Ok, I love sacred flame for DnD 5e. Let’s make this in Dungeon World!
Light of the Lord LEVEL 1
You channel a piece of your god’s aura into light from your holy symbol to shine like a ray on your enemies. Deal 1d6 damage to one target.
Thoughts?
Ok, I love sacred flame for DnD 5e. Let’s make this in Dungeon World!
Light of the Lord LEVEL 1
You channel a piece of your god’s aura into light from your holy symbol to shine like a ray on your enemies. Deal 1d6 damage to one target.
Thoughts?
I like elf clerics. Let’s add them to Dungeon World!
Elf
Your faith is ancient. When you commune, you are granted a special version of Revelation as a rote that you can use only to learn the history of the current place you are in.
Thoughts?
I’ve been reading Dungeon World. I like it and a review is coming soonish. In the mean time..
Dwarven Paladin
When you create your character, choose a type of creature (goblin, orc etc) that you strive to defeat. When you deal with this vermin, take +1.
Thoughts?
Been a bit, but let’s keep rolling through the different races!
Halfling Paragon
You might not be the largest, but sometimes the smallest can stand the tallest! Gain the following:
Thoughts?
We did Dwarf, so now on to Elf!
Elf Paragon
You are Elven perfection personified! Gain the following:
Thoughts?
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:
Thoughts?
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.
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.
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:
At 6th level, you training truly begins to take off as you gain a permanent bonus to AC equal to half your proficiency bonus.
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.
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?
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.
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?
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?