Daily Punch 9-15-14 Quick Spell Ring for DnD Next

Well the last thing I designed was a helm, how about an item that is a bit more serious for DnD Next?

 

Quick Spell Ring

Ring, rare (requires attunment)

This simple white gold ring is marked with an etching of a spellbook.

When you prepare spells, you my spend two spell slots.  One of these spellslots much be higher then or equal to the other.  As a free action, once per day, you may cast a spell with a level equal to the lower of the two spell slots.

 

 

Thoughts?

Daily Punch 9-12-14 Helm of Gamer Command for DnD Next

Let’s fire up the random and get an item made up for DnD Next for the Secret Gaming Cabal.

 

Helm of Gamer Command

helm, very rare, requires attunement

This helm arrears to be a simple band of gold made of dice and card shapes with a raised war cobra on the front of the band.

Once per week, the wearer of this helm may say the command words Insubordinate Nonsense to call all who see the helm to make an intelligence saving throw.  However, the intelligence of the subject is inversely proportional to their save bonus.  For every point two point of  intelligence above 10, a character instead has a -1 to the saving throw instead of a +1.  As an example a character subjected to this effect with intelligence 20 has a -5 instead of +5 bonus on the saving throw.  Characters who are proficient at the use of a gambling set of any kind have disadvantage this saving throw.  Characters who fail this save are subjected to the dominate person spell with the effect limited to listen to bearer of the helm discuss games of chance or playing any game provided to the subject of the spell.  This effect of the spell is also changed and now lasts for a minimum of two hours, but can be extended based on the bearer of the helm still discussing games or the length of the game set before the subject of the helm.

 

Daily Punch 9-11-14 Increased Training feat for DnD Next

How about some love for the monks out there?

 

 

Increased Training

You are a weapon, and you’ve trained yourself to be better then most others!

Prerequisite: Martial Arts Class Feature

Benefits-Gain the following:

  • Increase your martial arts die by five levels.  If you ever go above the highest level on your class, your die becomes 2d6
  • Increase your dexterity by +1 to a maximum of 20.

Thoughts?

Daily Punch 9-10-14 Inspired Spellcasting feat for DnD Next

A feat my wife came up with that I think will help a lot of bards out there.

 

Inspired Spellcasting

You inspired not only feats of strength, but also efforts of will
Prerequisite: You must be a bard with the ability to give inspiration dice to other characters.

Benefit-Gain the following:

  • Gain a +1 bonus to charisma
  • Any spell casters may apply  an inspiration die you give them as a bonus to the spell save DC for one spell.

 

 

Thoughts?

Daily Punch 9-8-14 Prehensile Tail feat for DnD Next

How about some love for the stranger base races for DnD?

 

Prehensile Tail

Prerequisite: Tefling, dragonborn, race born with a tail

Benefit:  Gain the following:

  • Gain a +1 to str, dex, or con to a maximum of 20
  • You gain an extra hand.  This can be used for any activity, but if you make an attack with the tail holding a weapon the attack, you do not get to add your statistic bonus to damage from the attack.

 

Thoughts?

Daily Punch 9-5-14 Masterwork Weapons for DnD Next

I didn’t see this in the Player’s handbook for DnD Next/5e, so I think it needs to be said

 

Masterwork Weapons

This is an exceptional version of the standard weapons.  Often crafted by the master of the forge instead of by his journeymen.

This version costs 100 gp more the the standard weapon price.

While using a masterwork weapon, gain a +1 bonus to attack rolls, no bonus to damage.

 

 

Thoughts?

Daily Punch 9-1-14 Magic Domain for DnD Next

If we have magic gods in the Forgotten Realms, then there must be a magic domain for clerics.  Let’s make this happen!

