Dungeons & Destiny
Crit Academy discusses D&Destiny. A free tabletop role-playing game based on the Dungeons and Dragons 5th edition ruleset. Bringing the exciting world-hopping, gun-toting Destiny experience to your tabletop. Below you will find brief talking points that we pulled from the Dungeons and Destiny's Player guide. This thorough and well-written supplement is chock full of fantastic content. Whether you want to run a SciFi RPG or Destiny specific, this is the product for you. Watch the full episode on youtube above.
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Make old school style maps in just minutes with Dungeon Scrawl is a mapping tool developed by Keir, aka @ProbableTrain. It aims to be an easy-to-grasp tool with a high skill ceiling, empowering artists by automatically taking care of the most time-consuming stuff.
The Arcania digital tile set lets you make dark, shadowy dungeon maps, rich with the fumes of arcane secrets.
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Lykos sits atop the Tower, listlessly staring into the void just beyond the reach of the City's walls. The Traveler hangs in the sky, stoic, vast...dormant. The irony is heavy upon his chest as he wonders if, truly, this was all due to fate—or if it was, perhaps, a simple roll of the dice?
Dungeons & Destiny, or D&Destiny, is a free tabletop role-playing game based on the 5th edition core rules. What started out as one person's desire to possess a pet cabal war beast in a 5e game has grown into a project spanning multiple writers, artists, and game masters, all intent on delivering a fun and exciting Destiny experience in the tabletop setting.
CHAPTER 1: RACES
The universe of Destiny presents a vast and deep setting crowded with characters of many races and cultures. Its varied locations host all kinds of people, both among the survivors of humanity and the numerous alien species that have come to occupy the Sol system.
CHAPTER 2: CLASSES
The Risen are extraordinary people. They are warriors of the Light, soldiers brought back from the dead by the power of the Traveler. Their only purpose is to fight. Their only objective is to win. To this end, the Traveler granted this army of the chosen dead exceptional endurance, strength, and agility, and gave them its greatest gift of all: the power of the Light, the paracausal force against which the Darkness shall surely break.
Your class is the primary definition of what your Risen can do. More than a set of skills and proficiencies, your class shapes the way you view the world and approach situations both in and out of combat.
CHAPTER 3: GHOSTS
Not even the Ghosts themselves know how the Traveler made them, but every Ghost innately knows why: to find and resurrect those capable of wielding the Traveler’s Light. Each Ghost instinctively seeks a single individual among the countless dead scattered throughout the solar system, and each searches interminably until that person’s remains are found and revived. Many have searched for centuries, ever since the end of the Collapse, and have yet to find their counterparts.
Those who do find their destined charges form indissoluble bonds with their Risen, becoming inseparable companions and fulfilling key support functions as well as providing the connection to the Traveler that gives Risen (also known as Lightbearers or Guardians) their power and allows Ghosts to revive them from death. However, if destroyed, Ghosts themselves cannot return and cannot be replaced.
Though your background may be lost to you, remembered only in fragments or not at all, what you do with your second life is entirely yours to decide. Maybe you become an agent of the Vanguard and dedicate your life to supporting the Last City and providing for its needs. Maybe you become a Crucible combatant, fighting your way up the leaderboards with the hope of achieving a championship. Or maybe you spend your time around less-than-savory folk, smuggling wormspore and fighting in the Drifter’s Gambit.
Starting from the time you are first resurrected, you can choose one Risen life foundation, so long as you meet reasonable circumstances for selecting that foundation. Decide on a foundation for your character, and then discuss with your Architect what actions your character may have to take in order to qualify for the foundation.
Vehicles are a critical element of a Guardian’s equipment. Whether for transporting cargo, reaching the distant corners of the Sol system, or delivering much-needed air support to the battlefield, the right vehicle can make a huge difference.
The power of your Light abilities isn't the only thing that develops with you. As you grow in strength, knowledge, and wealth, certain equipment upgrades will become available to you. Also during your travels, you may come across exotic weapons, armor, artifacts, or devices. These items have unique perks, properties, or other effects that are not covered in this chapter. More information on exotic equipment is included in the Architect’s Guide.
Weapons come in four tiers, tier 0 through tier 3. Tier 0 is the most basic both in terms of function and form of any weapon. All weapons described in Chapter 5 are considered tier-0 weapons.
Higher tiers can be purchased or discovered during your adventures, whether through finding a lost weapon locker, using a weaponsmithing toolkit to make the upgrade yourself, or obtaining the services of a weaponsmith.
The cost of upgrading your weapon at each tier is detailed in the Weapon Tiers table. This is the price whether you are upgrading the weapon with your own weaponsmithing toolkit, or if a dedicated weaponsmith does the job for you, though most weaponsmiths will charge an additional fee for their labor.
