Recovery Dice Options

Crit Academy discusses Total Party Kill Games Recovery Dice Options: Introduced in Dungeons and Dragons Fifth Edition, Recovery Dice, otherwise known as Hit Dice, allows a character to recover hit points without the need for healing potions or cure wounds spells. This serves to extend the adventuring day by delaying the party’s need to return to civilization, which in turn allows characters to continue exploring dungeons, looting crypts, and slaying monsters. As described in the core rules, recovery Dice represent a fire and forget healing system requiring minimal bookkeeping. As a result, most players tend to forget about Recovery Dice in the middle of a fight.

Recovery Dice Options takes the concept and runs with it. Rather than relegating Recovery Dice to the role of emergency healing, this sourcebook provides a range of optional ways for characters to use this mechanic. These options extend this game mechanic far beyond the realm of healing. Does your barbarian desperately need another rage? Could your wizard benefit from regaining a spent spell slot? Desperately need to shake off a condition affecting your character so you can prevent a TPK? This sourcebook provides these possibilities and many, many more.

Segment: Crit Nation Feedback: Let’s talk about Blank!

Patron Steve H.

I found your show after deciding to convert our home group to 5e. I’ve played forever, but wanted to get some help, suggestions, and how-to stuff from the internet. I found Crit Academy and immediately became an avid listener/watcher. It has led me to places I’ve never been like DMsGuild, more Facebook groups, other YouTube channels. Thanks!

However, each of these online resources throw around terms that aren’t necessarily commonly known by noobs to DnD or noobs to the online community. I can’t tell you how long it took me to figure out what TPK was. Others like min/max are still mysterious to me.

I’d love it if you covered some of these things and their meaning either on the podcast or with a “Lingo” tab on your website.

Here’s some that come to mind:

TPK, DPS, Min/Max, Power Gaming/Gamer OP, Tank, Session, Zero Economy, Turn Economy

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Segment: Main Topic: Recovery Dice! By Total Party Kill


GENERAL RECOVERY OPTIONS

Absolute Concentration

You can, as a bonus action, expend a Recovery Die to gain advantage on a concentration check.

Desperate Dodge

You can expend two Recovery dice as a reaction to turn a critical hit into a normal hit.

Iron Determination

As a bonus action, spend a Recovery Die to ignore any one condition you suffer until the start of your next turn.

Sympathetic Healing

You can expend one or more Recovery Dice during a short rest to help heal another creature. You do not regain hit points, but rather the recipient regains hit points equal to half your roll. Do not add your Constitution modifier to this healing.

RACIAL RECOVERY DICE OPTIONS

Elf: Uncanny Aim

If an enemy creature is within range of your weapon or ranged spell attack but obscured or behind

anything less than total cover (i.e., you have line of effect, but not line of sight, to the target), you can spend a Recovery Die to make the attack without disadvantage. You must still attack the creature’s true location if you attack the wrong location, you automatically miss. The target still gains the benefit of cover.

Draconic Presence

When you spend a Recovery Die as a bonus action, you temporarily gain a fraction of your draconic ancestry’s Frightful Presence ability. As an action, you activate this fearful aura. Each creature of your choice within 30 feet and aware of you must succeed on a Wisdom saving throw (use the same DC as for your breath weapon). Any creature that fails this saving throw becomes frightened for a number of rounds equal to your Charisma modifier (minimum of 1). A creature can repeat this saving throw at the end

of each of its turns, ending the effect on itself with a success. Once the creature makes this save, it becomes immune to your Draconic Presence for the next 24 hours.

CLASS RECOVERY DICE OPTIONS

Fighter

Critical Strike Master

When you spend a Recovery Die, your critical hit range temporarily increases. If you normally critical only on a 20, you instead critical on a 19 or 20; if you critical on a 19 or 20, you instead critical on an 18-20. You can choose whether to use this option after you make your attack roll. You can only use this option once per round.

