Daily Punch 2-28-17 Dwarf Paragon feat for DnD 5e

Something I missed from the old 3.5 days was the feats for each race.  Let’s bring those back!

 

Dwarf Paragon

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.

 

 

Thoughts?

Daily Punch 2-27-17 Way of the Cracked Turtle Monastic Tradition for DnD 5e

I was thinking of making a monk feat, but let’s build on what we got going on with the Way of the Open Hand.

 

Way of the Cracked Turtle

Monks of the  Way of the Cracked Turtle have learned from the simple turtles around them  While slow, their steady path leads to victory.  They toughen their bodies to be the bulwark necessary to bear the brunt of the world on their shoulders.  They also learn the way to crack false armor while others bend under the weight.  It is truly turtles all the way down, for these men and women are tireless companions and will carry those around them to victory.

Crack the Shell

Starting when you choose this tradition at 3rd level, you learn how to harm those who bare false shells.  Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Constitution saving throw or you impose a penalty equal to half your proficiency bonus for one round to AC.
  • You toughen yourself and gain a bonus to AC equal to half your proficiency bonus.
  • You block its movement and prevent it from making one action this round if it fails a Wisdom saving throw.
Lessons of the Turtle

At 6th level, you training truly begins to take off as you gain a permanent bonus to AC equal to half your proficiency bonus.

Tireless

Beginning at 11th level, you can enter a special state of determination.  As a free action or reaction, you can choose to not fall unconscious.  This state will end when you die from exhaustion, failing three death saving throws if you are at zero hit points, or you end this state as a free action.  If you are magically healed while in this state, all your failed death saving throws are reset to zero.

True Lessons of the Master

At 17th level, you truly become the turtle.  Gain a swim speed equal to your land movement speed or vice versa.  You also gain an additional bonus to AC equal to half your Constitution modifier.  Furthermore, when you make an attack with your flurry of blows, you may make one more additional attack using a bite.

 

 

Thoughts?

Daily Punch 1-22-17 Grim Harvest spell for DnD 5e

Just published it for Pathfinder, so let’s publish it for DnD 5e

Grim Harvest

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of a ghoul’s heart)
Duration: Instantaneous

You condense your hatred for life through the ghoul’s heart and force it out into the world as a 20-foot radius blast centered on a creature in range.  Each creature in the sphere must make a Constitution saving throw. A target takes 6d6 necrotic  damage on a failed save, or no damage on a successful one.

The life you destroy comes back to you as you feast as a ghoul on life.  You heal damage equal to half the total damage done by this spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Daily Punch 2-21-17 Grim Feast Spell for Pathfinder

Grim Feast

School necromancy; Level  sorcerer/wizard 3,Oracle 3, Cleric 3, Oricel 3 Witch 3

CASTING
Casting Time 1 standard action
Components V, S, M (a piece of a ghoul’s heart)

EFFECT
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Fort half; Spell Resistance yes
DESCRIPTION
By channeling your inner hate for all things living through a ghoul’s hart, you create a ball of unlife that you throw at a point in range.  All creatures in the area take 1d6 points of necrotic damage per caster level (maximum 10d6).  This spell must be centered on a creature in range.

As a bonus, half of the life you drain come back to you as you feed as a ghoul does.  You regain hit points equal to half of the total damage you did with the spell to each creature.  You may not regain hit points above you maximum.

 

Thoughts?

Daily Punch 2-20-17 Force Push spell for DnD 5e

Force Push

1st-level evocation

Casting Time:reaction

Range: 10 feet

Components: s

Duration: instantaneous 

With a flick of wrist,  you hit a target with the force of your will.  When a target enters the range of this spell, as a reaction, you can force the target to make a Dexterity saving throw.  On a failure, the target is thrown 10 feet, knocked prone, and it takes 3d6 force damage.  On a success,  the target is not moved and it only takes half damage.



Thoughts?

Daily Punch 2-14-17 Elf Friend spell for DnD 5e

How about a spell to really change your friends point of view!

 

Elf Friend

6th-level transmutation

Casting Time:1 action

Range: touch

Components: V

Duration: 1 day

The target you touch undergoes a rapid change, transforming into an elf, if it fails a Constitution saving throw. The target’s type changes to humanoid (elf), and it loses all race abilities.  However the target gains fey ancestry, trance, and keen senses.  It still has all it’s original statistics.  After 1 day, the elf changes back into its old race.  If the spell is repeated for three days, and the save is failed each time, the spell becomes permanent.

Daily Punch 2-13-17 Excommunicate negative feat for DnD 5e

I have a modest proposal.  DnD 5e is feat poor.  I’d like to propose that DnD 5e is feat poor.  To help with this, i’d like to propose the idea of Negative Feats.  These feats hurt a character is some way, but allow the character to take an additional feat or gain two abilities points at first level.  This has the potential to spin out of control quickly, but if carefully managed, players will be able to take power bonuses at first level at the bonus of character background building and expense of in game penalty.  Here is the first one I propose.

 

Excommunicate

You have left your church.  This decisions may have been yours alone, mutual, or your may have been forced to leave the church.  But, in any case, that church and its associated gods no longer look upon you with favor.  Non-player characters now treat your with as much spurn as they can muster in the situation.  In civil situations, you will be ostracized as much as possible.  In combat situations, clerics of the church will not and can not heal you.  If provoked, members of the church will attack.  Chose an alignment (LN, N, LG, G, or CG).  Members of that alignment can not heal you, gods of those alignments disdain you, and you can not receive any healing or positive benefits from spells or other abilities from clerics or gods of those alignments.  Damaging spells from those alignments will still work against you however.  Even spells that would provide a mixed benefit such as a damaging spell that increase your AC or damage that allows you to activate an ability only provide the negative aspect of the spell and do not activate any of your abilities.

 

 

Thoughts?

 

Daily Punch 2-7-17 Force Push spell for Pathfinder

How about some defensive spells for Pathfinder?

 

Force Push

Schoolevocation [force]; Levelalchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 immediate action
Components S

EFFECT

Range 10 feet
Target One creature in range
Duration instantanous

Saving ThrowFortitudenegates; see text; Spell Resistance yes

Thoughts?

Daily Punch 2-6-17 Magi Rush feat for Pathfinder

Why do mages have to sit in the back and cast spells.  Why not let them join the party in the melee?

 

Magi Rush

You might be the magical master, but you like to mix it up as well.

Benefit(s): When you perform a charge, at the end of the attack, you can cast a spell with a range of touch.  All normal modifiers and attack of opportunity apply for this attack.  You can attempt to cast the spell defensively as part of the charge.

Daily Punch 1-24-17 Sign Magic for DnD 5e

If you can’t speak, how about still being able to cast spell…

 

Sign magic

You can’t hear and you might not be able to speak, but that doesn’t mean you can master the magic in and around you.  Gain the following:

  • Increase your spell casting ability by 1, to a maximum of 20.
  • When you cast a spell with verbal components, you may instead treat those as somatic components as you speak the magic words with your body and hands instead of your voice. A spell may never lose both the somatic and verbal components however.

Thoughts?