Daily Punch 4-12-18 Orion’s Apprentice Ranger Archetype for DnD 5e

How about a giant that teaches a hunter to be a better stalker?

 

Orion’s Apprentice

Not all giants are evil, some are simply boisterous, and your master is no different.  Orion is a master huntsman who has gift far above mortal men and giants.  He has taken you under his wing and provided you with gifts that are amazing and terrible to behold.

 

Orion’s Own Gifts

At 3rd level, you gain some of the masters power as you train in his stead.  You gain advantage on all Strength(athletics) and Wisdom(survival) checks.  In addition, you gain the ability to cast waterwalk once per day.

The Gifts of Helios

At 7th level, you gain the gift of healing from the sun itself.  Once per day, as a bonus action you may spend as many healing surges as you want healing as normal from each surge.

Gift of Sirius

At 11th level, you gain the gift of survive from the master’s dog.  You gain conjure animals as an extra prepared spell.  You may also cast conjure animals once per day as a bonus action. that does not require concentration and the animals last for up to eight hours.  The animals conjured by this spell still act as if summoned by the spell conjure animals,  but you may only conjure an animal that is canine in nature if you cast this spell as a bonus action.

Final Lesson of the Master

At 15th level, you learn exactly what was such a painful lesson for the maters.  From now on you can coat your weapons in poison from a scorpion changing all your weapon damage to poison if you choose.  In addition, you can a number of time per day equal to your wisdom modifier coat your weapons in Wyvern poison.  A creature struck with this weapon  must make a Constitution saving throw (DC equal to your spell save DC) taking 30 (10d6) poison damage on a failed save, or half as much damage on a successful one.

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Daily Punch 10-28-16 Vampirović Ranger archetype for DnD 5e

It’s Halloween time, so let’s post some Halloween things!

 Vampirović

You were born after a holy day or on a day of rest, and that birthright has given you some great powers and some responsibility.  You hunt the creatures of the grave.  It is not a nice life, but it is one you have been given.  You are a feared as revered with a curse that you may never lose.

 

Dead Prey

At 3rd level,  you learn the tricks of hurting those that don’t feel pain.  When you hit an undead creature with a weapon attack, it is deal an additional 1d8 points of damage. You can deal this extra damage only once per turn.

See the Unseen

At 7th level, you learn to see through the tricks of the undead.  Undead have disadvantage on Dexterity(stealth) checks against you and any power or spell cast by an undead that makes them invisible does not work on you.  You see all invisible undead as if you had trusight out to 60 feet.

 

Multiattack

At 11th level, you gain the ability to strike faster than most men or women.  When you take the attack action, you may make on addition attack as part of the same action.

Know Their Tricks

At 15th level, you’ve conditioned your body and mind to deal with tricks used by the undead.  You have advantage on saving throws against abilities and effects from undead creatures.

 

Curse

When a vampirović he will arise as a vampire after six days if the body is not interned and rituals performed.  He will remember who he was, but will still carve blood as a vampire.

 

Thoughts?

Daily Punch 10-19-16 Black Powder Witch archetype for Pathfinder

How about we continue the idea of a Witch Gun in one more game..

 

Black Powder Witch

Some witches toil over cauldrons, but you work clockwork with ease.  You keep the more esoteric parts of the witch lifestyle, but you’ve added more modern flare with the acceptance of clockwork, gears, and powder.  You’re spells make you dangerous, but  Alkenstar makes you deadly.

Patron: A Black Powder Witch cannot choose a patron whose interests or theme opposes that of technology.

Spells

A Black Powder Witch replaces some of her patron spells with the following: 2nd—prismatic sphere, 4th—wood shape, 6th—stone shape, 8th—minor creation, 10th—fabricate, 12th—major creation, 14th—mage’s magnificent mansion, 16th—statue, 18th—wooden phalanx.

Witch Gun (Sp)

A Black Powder Witch loses the ability to cast cantrips.  The witch gains Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats.  A Black Powder Witch  also gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition.

As a spell-like ability as a standard action, a Black Powder Witch can cast a hex when she fires a firearm.  The target makes all saves against the hex as normal, but the witch must strike the target and do damage for the hex to take effect.  If the attack misses or fails to do damage, then the target does not have to make a save against the hex.  The ability modified hex and cantrips.

Construct empathy(Ex)

A Black Powder Witch must select a minor construct familiar when selecting her familiar.  This ability modifies Witch Familiar.

Minor Clockwork Familiar CR 1/5

N Tiny construct (clockwork)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2size)
hp 5 (1d10)
Fort +0, Ref +2, Will +1
DR 1/adamantine; Immune construct traits;
Weaknesses vulnerable to electricity

OFFENSE

Speed 30 ft., fly 50 ft. (perfect)
Melee bite +3 (1d3 electricity)

STATISTICS

Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 3
Base Atk +1; CMB +1; CMD 14
Skills Fly +5, Perception +4, Stealth +5
Languages Common

SA Familiar

Familiar

The master of a minor clockwork familiar gains DR 1/adamantine.

 

Loss of Nature(Ex)

A Black Powder Witch loses knowledge(nature) as a class skill but gains knowledge (engineering).

 

 

Thoughts?

 

Daily Punch 8-16-16 Giant Bloodline Sorcerous Origin for DnD 5e

Let’s get back to the giant archetypes with the Giant Bloodline for the DnD 5e Sorcerer.

