By the Allfather.

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By the Allfather.
BMW R nineT "Killer Ziller" Kit by Zillers Garage
A Polish company called Velotton has recently launched its new Vekkit Travel e-bike conversion kit with a 2-speed motor, which allows users to transform any regular bike into a smart electric bike. While Velotton’s e-bike conversion kit isn’t the only one available in the market, it’s said to be much...
Conversion
Honda CBR1000RR [Conversion Kit] by Huge Moto /Huge Design
New Conversion Kit: Spellsword
October Brewfest: Week 3
Tomorrow we finally transition into full caster subclasses (with a few coming next week as well), but for today, we’ll split the difference and take a look at some advice for blending magic and warfare.
This conversion kit is mostly a matter of spell choice. There’s a number of ways to get spells on a martial character, but getting the desired effect takes some precision. Let’s get into it.
Kit Overview
Investment Type: Spell Selection and/or Feat.
Minimum Investment: As above. If you aren’t a spellcaster with access to the spells, multiclass into one, or take the Magic Initiate feat.
Overall Impact: You use spells, not to supplant martial skill, but to enhance it.
Investment
Your investment here is heavily determined by your existing class.
Artificers, Wizards, Sorcerers, and Warlocks have the most variety- but Clerics, Druids, and Bards have access to a few choice spells too. Eldritch Knights and Arcane Tricksters share the wizard’s spell list. For any of these classes, Feats or multiclassing might be attractive to get at additional spells, but you have access to enough spells to develop a combat style out of the gate.
If you’re a non-caster, a Paladin, or a Ranger, you’re going to have to work for it a bit more. Multiclassing is an option, as is the Magic Initiate feat. We’ll discuss methods below.
Multiclassing, as always, requires a 13 in a specific Ability Score. (Intelligence for Artificers and Wizards; Charisma for Sorcerers, Warlocks, and Bards; or Wisdom for Druids and Clerics)
I advocate for minimum investment, so I would advise using the following rules to decide how you’ll get at your spells:
If you’re a full caster, one level of multiclassing is easy. Unless you’re lacking in the appropriate ability score. In that case, select the magic initiate feat.
If you’re a Ranger or Paladin, then multiclassing into Druid or Cleric is painless, since they all key off of Wisdom.
If you’re a non-caster, I have to advocate for Magic Initiate. You don’t have nearly as much to gain from multi-classing as a character who can already cast spells.
Now’s a good time to discuss scope. This article aims to blend magic and martial combat. If you’re a full caster, you won’t want to do this all the time. If you’re looking to bolt a toolbox of spells onto the side of your fighter chassis, this isn’t the article for you. We want your spells and attacks to be (roughly) equal parts of a cohesive combat style. For this reason, we will be focusing on Cantrips.
Narrative Impact
The narrative impact here can be fairly varied, based on what you want to do with the kit, your class, and whether you multiclassed to get to the spells you’re using.
For full casters, consider how you wound up on the front lines. Elves are known for mixing their traditions (Bladesingers, anyone?) and Dwarves are quite hardy. Abjurers and War Mages have good reason to stick close to their comrades, while many Clerics stay close to provide healing.
This is a conversion kit where the narrative impact can sometimes be minimal, but considering it can certainly help you define your character. Certain Artificer and Bard archetypes lean into frontline battle, and Druids might simply stick close for their wildshape. If your archetype assumes you’ll be getting up close and personal, then by all means skip to the mechanical impact section for advice on getting the most out of your cantrip choices.
For everyone else, this can be much more exciting.
Whether you multiclassed or utilized magic initiate, you can latch onto the class you chose to inform your narrative.
Do you have latent magical power as a sorcerer? If so, what’s stopping you from becoming a full sorcerer? Is the bloodline weak, recently manifested, or is your innate magic perhaps the result of recent events instead? Perhaps you even detest or mistrust your bloodline.
Have you studied magic as a Wizard? Who taught you the few tricks you know? Were there others? Were you satisfied with what you learned, or do you thirst for further knowledge? If you’re a High Elf, the study of magic may be culturally important. If, like an Artificer or Bard, your magic stems from study of a craft, you might wish to answer similar questions about your narrative.
Did you recieve your magic from a patron, similar to a Warlock? Perhaps your magic was a gift meant to tempt you, and you have refused it. Did you serve willingly? Or disappoint your patron in some way? Perhaps there is a broken pact in your history, or you simply did not prove yourself to the being who gave you your power and took a new path.
If your magic is Divine, like a cleric, when and how did you find your faith? Do you serve or venerate any particular god? What separates you from clerics and paladins? Do you lack devotion, or do you simply believe that your path will serve your god just as well as any other?
Power that stems from nature like that of the druids is much more difficult to pin down. Have you always had a kinship with nature? How did this kinship develop, and what do you make of it? Do you have other skills or knowledge as a result?Were you taught secrets by a member of a drudic order? Have you formally joined them? Do you serve any particular role, if so? Do they resent you for having those secrets?
Brewfest Week 2: Warriors Dirty Fighter Conversion Kit
Our first post for week 2 is advice for staying alive- no matter what it takes. Using the Tavern brawler feat and improvised weapons, a variety of unconventional tactics become available.
This one actually went up early on the foundry a little early, and you can read this article with the original formatting there.
Kit Overview
Investment Type: 'Half' Feat (In place of an Ability Score Increase [ASI])
Minimum Investment: One of your precious ASI slots- this stings less if you're a Fighter or Rogue.
Overall Impact: You are able to utilize unconventional forms of attack without penalty, making combat more expressive, and opening up new strategies.
Investment
This is one of the easiest conversion kits to access, in theory. By simply taking the Tavern Brawler feat, you have access not to a single new fighting style, but to a variety of new techniques ranging from unconventional weapons and unarmed strikes to truly off-the-cuff improvisation that may fit with any number of fighting styles.
Evaluating the investment here is a little bit odd though, because while any conversion kit does you no good unless you use it, you're likely to think you'll use this more than you actually will. You'll imagine yourself throwing stones, plucking a lit torch from a sconce and swinging it like a flaming club, or any manner of truly off the cuff attacks- but realistically, you need a plan.
And I hear you- "how can I plan to use an improvised weapon"?
But here's the thing, improvised does not strictly mean you've made the decision to use an object as a weapon in the moment. The weapon can be improvised in the sense that it is not meant to be used as a weapon- or, if you ask certain designers, a weapon being used in a way it is not meant to be used is considered improvised.
And there's the rub: the real investment is yours, not your character's. To get a plan in place, you need to understand what an 'Improvised Weapon' is in terms of DnD5e. If you're the type to use this feat, your wheels might already be turning.
So what is an improvised weapon?
It is a distinct type of weapon- it is not a simple or martial weapon.
It deals 1d4 damage, and it is a thrown weapon with a 20/60 range.
It does not have any other properties- it is not a finesse weapon, a heavy weapon, a light weapon, or two-handed weapon (By default).
It is still a weapon, for any feature which may require one.
So simply put, you can't (effectively) two weapon fight, sneak attack, great weapon fight, or similar with an improvised weapon. We'll discuss what you can do in the mechanical impact section, but I wanted to set aside any misconceptions out of the gate.
Before we move on to the narrative impact, I'm going to lay out the feat's benefits, because they're rather broad:
You add your proficiency bonus to attacks with improvised weapons.
You roll a damage die with your unarmed attacks, rather than dealing a single point of damage.
When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
(Remainder below the cut)
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