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PROJECT UPDATE
Chris Lindsay, 5E Director, Goodman Games
CREATOR
10 days ago

Project Update: Dragon Rider's Primer Assembly



Howdy Folks!

Chris Lindsay here...  I'm just dropping everyone a quick note to let you know that we've been collecting up all of our edited content and are now in the process of fully assembling this aerial beast. I wanted to remind you that if you haven't yet done so, you can DOWNLOAD the BETA rules here and start playing right away. There's absolutely no reason you should remain grounded whilst you wait. In the meantime, I'm working hard so that by the next time I update you, we should have complete manuscripts, ready for layout and final art. 

At the same time, we're polishing the articles and content to populate Issue #1 of the OG5E Journal. It's sure to be jam-packed with insightful ideas, amazing articles, and all around gamer goodness!






While we're chatting, I'd like to draw your attention to the AWESOME new campaign we have going with....  wait for it....BOOOOOOM!!!

SEE YOU IN THE DUNGEON!



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PROJECT UPDATE
Chris Lindsay, 5E Director, Goodman Games
CREATOR
about 1 month ago

Project Update: Thank You!!!




To all of you who backed this project a HUGE THANK YOU!!! 

In the coming weeks, more information will become available. Please don't forget... if you haven't already, go download the BETA rules and provide any feedback you might have. This will be helpful as we complete the project and prepare all of this wonderful content for your enjoyment!!!

Good Gaming!!!

Chris Lindsay






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PROJECT UPDATE
Chris Lindsay, 5E Director, Goodman Games
CREATOR
about 1 month ago

Project Update: It's the Final Countdown (24 Hours Remaining)

Almost there!!!


Heya Folks! Chris Lindsay here to remind you that if you haven't yet backed this project, our time in crowdfunding is coming quickly to an end. To the 1,000 backers that have, on behalf of Goodman Games, I humbly thank you for your support!

For the rest of you... NOW is the time to get all of the Dragon Riding Deliciousness plus character upgrades, aerial bestiary, and all the trimmings to make aerial mounts soar in your 5E or 5.5E campaign.



As you're perusing the options, also don't forget to pick up Issue #1 of the OG5E Journal featuring a host of content, including (but certainly not limited to) the following...

Notes from the Gnome. Wherein I'll answer hand selected questions from all y'all and address gaming concerns with advice and guidance.

Monster Mayhem. A regular feature with a rotating cast of designers who will show off their creature creation skills, not only for stats, but also for placing their critters in the functional ecology of a fantasy setting.

Sezrekan's Archive of Ancients. Wherein our famous archlich will describe all manner of previously undiscovered spells, magic items, and other oddities.

Eldritch Explorations. Including feature articles with exploratory content for your consideration and even feedback once you've had the opportunity to dig in.

Goodman Games 5E Organized Play. An update from our Weird Uncle Brendan on all things OP.

And this is just the beginning... we're going to have additional feature articles, comic strips, and other gamer goodness throughout.

Don't be shy on this one. We're currently only planning to print enough copies to fulfill the crowdfunding, and while it will always be available digitally, if you want to collect them all, I'd advise you to get in now!

ADD-ON PAWNS and MAT!!!

Finally... don't forget to get this gorgeous playmat and the tokens you'll need to make this entire experience come to life! Tracking combat in 3-D will be a cinch with this incredible accessories!



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PROJECT UPDATE
Chris Lindsay, 5E Director, Goodman Games
CREATOR
about 2 months ago

Project Update: It's the Final Countdown (48 Hours Remaining)

But Wait! There's More!


Heya Folks!!! 

Chris Lindsay here... and I'd like to thank ALL of our backers for helping us get past our FIFTH stretch goal... considering this is for 5E, it seems fitting that we AT LEAST do that... though I won't complain if we get further along however!

Perhaps to assist with that, now that we're in the final 48 hours, I'd very much like to shed some light on all the dark corners of this wondrous tome that we might have mentioned, but haven't shown off yet. Check out the HOTNESS!!!



Feats...

35+ New Feats to round out your character and really make them unique. Such as...