Giant Bloodline

Giants are brutish creatures that don’t always kill those they capture.  Or some seek them out to live among them in the wilderness.  In either case, some children emerge from unions that may occur in the wilderness.  You are one of these children.  Your magic power emerged early as your giant heritage began to take hold.

Giant Ancestor

Giant blood flows through your veins making you tougher than most. At 1st level, increase your Constitution or Strength by 3, to a maximum of 20.

Violent Tendencies

Starting at 6th level you become increasingly aggressive.  When you cast a cantrip you may also make a strength-based melee or thrown weapon ranged attack as part of the same action.

Muscle Mass Growth

At 14th level, your body continues to inherit more of your giant ancestral traits.  You gain a +3 to Strength or Constitution, to a maximum of 20.

Giant Apotheosis

Beginning at 18th level, you grow into the giant you were always meant to be.  Increase your size to one category larger and change all your hit dice to d12s and recalculate your hit points.

Daily Punch 8-10-16 Jack the Giant Slayer rogue archetype for DnD 5e

We had a rogue who jumped a candle, so how about a rogue who killed a giant?

 

Jack the Giant Slayer

Most rogues are sneaky fellows who walk the dark paths and hide in the shadows.  You are not the person.  You favor strength over speed . You follow a member of an old court of knights.  Your mentor Jack the Giant Slayer used deception, large axes, and magic items to fell any foe fool enough cross your path.

Strong Hands

The original Jack the Giant Slayer fell a beanstalk with an ax.  You’ve trained to follow in his foot steps.  Starting at 3rd level, you can make sneak attack with non-finesse weapons.  In addition, you can now wield non-light weapons off-hand.  Two-handed weapons must still be wielded two-handed.

Quick Climber

Jack climbed a beanstalk, and you know how to do the same.  You climb at the same rate you  walk on the ground, unless you posses a faster climbing spread already.

In addition, you gain advantage on all Strength(athletics) checks.

Cormoran’s Bane

Jack lied to giants to the point they killed themselves, and starting at 9th level, you gain advantage on a Charisma(Deception) checks.

Gift of the Round Table

Jack beat the devil at his own game, and he was awarded a magic sword, a cap of knowledge, a cloak of invisibility, and the shoes of swiftness.  When you become 13th level, you are award a gift of your choosing from the round table.  You must choose between a +1 weapon, a cloak of displacement, headband of intellect, or boots of speed.  When chosen, this choice can never be undone

Thunderel Slayer

When you reach 17th level, you may not be the Jack of old, but you are the Jack of now!  As a bonus action you can make a Charisma(Deception) check against another creature.  If that creature fails, you gain advantage on your next attack roll against the creature.

In addition, when you reach level 17, your sneak attack damage against creatures larger than yourself increase to 1d8’s.  If your sneak attack dice are already 1d8’s or larger, increase your sneak attack dice to the next larger dice size.

Daily Punch 8-1-16 Jack! Rogue Archetype for DnD5e

I wrote this for my rogue archetype for my stuff against the Giants, but it doesn’t quite fit…but it’s still fun, so here you go!

Jack!History repeats itself. Some men steal fire from the gods while others…steal geese from the giants. You are the modern day thief who takes from the haves and gives to the havenots (mostly yourself). It just turns out that the haves tend to stand over 10 feet tall and really want to kill you. You best be quick to keep from ending up on the wrong side of some fe fi fo fum!

Jack Be Nimble!

When you choose this archetype at 3rd level, you gain advantage on all Dexterity(sleight of hand) checks.

Jack Be Quick!

Starting at 3rd level, when you take the bonus action granted by your Cunning Action to make a dash action, double your movement again.
Jack Jump over the Candlestick!

Starting at 9th level, you have advantage on a Strength(athletics) and Dexterity (acrobatics) checks.

Clear the Fire

By 13th level, you’ve left the candle burning and have earned your speed. You no longer provoke attacks from leaving an engagement and don’t have disadvantage on ranged attacks in melee.

Devil’s Own Luck

When you reach 17th level, you’ve stolen luck from the devil himself on the other side of your fire. You gain two devil points. You can use these points to reroll an attack, check, or save or force an opponent to reroll an attack, check, or save. These return after a short rest.
Thoughts?

Daily Punch 6-20-16 Odysseus’ Phalanx for DnD 5e

Let’s keep writing about giants, this time let’s write about following an ancient hero and learning from his wisdom.  How about a archetype for fighters?

 

Odysseus’ Phalanx

Odysseus is an ancient hero to your people.  He survived things that would easily end most men.  You have dedicated yourself to following his principles and learned the ways to make and survive war!

Survivor

Beginning when you choose this archetype at 3rd level, you increase your AC by +2, regardless armor.

Side by Side

Starting at 7th level, you make yourself the focus of attacks rather then your allies.  As an action, you can issue a command to all engaged enemies.  If an enemy attacks you, they receive a +2 bonus to the attack, but if they do not they receive a -2 penalty to the attack.  This lasts till you leave the engagement, are knocked unconscious, or until all commanded enemies are dead.  This is no limit to the number of times you an do this in a day.

Shield Wall

At 10th level, when you are engaged with a target with one or more allies, you increase the AC of each ally by +2.

Superior Survivor

Starting at 15th level, your bonus to AC from the Survivor class feature increases to +4.

Arrow through the Axes

At 18th level, you increase your proficiency with weapon attacks by +2.

 

Thoughts?