Brave New World #101: D&D Next Magic Spells and Warforged Titan
Brave New World
Adventures continue in the lesser and greater caverns of Tsojcanth. I am gathering input from the players on what on what they want in the upcoming higher level campaign. Based on the map I will using, the Far West is becoming the Utter East. Until I distill all the other data into a usable format, I thought I would share some new magic and a monster for D&D Next.
Creating monsters and magic for D&D Next is easier than for any other edition. Less math and keywords than for 3E and 4E. And for me, the rules for D&D Next make monsters easier to design than in 1E in 2E. For example, higher AC is better. And ability scores give some direction in the design process.
New Magic Spells for D&D Next
Here is a list of spells new to D&D Next.
Bard Spells
Tongues
Cleric Spells
TonguesBenediction, Shield of Dawn, Soothe Construct, Spiritual Ally
Mage Spells
TonguesSoothe Construct
Benediction
4th-level transmutation Casting Time: 1 action
Range: 25 feet
Duration: Concentration, up to 1 minute
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies (up to your Wisdom bonus) can choose one of the following bonuses for that round at the beginning of its turn (their choice) and lasting until the beginning of their next turn.
- Cast a cantrip.
- Disengage.
- Double its speed (up to 30 feet).
- Gain advantage on attack rolls.
- Gain advantage on Dexterity saving throws.
- Gain a +2 bonus to AC.
- Make one extra attack as part of another attack action
- Stand up as a swift action and gain a +1 bonus to AC.
Shield of Dawn
4th-level evocation Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a disk of sunlight on one arm. The shield provides illumination as if it was a torch but creates no heat and does not consume oxygen.
Any adjacent creature that strikes you with a melee attack deals normal damage, but also takes 2d6 points of fire damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every level above 4th.
Sooth Construct
4th-level abjuration Casting Time: 1 action
Range: 25 feet
Duration: Instantaneous
You soothe the elemental spirit of a targeted construct, reducing its chance of going berserk. Increase the berserk die by 1 (d6 becomes d8) and the chance to go berserk becomes the highest roll possible. If cast on a†construct†that has already gone berserk and it can be calmed and you are its master, you gain a +1 bonus to the Charisma (Persuasion) check to end the constructís berserk state and return it to normal functioning.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the berserk die increases by 1 every level above 4th (d10, d12, d14, d16, d20) and the bonus to soothe increases by +1.
Spiritual Ally
4th-level evocation Casting Time: 1 action
Range: 50 feet
Duration: 1 minute
A Medium ally made of pure force appears within range that lasts for the duration or until you cast this spell again. The ally takes the form of a servant of your god armed with a hammer or your godís favored weapon.
The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The†spiritual ally†threatens adjacent squares and you can use your reaction to have it take a reaction as if it were a normal creature.
When you cast the spell, the spiritual ally makes a melee attack against a creature within 5 feet of it. It has a bonus to hit equal to your magic ability modifier + your spellcasting bonus. One a hit, it deals 1d12 force damage.
As part of your action on any turn until the spell ends, you can move the ally up to 20 feet (it cannot move through enemies) and repeat the attack against a creature within 5 feet of it.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1 die (d14, d16, d20, d24, and d30).
Tongues
3rd-level divination (ritual) Casting Time: 1 action
Range: Self
Duration: 1 hour
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages.†Tongues†does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Monster
I plan to use warforged and modrons in the expanded campaign. Here is a warforged titan statted up for D&D Next. Because magic weapons are extremely rare in the campaign, the warforged is resistant to but not immune to normal weapons. Warforged Titan
Huge Construct
Armor Class 16
Hit Points 84 (8d10 + 40)
Speed 50 ft.
Senses darkvision 60 ft.
Str 26 (+8) Dex 8 (-1) Con 20 (+5)
Int 3 (-4) Wis 11 (+0) Cha 1 (-5)
Alignment unaligned
Languages understands Common
TRAITS
Immunities: The warforged titan is resistant to nonmagical weapons except those made of adamantine as well as cold, fire, and lightning. It is immune to disease, poison, and psychic damage. It cannot be charmed, frightened, paralyzed, petrified, stunned, or put to sleep. It does not need to sleep, eat, or breathe.
Magic Resistance: The warforged titan has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The warforged titan makes one axe attack and one maul attack.
Melee Attack - Axe: +7 to hit (reach 15 ft.; one creature). Hit: 17 (2d8 + 8) slashing damage.
Melee Attack - Maul: +7 to hit (reach 15 ft.; one creature). Hit: 17 (2d8 + 8) bludgeoning damage.
Charge: The warforged titan combines its move and its action into a powerful charge. It moves in a straight line up to its speed and a minimum of 10 feet, then makes a maul attack. If that attack hits, the target must make a DC 18 Strength saving throw. Failed Save: The target is knocked prone and the warforged titan makes an axe attack against the target with advantage.
Trample: The warforged titan combines its move and its action into a devastating trample against any creatures that is at least one size category smaller than itself. It moves in a straight line up to its speed and a minimum of 10 feet moving over opponents in its path. Targets of a trample take 2d8 + 12 bludgeoning damage.
Targets of a trample can make an opportunity attack but with disadvantage. If a target forgoes an opportunity attack, he can attempt to avoid the trampling creature and receive a DC 12 Dexterity save throw to take half damage. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
ENCOUNTER BUILDING
Level 8 XP 1200
Upcoming Columns
More on the Utter East, modrons, warforged, and rebuilding from the ashes of a ruined and cursed world. I need to continue to update monster stats for the main villains and continue to build on my theme of alien invaders invoking a curse and bringing ruin to the homeland of the player characters. Drive on,
Charlie