Tooth and Magic 
General Feat (Prerequisite: Level 8+, Aerial Spellbound, Spellcasting) 
Your bond with your mount has grown to the point where your spellcasting has become its signal to strike. The moment your arcane energy flares, your mount is stricken with a glowing ripple of magic and together you can weave spellcraft and physical combat together seamlessly. Few achieve such harmony but those that do shape the air around them with their combined assaults and dangerous accuracy. You gain the following benefits. 
     Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. 
     Spell and Strike. When you cast a spell of 1st level or higher on your turn, your mount may make one melee attack as part of the same action. If the spell targets or affects a creature within your mount’s reach, your mount may make its attack with Advantage. 
     Arcane Pressure. If the target of the spell was required to make a saving throw, your mount gains a bonus to the attack roll made through Spell and Strike equal to your proficiency bonus. 


Spells...

45+ New Spells from Cantrips through 9th level spells with something new for every caster in your party. Such as...

Sky Fortress
Level 6 Conjuration (Wizard)
Casting Time 10 minutes
Range 120 ft.
Components V, S, M (a crystal carving of a castle worth at least 250 gp)
Duration 24 hours
You cause an unoccupied 100-foot Cube of open air to form into a stationary floating fortress made of glass. You can create walls, doors, floors, towers, or even a keep. When you cast the spell, you choose whether the walls of the structure are transparent or as opaque as a storm cloud. Each wall has AC 13 and 20 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves a hole in the structure.
     Casting this spell on the same spot every day for a year makes this effect permanent.
     When you create the castle, you may imbue it with up to three additional effects:
     Changeable Walls. As a Magic action, you can change the transparency of the fortress walls, change the layout of the fortress by adding or removing a 10-foot section of wall, or create a door or window where there was not one before. 
     Dancing Lights. You can summon dancing lights in any room or corridor with a wave of your hand. The lights repeat a pattern you choose without requiring Concentration until you dismiss them. 
     Divination Interference. Divination spells of Level 3 or lower cast from outside the fortress cannot detect or scry upon anything or anyone within the fortress. 
     Doors. All doors in the within the fortress are magically locked, as if sealed by the Arcane Lock spell. You can create one glass key that can open them which you may hand off to another, and you may open any door without the key. 
     Healing Rest. Creatures that complete a Long Rest and spends one or more Hit Dice regain extra Hit Points equal to your Magical Ability bonus. 
     Turret. You create a magical turret upon a wall, roof, or tower. Any creature you designate can take the Utilize action to fire the turret. The turret uses your Ranged Spell Attack bonus to fire an arcane bolt at a create or object with 200 feet. If the target is hit, the bolt does 3d6 Force damage. 
     Using a Higher Level Spell Slot. You may imbue the fortress with an additional effect or expand the size of the cube by 50 feet for each spell slot level above 6.


Magic Items...

40+ New Magic Items that will take your character to the next level, providing the edge they need to succeed. Such as...

Barding of Silent Wing
Armor (Leather Barding), Uncommon
This masterfully crafted dark leather barding is stitched with images of nighthawks and owls. It is unnaturally      light and makes almost no sound as it moves. While your mount is wearing this barding, it gains a +1 bonus to AC and has Advantage on Dexterity (Stealth) checks.


An Adventure Path...

If you're short on time to generate ideas or are simply looking for an adventure spark you can fan into the flame of a full campaign. We provide a complete series of springboards and hooks, and starting with the 1st level outline for Madam Phorvia's Menagerie, ending with the 17th level concept for Fortress of the Skylords, and everything in between. There's an entire campaign worth of concepts to pick and choose from, and weave into a story all your own.


Aerial Threats!!!

We're including the Book of Aerial Threats and Hazards* that starts with such threats as the Vultyra, a species of demon worshipping anthropomorphic vulture-folk... to Crypt Spores, a sentient necrotic cloud of fungal spores that drift en masse on the winds, disrupting life wherever they go. Don't forget that with your generous backing, we're adding MORE to this beautiful bestiary every day!
*Title not final!
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PROJECT UPDATE
Chris Lindsay, 5E Director, Goodman Games
CREATOR
about 2 months ago

Project Update: Take the Oath of the Aeronaut (A Paladin Subclass)

You can't take the sky from me!


Heya Folks!

