Daily Punch 11-11-14 Monk of the Heavens Monastic Tradition for DnD 5e

I love monks, and I love clerics.  Let’s see if I can mix these two together into one great class.

 

Monk of the Heavens Monastic Tradition

Monks of the Heavens spend much of their time in practice and prayer.  They are chosen to execute the will of the gods as they strike out from their lone monasteries to hopefully make the world a better place.

You know the touch of silence and one other divine discipline of your choice.  You gain additional disciplines at 6th, 11th, and 17th level.  When you learn a new discipline, you may replace any others you know as you see fit.

Casting Cleric Spells.  Most divine disciplines allow you to cast spells.  These spells are cast as per the Casting Elemental Spells rules on page 80 of the Players handbook.

Divine Disciplines

Touch of Silence.  You may touch a dying ally or enemy and either stabilize or kill that enemy as a bonus action.  If you kill, that creature must make a constitution saving throw or die immediately.

Touch of the Healer. You may cast cure wounds.  You may spend one additional ki point to cast this again and target another creature.  You must still follow the maximum number of ki points allowed per level however.

Touch of the Damned.  You may spend two ki points to cast inflict wounds.

Sights Unseen. You may spend 1 ki point to cast Detect Magic.

Songs of the Heavens. You may spend 1 ki point to cast Bless.

Discords of Hell. You may spend 1 ki point to cast Bane.

Authority of the Teacher. You may spend 1 ki point to cast Command.

Guard of Heaven.  You may spend 1 ki point to cast Shield of Faith.

Heaven’s Training (6th Level Required).  You may spend 2 ki oint to cast Enhance Ability.

Guard from on High(6th Level Required). You may spend 2 ki point to cast Spiritual Weapon.

Master’s Quite(6th Level Required).  You may spend 2 ki point to cast Silence.

True Strength in Self(11th Level Required). You may spend 3 ki point to cast Dispel Magic.

Guide the Soul(11th Level Required). You may spend 3 ki point to cast Revivify.

Speed of Steps(11th Level Required). You may spend 3 ki point to cast Water Walk.

Protect the Faithful(11th Level Required). You may spend 3 ki point to cast Spirit Guardians.

Avatar of the Master(17th Level Required). You may spend 5 ki point to cast Guardian of Faith.

Master’s Castigation(17th Level Required). You may spend 5 ki point to cast Banishment.

 

Thoughts?

Daily Punch 11-10-14 Netherese Shade Sorcerer

I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.

Netherese Shade Sorcerer

You are the stuff of legend.  You are born from shadow.  Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy.  You can now channel that, and it’s slowly consuming you.

 

Shade Resilience

You begin to get hints of your family history.  At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you.  If you are already strained in stealth, double your proficiency bonus with that skill instead.

 

Shadows Increase

At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage.  You may spend 1 sorcery point to cast Inflict Wounds.

 

Shadow Adaption

You are beginning to learn to be a shadow.  At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move.  These areas of shadow must not be more then three times your movement speed apart.

 

Shade Apotheosis

At level 18, you have stopped being mortal and moved beyond.  You are now a shade.  Your race changes to shade.  You now have advantage on stealth checks made in shadow and are now immune to necrotic energy.  In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.

 

 

Thoughts?

11-7-14 Name cards for the Lord of the Rings Card Game

My wife and I love the Lord of the Rings Card Game.  We play a ton of games together, but we really don’t have any desire to play with others at game store or con events.  A problem with that is, among other things, names can be a problem.  Named heroes can’t play in the same table, so some players have to quickly fix up their decks to play.  How about his idea FFG….

 

 

Name/Title cards-  As part of the game night kits, new cards come out that are the nicknames and titles for the characters.  If two or more players want to play Aragorn from the same sphere or just with the same exact name, then these two players take a nickname/title card specific for that character.  These cards could say-Dúnadan,  Longshanks,  Wingfoot, and/or Strider.   Now these same players can play together, tables are not as hard to legally make, and there is some in game effect for having the same cards in play.

 

I even propose expanding this out for allies.  If a deck has a card like Gandalf and a hero Gandalf is played, then both players take a one time threat increase at the start of the game.

 

Thoughts?

Daily Punch 11-6-14 Hard to Kill feat for DnD Next

I have some barbarians with some massive constitutions out there who will fail three death saving throws while the asthmatic wizard pops up like toast whenever he gets hit because he’s insanely lucky with a d20.  Let’s help those barbarians out there…

 

Hard to Kill

You’ve survived things that lesser people would never walk away from.  You gain the following benefits:

  • You must fail four death saving throws before you die from your injuries.
  • You may add your constitution bonus to your death saving throws.  If you hit 20 or above, you regain 1HP and regain consciousness as normal.

 

Thoughts?

