Someone confused “sneezing powerder” with something else, so here is an idea that came from that!
wonderous item, uncommon
Opening the small bag of this powder and sprinkeling it over your head make you move that much quiter. For one hour, you gain advantage on all Dexterity(stealth) checks for one hour.
Conjure Fire Whip
Casting Time: bonus action
Duration: 1 hour
You clap you hands, and when you pull them apart, you generate a whip of fire. The whip functions as a normal whip, but it does an additional 1 fire damage on a hit. While wealding the whip, increase your AC by 1. This bonus stacks with other spells and effects. If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip. When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.
If it’s good enough for Pathfinder, then it’s good enough for DnD!
Casting Time: 1 action
Range: 60 feet
Components: V, S
You throw a ball of pure force at an enemy. The ball hits unerringly, automatically hitting and dealing damage, unless the enemy is behind total cover or has a spell such as shield that blocks force spells. Choose one creature within range. That target takes 2 force damage.
This spell’s damage increases by 2 when you reach 5th level (4), 11th level (6), and 17th level (8).
Been a bit, but let’s keep rolling through the different races!
You might not be the largest, but sometimes the smallest can stand the tallest! Gain the following:
- You are immune to fear. Other parts of an effect that causes you to become afraid still occur, but you can no become frightened.
- Your lucky ability triggers on a 1 and a 2.
- You have advantage on Dexterity(acrobatics) checks.
Something I missed from the old 3.5 days was the feats for each race. Let’s bring those back!
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.
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.
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.
If you can’t speak, how about still being able to cast spell…
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.