Chris Lindsay here to SMITE you with an exciting new subclass.
Funny thing about the Oath of the Aeronaut was that I came up with this name without thinking about the actual design. However, when Greg Marks came to me and said... "I have this idea... it's inspired by the Firefly series." I was like... "Say no more... go forth and design what I'm sure will be awesome..." and the rest is history.


Oath of the Aeronaut (Paladin)

Paladins of the Oath of the Aeronaut swear an oath to protect the freedom of the open sky. By upholding the tenets of their oath, these paladins fight against tyranny and any power that would cage those who fly free. Soaring warriors against oppression, they are constantly on the move, acting as liberators for all who are chained. 

Tenets of the Aeronaut 
Though the exact words and strictures of the Oath of the Aeronaut vary, paladins of this oath share these tenets. 
  • Safe Skies. Anyone traveling the sky-lanes or common trade routes deserve to do so safely and without fear. Individuals have the right to travel without excessive laws, controls, or taxes. 
  • The Sky is for All. The sky has no borders. Individuals deserve to be free, especially in the sky. Do not judge others by their kingdom, race, or whether they were born with wings or ride a flying mount. Everyone deserves to soar. 
  • Offer a Hand, Not a Chain. Empower others to rebel against oppression. It is your duty to oppose authoritarian governments and violent criminals who rule by fear. Offer aid and guidance, but never a new set of chains. 
  • Keep the Wind at Your Back. Never become stagnant. You must move forward to be the change the world needs. Seek out injustice and keep pushing for a better world. Resting on your laurels or accepting the status quo is to let tyranny take root. 

Oath Spells 
You gain oath spells at the paladin levels listed. 

Oath Spells 
Paladin Level          Spells
      3rd          Concussive Burst*, Feather Fall
      5th          Pack Animal*, Wind Lance*
      9th          Fly,  Heart of the Griffon*
     13th         Freedom of Movement, Sirocco*
     19th         Passwall, Wings of the Pegasus*
*New spells presented in the Dragon Rider's Primer.

Channel Divinity 
When you take this oath at 3rd level, you gain the following two Channel Divinity options. 
 
     Free Skies. As an action, you present your holy symbol and issue a divine decree of liberation. Each creature of your choice within 30 feet of you that has the Grappled, Restrained, or Frightened condition has that condition end immediately. If a target is falling, flying, or hovering, they gain a bonus equal to your Charisma modifier (minimum +1) to the next Saving Throw made before the end of your next turn. 
 
     Push the Tyrant from the Sky. As an action, you can use Channel Divinity to imbue one weapon you are holding with the power of the rushing wind. For 1 minute, when you hit a creature with this weapon, you can push that creature up to 5 feet times your Proficiency Bonus. This movement can be in any direction, including downward, and does not provoke opportunity attacks. 
     You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Safe Skies 
By 7th level, you and friendly creatures that begin falling while within 10 feet of you have resistance to bludgeoning damage caused by falling until the end of their turn. Additionally, when an affected creature begins falling while within your aura, its rate of descent slows to 30 feet per round. At 18th level, the range of this aura increases to 30 feet. 

Break the Chain 
Starting at 15th level, when an ally you can see within 60 feet of you fails a Saving Throw against the Charmed, Frightened, Paralyzed, or Stunned condition, you can use your Reaction to allow that ally to reroll the Saving Throw, adding your Charisma modifier to the new roll. 
     Once you use this feature, you can’t use it again until you finish a long rest.

Lord of the Sky 
At 20th level, you can assume the form of swirling winds. If you are mounted when you transform, you can share the affects with your mount. 
     Using your action, you undergo a transformation. For 1 minute, you (and your mount if you are mounted) gain the following benefits: 
  • You gain a flying speed of 60 feet and the ability to Hover. Your body becomes translucent and wreathed in swirling winds, causing all Ranged Attacks against you to have Disadvantage. 
  • You are immune to being moved against your will. 
  • As a Bonus Action, you can create a line of powerful wind 100 feet long and 10 feet wide originating from you. Each creature in the line must make a Strength Saving Throw against your spell save DC or be pushed 30 feet away from you. On successive turns, as a Bonus Action, you can reorient the line. 
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