Sorcerer

Boosted Spell

When you wish to cast a spell at a higher level, you can spend two Recovery Dice in place of a one level

higher slot. For example, if you wish to cast fireball at 4th-level of effect, you use a 3rd-level spell slot and expend two Recovery Dice, rather than using a 4th level slot. You can combine this option

with a higher-level slot. For example, if you wanted to cast bane as a 3rd level spell, you can do so with a 2nd-level spell slot and by expending two Recovery Dice.

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Segment: Unearthed Tips and Tricks! (We give you creative content for your next adventure)

Character Concept:

MVP Most Valuable Player

This character is the star athlete of the realm's largest and most popular sporting event. Constantly full of excitement and cheer. A positive attitude and outlook, believing that with enough practice, you can best any challenge before you. Regularly reminds people they are the STAR player.

Monster Variant:

Gnoll Huntmaster

Origin: Ettin

Lost Features: Two Heads, Wakeful, Swap STR and DEX, Morningstar, Size is now Medium

New Features:

Nimble Escape. The gnoll can take the Disengage or Hide action as a bonus action on each of its turns..

Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 14 (2d8 +5) piercing damage.

Piercing Shot. The gnoll makes a single longbow attack. On a hit, the gnoll can make another attack roll with disadvantage against every creature in a 30 foot line.
Command Beast. When a creature makes a weapon attack against the gnoll, it can use its reaction to direct one of its beast companions to strike. A beast creature who can see or hear the gnoll can immediately use its reaction to move up to half its speed without provoking an opportunity attack, and make a one weapon attack.

Encounter:

Ancient Nautiloid

During their travels the characters stumble across a large scale archeological dig site full of grey skinned dwarves and a few devils.

A bone devil has located the site of an ancient mindflayer ship known as a nautiloid. The devil has tasked his minions with digging the contraption out from under the earth. The devil oversees 2d6 +10 duergar, 2d4 +2 bearded devils and 1 barbed devil. A collection of pulley contraptions are attached to large pieces, likely to support the large object once it’s fully dug out. Currently only halfway revealed, the devils can be heard shouting in infernal at the duergar to put their backs into it. The duergar have been working for four days straight and suffer three levels of exhaustion.

Magic Item:

Scepter of the Blue Nebula - @bonus_action on instagram

Very Rare Wand (requires attunement by a spellcaster)

Nebula charged. You gain a +2 bonus to spell attack and you ignore half cover when making a spell attack with this wand.

Storm’s Reach. You can cast the cantrip shocking grasp from this wand, it has a 60 ft range. You make a ranged spell attack instead of a melee spell attack.

Stormborn. While you hold this wand you may change the damage type of any damaging spell you cast to Lightning or Thunder. You may change a spell in this way a number of times equal to your spellcasting ability modifier (minimum of 1) and regain all uses when you finish a long rest. Additionally you are not imparied by extreme (nonmagical) weather conditions such as storms, blizzards and tornadoes.

Dungeon Master Tip:

Monstrous Features

As DM’s we often want to spice up our monsters a little bit. A great way to do this is convert spells into monster actions instead of giving a creature spellcasting. Rename the feature, and the players will never have a clue.

Player Tip: Don’t be a Dick

Martial Training - An ally in the wind!

The goal of this build is to get advantage almost indefinitely.

Race: Human Variant

Class: Fighter - Battlemaster

Core Skills: Goading Attack, Protection - Fighting Style

Feat: Magic Initiate

1st-Level spell: Find Familiar - Owl

Use familiar to take the help action to grant you advantage every turn.

Use goading and protection to impose disadvantage on any creature that attacks it.

Cons:

  • Can only summon familiar for 8 hours. So if it dies, you’re out of luck.

  • Takes focus on aiding other players for selfish playstyle.

If you have any feedback, unearthed tips and tricks or topics you would like us to discuss, please send them to us. You can email them to us at critacademy@gmail.com or find us on twitter and facebook @critacademy.

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