Daily Punch 11-5-14 Trust Fund quality for Shadowrun 5e

I like that Pathfinder has some Pathfinder Society Specific feats and abilities.  I’d like to see a few of those in Shadowrun.  Let’s make the first one.

 

Trust Fund

Cost: 2-6 Karma

You’re pretty smart, and you learned to read the megacorps from a young age.  Also, you figured out how to invest in the stock market before you were out of diapers and set up a trust fund to help yourself out no matter what trouble you get yourself into.  Now, you can get a bit of extra scratch each month from those investments.  It’s not going to break the bank, but it get you better than McHue’s for lunch.  You can spend 2, 4, or 6 karma, and at the end of every month of time in Shadowrun Missions gain 500Y, 1000Y, 1500Y from your current stock portfolio.  You may not withdraw the rest of your stocks and only gain this bonus at the end of the month.

 

 

Thoughts?

11-4-14 Monkey Grip feat for DnD 5e

I’ve been listening to some audiobooks lately, and I want to help those fighters who wield the too big weapons enter the fray!

 

Monkey Grip

Prerequisite: Strength 18

Benefit: Gain the following:

  • Gain +1 to strength to a maximum of 20
  • You may wield a two-handed weapon one handed and gain the benefit of the two-handed grip for qualities like versatile and general use of the weapon.  If you wield two two-handed weapons, the off-hand attack normally does not add your strength or dexterity to damage.

 

Thoughts?

Daily Punch 11-3-14 Rend Muscle Fighting Style for DnD 5e

How about hurting your opponents so they can’t hurt you in a Fighting Style?

 

Rend Muscle

When you make an attack, you can cause your opponent to have to make a Constitution Saving Throw equal to 8+proficiency+strength or dexterity modifier (whatever you used for the attack).  If the target fails, they gain a -1 penalty to their attack rolls.  These penalties are cumulative, but may never be larger then your proficiency bonus.  As an example, at level two the maximum penalty you can inflict to attack for a target is a -2 as your proficiency bonus is a +2.

 

 

Thoughts?

Daily Punch 10-31-14 Expanded Knowledge feat for Pathfinder

How about one more feat in the Knowledge is Power feat chain?

 

 

Expanded Knowledge [Teamwork]

You’ve seen some stuff, and you know how to make sure your friends know what to do.

Prerequisite-Shared Knowledge, Knowledge is Power

Benefit-Instead of gaining an extra bonus for every 10 you exceed a knowledge check for the Shared Knowledge feat, you and your allies gain a bonus for every 5 your check exceed by.

 

 

Thoughts?

Daily Punch 10-30-14 Shared Knowledge feat for Pathfinder

I like the idea of knowledge skills really helping in combat.  How about a team work feat for that?

 

Shared Knowledge [Teamwork]

You know how to direct a fight and get your friends into the fray.

Prerequisite:  Knowledge is Power

Benefit: You can make the same check as the Knowledge is Power feat with the change that the benefits are for every 10 you beat the check by.  Every friendly creature in a 30 feet radius gain the benefits of your new Knowledge is Power feat.  Whatever benefit you choose, all creature gain those bonuses.

 

 

Thoughts?

Daily Punch 10-29-14 Knowledgeable Fighter archetype for Pathfinder

Ok,with the Knowledge is Power feat, I think my Knowledge-based fighter archetype is ready to roll.

 

Knowledgeable Fighter

You’ve studied in class, listened to the bards, or learned on your own, but in either case, you see the true power of knowledge and how you can hurt others with it.

 

Knowledgeable Fighter (EX)

Gain the Knowledge is Power feat (https://throatpunchgames.com/2014/11/01/daily-punch-10-28-14-knowledge-is-power-fighter-archetype-for-pathfinder/) at first level as your bonus feat.  You must take this as your bonus feat.  Also, all knowledge skills are now class skills for you.  Replaces Bonus 1st Level Feat

 

On the Job Training (EX)

Increase the number of skill ranks you gain each level by 1.  Chose an additional knowledge skill.  You are now trained in that skill.  This replaces Bravery.  Gain this ability again whenever you would have an increase in the bravery skill and cumulative.

 

Lessons Learned (EX)

Choose either Armor Training or Weapon Training.  When you would gain a this ability, gain a +1 to all knowledge skills you are trained in instead.  This replaces weapon training or armor training. Gain this ability again whenever you would have an increase in the ability you choose to replace.  This ability is cumulative.

 

Knowledge Mastery (EX)

When you would gain either the Weapon Mastery or Armor Mastery, based on the choice you made for your Lessons Learned class feature, you instead gain this feature.  When you would gain a bonus from your Knowledge is Power feat to either attack, defense, or saves, now gain a bonus to attack, defense, and saves equal to the total bonus before the bonus would split instead.  This replaces Weapon Mastery or Armor Mastery.