Daily Punch 7-4-19 Insider Knowledge feat for DnD 5e

Demons and Devils are about to be the new hotness in DnD, so let’s build characters that can hurt them back!


Insider Knowledge

Prerequisite: Tiefling

You are part fiend, so you know what hurts and how to hurt others.  You gain the ability to gain advantage on attack rolls against fiends twice.  This ability refreshes after a short rest.




Daily Punch 7-2-19 Cone of Cold spell for Torg Eternity

Fantasy game with out a cone of cold!  NOPE!  Here ya go Torg Eternity



Cone of Cold

  • Axiom Level: 15
  • Skill: Conjuration 16
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 60 meters
  • Duration: Instant

Cone of Cold conjures a 60 degree cone of freezing arctic storm . The caster finishes the incantation and thrusts this open palm at the targets where it slams into all targets within 60 feet of the caster for for 14 cold damage and stymied. There is no penalty for Range, cover, or concealment and as this is a single burst, no Multi-Targeting is available.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD + very stymied.

Daily Punch 7-1-19 Icicle spell for Torg Eternity

How about some Torg Eternity? I want more spells!



  • Axiom Level: 9
  • Skill: Conjuration 14
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 100 meters
  • Duration: Instant

This spell a jagged shard of pure ice that drives itself into a target for 10 damage and causes the target to be stymied till the start of your next turn. The magician creates this ice from pure thoughts and does not require water. The conjuration total must exceed the Dexterity or dodge of the target character in order to hit. There is no penalty for Range, but all other modifiers (and options such as Multi-Targeting) for attacks are figured normally.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD and target is very stymied.

Daily Punch 6-24-19 Beast of the Field Ranger Archetype for DnD 5e

You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!

Beast of the Field

At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

Table: Beast Shapes
Level Max. CR Limitations Example
3rd 1/2 No flying or swimming speed ape
7th 1 No flying speed dire wolf
11th 3 winter wolf
15th 5 you can now become magical beasts air elemental

You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Human Cunning

At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses.  You can still add the AC bonus of any armor you are wearing to your AC as well.

Beast body, Human Tactics

At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.

Master of the Field

At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.