Someone confused “sneezing powerder” with something else, so here is an idea that came from that!
wonderous item, uncommon
Opening the small bag of this powder and sprinkeling it over your head make you move that much quiter. For one hour, you gain advantage on all Dexterity(stealth) checks for one hour.
Ok, one more whip idea I promise!
Not many people put the hours into practice that are needed to master the whip. You have and it’s pays off.
- When you hit a creature with a whip, you can use a bonus action to attempt a trip. The creature must attemp a Strength saving throw (DC eqaual to 8 + your Dexterity modifier + your proficiency) or fall prone.
- Each turn you can take an extra reaction action that can only be used to make a whip attack against an enemy that attempts to leave an engegement with you. If you hit a target with this reaction attack, you can trigger the above trip attempt without the needing a bonus action.
Conjure Fire Whip
Casting Time: bonus action
Duration: 1 hour
You clap you hands, and when you pull them apart, you generate a whip of fire. The whip functions as a normal whip, but it does an additional 1 fire damage on a hit. While wealding the whip, increase your AC by 1. This bonus stacks with other spells and effects. If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip. When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.
If it’s good enough for Pathfinder, then it’s good enough for DnD!
Casting Time: 1 action
Range: 60 feet
Components: V, S
You throw a ball of pure force at an enemy. The ball hits unerringly, automatically hitting and dealing damage, unless the enemy is behind total cover or has a spell such as shield that blocks force spells. Choose one creature within range. That target takes 2 force damage.
This spell’s damage increases by 2 when you reach 5th level (4), 11th level (6), and 17th level (8).
Been a bit, but let’s keep rolling through the different races!
You might not be the largest, but sometimes the smallest can stand the tallest! Gain the following:
- You are immune to fear. Other parts of an effect that causes you to become afraid still occur, but you can no become frightened.
- Your lucky ability triggers on a 1 and a 2.
- You have advantage on Dexterity(acrobatics) checks.
We did Dwarf, so now on to Elf!
You are Elven perfection personified! Gain the following:
- Increase the distance of your darkvision to 120 feet.
- Before three Wisdom(perception) checks in a day, you can gain advantage. This ability comes back after a long rest.
- You can increase your max Dexterity over the normal limit to 22. This ability overrides other feats and abilities saying your maximum Dexterity is limited to 20.
Something I missed from the old 3.5 days was the feats for each race. Let’s bring those back!
You are what all other Dwarves think of when they think of Dwarves. Gain the following:
- You gain a +1 bonus to all weapon attacks using weapons mentioned in Dwarven Combat training
- Increase the reach of your Darkvision to 120 feet
- If you succeed on a save against a poison effect and would be dealt damage from a successful save, you are immune to that poison damage.
- If you gain the bonus from your Stonecunning ability, you also gain advantage on the check.