Some love for the fighter today with a new fighting style.
Responsive
You gain an extra reaction each round.
Some love for the fighter today with a new fighting style.
You gain an extra reaction each round.
How about some alternative features for the monk?
Starting at 5th level, you can hit a foe with your ki. You can spend 1 ki point to attempt to strike a foe within 100 feet with a melee strike. You may make multiple attacks in a round at range each round by spending a ki point for each strike.
Thoughts?
How about something new?
cloak, rare
Thoughts?
How about some quick ones this week.
Armor (hide), rare
Thoughts
More mind madness at throat punch games!
If by your understanding of the flow of combat, your knowledge of your foes anatomy, or via unbalancing words, you strike more with your mind that your muscle. You gain the following benefits:
Thoughts?
Thinking of writing a mental powers book. Let’s build out on that idea.
You might have been born with it or you trained for it, but your mind is is your greatest asset. You gain the following benefits:
Thoughts?
Alright time for the big guns!
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You become a being of pure thought. Your body enters the ethereal plane but you remain conscious of and can interact on both the plane you were just on and the ethereal plane. You are immune to all non-psychic damage or mental effects. You are instantly aware of and can track all thinking creatures within 10 miles of your current location so you cannot be sneak attacked or surprised. While the spell is active you can cast hold monster, dominate person, confusion, counterspell, and dispel magic at will.
When the spell ends, you immediately pass out and awake 1 hour later unless revived via restoration or other like means.
Thoughts?
Time for some power!
8th-level enchantment
Casting Time: 1 action
Range: special
Components: V, S
Duration: special
When you cast this spell, choose any spell you want of level 5 or lower. You cast that spell using up to a spell slot of level 5. The target or targets of the spell must attempt a Charisma saving throw. Those that fail re subjected to the spell as normal and must make all saving throws and checks as if the chosen spell was cast on them. The spell targets areas or individuals as normal for the spell, but does not physically occur only affecting those that fail the original save.
Thoughts?
7th-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours
You use your mental force to overcome all your physical failures. Choose one mental statistic (Wisdom, Intelligence, or Charisma). For all your saves, checks, attacks, and determined DCs, use the chosen statistic in place of all normal statistics used.
Thoughts?
More mindfulness in DnD!
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 day
You mentally hide the instructions of an action from another creature’s mind. When you cast this spell, choose an action from the action list and a creature in range. It must succeed on a Wisdom saving throw or forget the action for the spell duration. For the duration of the spell, when a creature attempts the action if must attempt an Intelligence saving throw to do the action or the creature stands dumbfounded as it struggles to remember how to do the action taking no action. If another action would use the action such as an ability that uses multiple attacks and the mental block targets the attack action, the creature would need to make an Intelligence save to do the action but not multiple times in one turn.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.