 

 

Magic Domain

Gods of Magic like Mystra control and are the magical weave that binds the world together.  Mortals are sometimes called to protect, maintain, or build the weave and become clerics of this domain.  Sometimes these clerics are tasked with preventing misuses of the arcane as well.  The mortals who pray to the gods of magic are often wizards, sorcerers, and those that dabble in the arcane, or those asking for protection from it.

 

Magic Domain Spells

Cleric Level     Spells

1st      detect magic, Identify

3rd     Magic Missle, Shield

5th     Magic Circle, Dispel Magic

7th     Evard’s Black Tenticals, Dimension Door

9th    Creation, Bigby’s Hand

 

Bonus Skill and Spell

When you choose this domain at 1st level, you gain training in the Arcana skill and gain one cantrip on the wizards spell list.  At 6th level gain a second, and 12th level gain a third.  Unlike a wizard, you cast these and any other arcane spells you know using your wisdom as your spellcasting ability instead of intelligence.

 

Channel Divinity: Enhance magic

Starting at 2nd Level, you can use your channel divinity to enhance the next arcane spell you or another cast.

As an action, you can target you or another creature in 30 feet.  The next arcane spell cast by the target has the save DC increased by half your proficiency bonus or add half your proficiency bonus as a bonus to any attack made with an arcane spell.  The creature must cast a spell within in one minute of you using channel divinity.

Also, as an action, you can enhance an already active spell.  If you do so, the active spell gains a  bonus to its DC equal to your proficiency bonus for the duration of the spell.

A target may only benefit from your use of Enhance Magic once even if you use the ability multiple times.

 

Channel Divinity: Counterspell

Starting at 6th level, you can use your channel divinity to cast counterspell as per the spell with a bonus equal to half your proficiency bonus on the saving throw.

 

Arcane Blessed Strike

When you hit a creature with a divine spell or a creature does not save against one of your divine spells, you may cast an arcane cantrip as a free action against the same target.

 

Arcane Protection

At 17th level, you gain advantage on saving throws against arcane spells.

Daily Punch 8-29-14 Nimble feat for DnD Next

How about some extra for those characters who only wear light armor?

 

Edited version

 

Nimble

You are built for speed, so you are built to get out of the way of an attack!  Gain the following benefits:

  • Gain +1 to dexterity, to a maximum of 20.
  • Add half your proficiency bonus to your AC while you are wearing light or no armor.  This stacks with any other effect that adds to your AC.

 

ORIGINAL

 

Nimble

You are built for speed, so you are built to get out of the way of an attack!  Gain the following benefits:

  • Gain +1 to dexterity, to a maximum of 20.
  • Add your proficiency bonus to your AC while you are wearing light or no armor.  This stacks with any other effect that adds to your AC.

 

Thoughts?

Daily Punch 8-26-14 Arcane Avenger (Ranger) for DnD Next

We have the Eldritch Knight for DnD Next-WHICH IS AWESOME!  But I want to make a ranger who uses arcane magic as well.  Let’s see what we can come up with.

 

 

Arcane Avenger (Ranger Archtype)

Use the standard ranger class abilities except as noted.

 

Spellcasting

You have learned magical secrets as a wizard would.  You cast spells as a wizard does and must prepare them as a wizard does too with the addition of Hunters Mark to your available spell list.  You gain a spellbook, and cast spells based on your intelligence modifier.  While you hold either a sword or a bow in one hand, you may cast your spells adding your proficiency bonus to the attack or to the saving throw DC as a wizard does with an arcane instrument.  You can only cast spells up to fourth level.  Follow your normal spell progression rules, but use the wizard spell selection instead.  Gain a number of wizard cantrips equal to your intelligence modifier.

 

Arcane Attack-Replaces Extra Attack

At level five, when you hit with an attack, as a bonus action you can cast a spell that must include the foe you just hit.  It may include other foes as well.

 

Invisibility-Replaces Hide in Plain Sight

At level 10, you can expend a second level or higher spell slot to instantly cast Invisibility as per the spell.  This spell is cast silently.

 

 

 

Thoughts?