The Dota Project
Last week I wrote about how the game Dota and some of the heroes and rules could be implemented into Dungeons & Dragons. I presented a couple of basic builds for Axe and Juggernaut, which was fun and left me wanting to do more conversions. This led me to start the DOTA Conversion Project on our Patreon, but I also wanted to share and get feedback on the modifications as I work through the heroes, items, and rules.
Creating builds for all the heroes is a massive undertaking I do not currently have the time for. Creating magic items from the items you can purchase for your hero seemed like a perfect place to start then, and I started at the beginning with what is known as consumables. Most consumables are relatively basic, restoring hit points, mana (or in D&D terms spell slots), and providing vision. The most powerful of the consumables is Aghanim's Shard, a powerful item that increases the strength of one of the hero's existing abilities or, in some cases, grants them an entirely new power. Each power it gives is unique to the hero. They purchase it, making it a one-of-a-kind item in the game, which presents an excellent opportunity to create a magical item that provides a benefit tailored to the character's class.
Much like the game itself, this item is a work in progress and will be adjusted accordingly based on how it affects gameplay and the feedback I receive about the item. Balance is as vital in Dota as it is in 5e. The game's developers are constantly making adjustments, with small patches buffing or nerfing a hero's abilities based on what they see in actual gameplay. The same will hold true here, and I'm sure the shard will be tweaked several times before it is finalized.
Alchemist - Spell Storing Item
You may choose a 1st or 2nd level spell from any spell list to store within the item.
This is hard for me to figure out since I have not ever played or DM'd an alchemist. You may think so what, but without that 'hands-on experience, it is difficult for me to judge what is overpowered and what isn't. Cut me some slack. I'm old.
Barbarian- Unarmored Defense
You can wear light armor and use your Rage ability.
The barbarian is already a powerful character class, especially at lower levels. Provided the class with a minor improvement to its AC felt like it fit here. It may not seem as powerful as the others, but so do some of the ability buffs the shard provides for certain heroes in Dota.
Bard - Bardic Inspiration
You may use this ability a number of times equal to 3X your Charisma modifier.
A jump in the number of times the bard can use its signature ability still allows the bard to fight in battle and boosts its status as a powerful support class.
Cleric - Turn Undead
You now use the turn undead ability a number of times equal to your Wisdom modifier instead of channel divinity. In addition, if an undead creature critically failures itself saving throw, it is instantly destroyed.
The turn undead ability was dramatically nerfed as the editions progressed, and I wanted to restore a little of its former glory. Now you just have to convince the DM to have you encounter more undead creatures.
Druid - Spellcasting
You learn all spells from the Druid cantrip list.
I'll admit this one sucks. Still a work in progress.
Fighter - Fighting Style
You can learn an additional fighting style. You may also switch your existing fighting style for another.
Fighter fight, so let them do so with more options.
Monk - Hit Dice
Adjusted to 1d8 + your Dexterity modifier per monk level after 1st.
Monks are probably the most overpowered class in D&D, in my humble opinion. This one could use some work, but increasing an existing ability always seemed to push it over the edge.
Paladin - Smite
Smite damage increases to 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st.
I went back and forth about letting the Paladin swap out the divine smite for a smite spell on their spell list. It would probably have to be a 1st, or 2nd level smite spell since the damage jumps starting at the 3rd level to a point where it would be too powerful. Another thought I had was to allow the paladin to swap out the type of smite daily. Work in progress.
Ranger- Ranger's Companion
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you per the Beast Master archetype ability. If you have taken the Beast Master archetype, you may choose a beast that is no larger than Medium, and that has a challenge rating of 1 or lower.
All rangers should have companions in my book.
Rogue - Sneak Attack
You may now use any weapon to attack with the sneak attack ability.
Another class that is already overpowered. A work in progress
Sorcerer - Sorcery Points
You may regain a number of sorcery points equal to your proficiency bonus up to your maximum on a short rest.
Spellcasters are always limited by how many spells they can cast. That said, you don't want them to have too many spells available to them at higher levels since they become more potent than melee classes. This gives the sorcerer access to a maximum of an additional 4th level spell, which seems like not too much but powerful enough to stay in the fight longer.
Warlock - Pact Boon
When you attune to the shard, you may swap your Pact Boon. If you choose to do so, you lose all your eldritch invocations associated with your old boon but retain the pact feature.
Probably needs to be tweaked. I'm currently playing in a Pathfinder campaign, which is influenced by the versatility provided in the game.
Wizard - Arcane Tradition
You learn a 2nd level feature from any arcane tradition of your choice.
I know, it feels meh.
Feedback is appreciated as always, and I'm thinking this will garner a lot of opinions. I'm looking forward to it (except Stephen).
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