Within these dusty pages, uncover the secrets of the world—indeed, of the branches of the multiverse! Collected here are entire lost volumes of esoteric truths. Only for you, the Warlock Grimoire 2! Dark revelations and wondrous testimonials of dark fantasy monsters and magic, locales and lore of Midgard.
The Warlock Grimoire 2 presents the content from issues 10–19 of the Warlock zine and includes an entire issue’s worth of new, never-before-seen lore and game elements, including both the mysteriously desolated Southlands city of Iram and the secrets of Grandmother herself, Baba Yaga. Uncover the truths of dark fantasy for the Midgard campaign setting—or for the worlds of your own creation!
Unearthed Tips and Tricks! We bring you new and creative content for you to bring with you on your next adventure.
“The Way of the Gun” by Glenn Sloan
“You’ve hee’d your last haw!”
This is a kensai monk/gunslinger fighter. You take enough levels in fighter to get the two-weapon fighting style and the gunslinger archetype. Put all other levels in the monk class, and take the way of the kensai and make guns your kensai weapon. If the DM approves it, you can use the two pistols to fire two shots, then use the extra attack to use your pistols to pistol-whip enemies in melee range. Then flavorfully use a flurry of blows, elbow, kick, etc.
Patreon Poll Submission: K3pler13: Obelisk Spider
Origin: Stone Golem
Changes: Slow becomes a slowing venom spray.
Steel Web (Recharge 5-6): Ranged Weapon Attack: +10 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 18; hp 10; immunity to bludgeoning, poison, and psychic damage).
Imposing Figure: The spider rears back on its hind legs and lets out a roar. Any creature within 30 feet of the bear that can see and hear it must make a DC 17 Wisdom saving throw or be frightened of the spider until the end of their next turn.
Reinforce Webbing. The spider rolls a creature restrained by a web action (either its own or from another giant spider or ettercap) in more webbing, increasing the escape DC by 1, the web’s AC by 1, and its hit points by 5).
Web Escape. The spider extends a line of webbing up to 30 feet above itself and moves 15 feet up the line.
Web Recharge. The spider rolls to recharge its web.
Monkeying Around! By: Andrew Wheeler
The party notices a distinct break in the forest canopy; the bright sunlight it allowed in was visible for almost a mile, a stark contrast to the near complete darkness the forest holds beneath its boughs. As they get closer, they notice what looks to be a vine growing horizontally... and then another beneath that, and a third nearest the ground. They notice that they grow in a square, coming off of four stumps, one at each corner of the square, making a square fenced in area. The vines are taut but don't break when pulled. Instead, stretching and shrinking to accommodate. Magically sensitive characters with a successful DC 15 Intelligence (Arcana) or with detect magic or similar effect can identify a humming of nature magic within the fenced area. Prixi (F, Gnome, Druid) jumps up onto one of the stumps, and introduces themself as a master of gorilla warfare. They are moon druid and are the creator of this spot. They are also a practitioner of what we would call professional wrestling. There's a prize waiting for whichever character can best him. But wait, remember that magic feeling? That's because this druid has a couple of surprises - he wrestles as a gorilla and prefers to be fair. After he wildshapes and steps into the ring, the ground gives a green glow for a moment. Then when an opponent enters the ring, they are then transformed into the same creature as the druid, and the glow fades back into the ground. If the opponent is also a druid, both druids feel a surge of wild energy - they can wildshape as a bonus action within the ring.
The Jar of Wild Magic - By; Andrew Wheeler
Wondrous Item, rare (requires attunement by a spellcaster)
This glass container is swirling with a liquid made up of every color of the rainbow, including some you’ve never seen before. While attuned to the jar, when the caster casts a spell of 1st level or higher, they must roll a d20. On a 1, part of the magic’s raw power is absorbed by the jar.
When captured this way, the magic appears to fill the Jar with more of the colorful liquid. As it fills the jar gives off a light golden glow and the swirling speeds up.
As an action, the jars cap can be removed releasing some of the stored energy inside and spending a charge. Roll on the wild magic surge(PHB) table to determine the effect. The Jar can store up to 4 uses and will break if it tries to absorb more. when found, the Jar has 1d4 - 1 charges stored.
If the last charge is used, roll a d20. On a 15 or lower, the container shatters releasing a beautiful rainbow before disintegrating.
Dungeon Master Tip:
Outside of combat, D&D enables characters to do what they want when they want, but that can lead to some players just sitting out. To alleviate this, make each character act before any other character can act again. If props help your group, give each player a token to cash in when he or she wants to act. Once you have all the tokens back, pass them out again for the next round.
Player Tip: Don’t be a Dick
Heroforge VTT Tokens
You can use Heroforge to design a custom character. Move the camera to an overhead view, take a screenshot. Use your favorite editing software to add color and export. Boom! Custom VTT Token!
A masked menace terrifies the region. The adventurers stumble into her scheme: the kidnapping of a famous performer known as Devon Artis. Their mission is to deliver a ransom and collect Devon.
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