Daily Punch 8-16-19 Diabolical Ferocity feat for DnD 5e

More player options to fight devils! Now for the Half-Orc!

Diabolical Ferocity

Prerequisite: Orc or half-orc

You’ve been touched by devils, but that has only increased your powers, not corrupted you. You gain the following benefits:

  • You gain a magic melee bite attack. You are profficient with the attack, it deal 1d6+1 + Strength modifier damage and counts as magic to overcome damage resistance.
  • You can use your Relentless Endurance once per short rest instead of once per long rest.

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Daily Punch 8-14-19 Herne’s Apprentice Ranger Archetype for DnD 5e

More devil killers for DnD 5e!  Now for the Ranger!

Herne’s Apprentice

Herne hunts his pray long before you were born, and he will do it long after you die.  You grew to love the hunt, and wanted to follow the great hunter.  Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself.  Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!

Initiation

At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree.  You’re type changes to undead.  You gain damage reduction to cold and necrotic damage.  You also no longer need to eat or breath.

Horned Hunter

At 7th level, you grow antlers like your hunter.  You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient.  In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.

Horrors of the Hunter

At 11th level, you begin to frighten even your enemies.  At the start of each round, you can choose to frighten anyone of your choice.  Each creature of your  choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute.  The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.  Even creatures that are normally immune to fear effects only receive advantage on the saving throw.

Chain and Horn

At 15th level, you gain Herne’s most treasured items.  Gain the following below.

  • Chain: You gain a magic chain the wraps round your enemies.  As a bonus action each round, you can attack an enemy with this melee weapon up to 30 feet away.  The attack deals 1d6+2 magic bludgeoning damage with with you are proficient.  If an enemy is hit, you can drag the enemy up to you.
  • Horn of the Hunter: Once per day, you may use an animal horn as an action.  This summons 6 dire wolves.  These wolves obey you as if summoned via conjure animals.  You regain the use of this ability after a long rest.

 

 

Thoughts?