinctiveness to your characters. Sometimes it may be a different way to look at them, others it will be ways to combine them. These explorations won’t be to optimize characters to do the most damage they can, but to develop interesting and unique characters with the abilities you want them to have. This time we are going to look at Tavern Brawler and other Feats that can enhance Unarmed Fighting, if you don’t take a class that makes it viable
Read More about creative ways to improve Unarmed Fighting.
Sub-Classes: Alternative ‘Ranger’ Builds
In the substitute classes (Sub-Classes) features we will look at ways to make different classes work in similar ways through combinations of backgrounds and class and subclass selections along with class feature and spell selection. This time we will look at how to build characters similar to the ranger class, combining weapon combat (usually ranged) with magic to improve their combat, with at least a minor connection to nature.
Read More about making an alternative wilderness warrior.
Clever Featwork: Magic Initiate
In the Clever Featwork features we will look at ways to use Feats (Origin and Regular) to not only provide benefits but also flavor and distinctiveness to your characters. Sometimes it may be a different way to look at them, others it will be ways to combine them. These explorations won’t be to optimize characters to do the most damage they can, but to develop interesting and unique characters with the abilities you want them to have. This time we will look at the Magic Initiate (MI) Feat(s).
Read More about creative ways to use the Magic Initiate.
Sub-Classes: Alternative ‘Monk’ Builds
In the substitute classes (Sub-Classes) features we will look at ways to make different classes work in similar ways through combinations of backgrounds and class and subclass selections along with class feature and spell selection. This time we will look at how to build unarmed, or lightly armed and unarmored, characters similar to the monk class.
Read More about making an alternative martial artist.
Bestiary: Abominations
Abominations, also the abomina, are beings which have been corrupted, usually by powerful outerplanar sources of evil. They have been twisted beyond typical Taluman natural characteristics, and often inhabit places inhospitable to others.
Read More about abominations.
Bestiary: Phytes
Phytes are vegetation that have gained intelligence and mobility similar to fauna - other animals or monsters.
Read More about phytes.
Bestiary: Fera
Fera (sing. ferus, adj. fera)) are bipedal, upright walking beings that are close to mortals but lack true sentience, or at least are not considered ‘civilized’. They live in conditions and with facilities closer to beasts than mortals.
Read More about fera.
Bestiary: Grymbeasts
Grymbeasts, also known as gryms, or dire beasts, are monstrous, dangerous creatures that deviate from normal beasts. They are infected with a magical disease called petrifaction, which causes them to grow bony protrusions, or knurs. These knurs can form ridges and spikes that act as bony armor and can also be used to attack.
Read More about grymbeasts.
Bestiary: Harrows
Harrows are monsters that usually start as an existing being and are mutated into something else by the influence and power of another being. They are often similar to chimaerae, but are not a hybrid of fauna, rather they have additional unique abilities and powers.
Read More about harrows.