Wednesday, October 21, 2026

Druidesses of Sequana, Part II

 Divine Tests
The river courses, but who knows what will happen down by it?

  1-5. Blockages prevent flows. The druidess takes a -1d3 penalty to all her rolls for the next 1d12 hours. She can reduce it sooner by 1 for every person she helps or heals. 

Wednesday, October 14, 2026

Druidesses of Sequana, Part I

Sequana
Gallic Goddess of Rivers and Healing


Tenets of Sequana

  • Honor the river and waters, letting them flow
  • Provide healing to others
  • Things might need to be given as offerings
  • Be joyful like a duck

Wednesday, October 7, 2026

Druids of Taranis, Part III

Spells of Taranis
What skies reveal are all part of the wheel. The druid's vows are what are given in return, whether via conflict or not.

1st Level
Command, Create Water (as rain), Cure Light Wounds (reversible), Protection from Evil, Remove Fear (reversible), Manipulate Fire*, Shocking Grasp

Wednesday, September 30, 2026

Druids of Taranis, Part II

Divine Tests
What the thunder brings might not always be just fertile rain.

  1-5. With a great reverberation, the druid takes a -1d3 penalty to all his rolls for the next 1d12 hours, stunned by Taranis's potency. He can perform one of the methods below to end it immediately, whether a deed, a sacrifice, or a high sacrifice, though the god's point has been made, and can lead to a clearing or rain, out of the sky.

Wednesday, September 23, 2026

Druids of Taranis, Part I

Taranis
Gallic Thunder God


Tenets of Taranis

  • Like the storm, espouse conflict as needed, striking thunderously
  • Showing the Great Wheel
  • Dominating the land with fire
  • Enduring like the oak

Wednesday, September 16, 2026

Warrior Cults: the Hammer, Part III

Warrior-Priests of the Hammer
Beaten well and for long enough, all can be made to take the correct shape.
  • Spells: Like other warrior-priests, treat them as clerics, except that they know and can cast just 1 spell from their divinity's list per day for each level that they could normally cast. For example, a 5th level warrior-priest of the hammer could cast one 1st, one 2nd, and one 3rd level spell from his list each day. This arrangement should be enough.

  • Weapon: Their allowed weapon is of course the hammer. What else would one need?

Wednesday, September 9, 2026

Warrior Cults: the Hammer, Part II

Additional Hammer Cults
Like workman clanging away at their task, hammer cultists should endeavor to set things right. The honest ones are a benefit to their clients and to the folk. Those who aren't, whether improper or inept (or both), might need to be worked into shape themselves. No matter their integrity, see Part I for their rules on how they can batter, bolster, and perform their handiwork, up to once per day per level.

Wednesday, September 2, 2026

Warrior Cults: the Hammer, Part I

Warrior Cults of the Hammer
 Fighter Subclass options


Code of the Hammer

  • Break those who are wrong
  • Fortify those who are right
  • Aid in production too


Wednesday, August 26, 2026

Warrior Cults: the Sword, Part III


Warrior-Priests of the Sword
Not just the blade must be guided and honed, but its wielder too.
  • Spells: Treat them as clerics, except that they know and can cast just 1 spell from their divinity's list per day for each level that they could normally cast. For example, a 5th level warrior-priest of the sword could cast one 1st, one 2nd, and one 3rd level spell from his list each day. This arrangement should be enough.

  • Arms: Their allowed weapon is of course the sword, though other weapons may do if needed.