Daily Punch 9-26-14 Extra Background feat for DnD 5e

How about an extra background for DnD 5e?

 

 

Extra Background

Whether from your previous life or from your free time, you’ve trained in something completely new.

Prerequisite: Spend 30 downtime days or 1st level

Benefits: Gain the following:

  • Gain 1 to an ability score, to a maximum of 20.
  • Gain an extra background. You do not gain the equipment of the background, but do gain any other bonuses associated with the background.  You may change your personality, ideal, bond, and flaw.

 

Thoughts?

 

Daily Punch 9-24-14 Renown feat for DnD Fifth Edition

How about something that is specific for the Adventure league

 

 

Renown

You’ve figured out how to move among your group.  You might not be the smartest, fastest, or the wisest, but you are the best connected!

Benefit: Gain the following benefits:

  • Gain a +1 to charisma to a maximum of 20.
  • When you gain a point of renowned, make a charisma saving throw DC = 15 + half current level.  If you succeed, gain an additional point of renown.

 

Thoughts?

Daily Punch 9-19-24 Rend Armor Fighting Style for DnD Next

How about something for a DnD Next Fighter?

 

Rend Armor

When you hit an enemy, you may tare and destroy the armor instead of doing full damage.  When you hit an enemy, you may not add your ability modifier to the damage to impose a -1 penalty to the armor class of the enemy.  This penalty stacks with itself, but only be as large as your proficiency bonus.  As an example, if your proficiency bonus is +2, you may only impose a -2 penalty to armor this way.

 

 

Thoughts?

Daily Punch 9-5-14 Masterwork Weapons for DnD Next

I didn’t see this in the Player’s handbook for DnD Next/5e, so I think it needs to be said

 

Masterwork Weapons

This is an exceptional version of the standard weapons.  Often crafted by the master of the forge instead of by his journeymen.

This version costs 100 gp more the the standard weapon price.

While using a masterwork weapon, gain a +1 bonus to attack rolls, no bonus to damage.

 

 

Thoughts?

Daily Punch 9-1-14 Magic Domain for DnD Next

If we have magic gods in the Forgotten Realms, then there must be a magic domain for clerics.  Let’s make this happen!

 

 

Magic Domain

Gods of Magic like Mystra control and are the magical weave that binds the world together.  Mortals are sometimes called to protect, maintain, or build the weave and become clerics of this domain.  Sometimes these clerics are tasked with preventing misuses of the arcane as well.  The mortals who pray to the gods of magic are often wizards, sorcerers, and those that dabble in the arcane, or those asking for protection from it.

 

Magic Domain Spells

Cleric Level     Spells

1st      detect magic, Identify

3rd     Magic Missle, Shield

5th     Magic Circle, Dispel Magic

7th     Evard’s Black Tenticals, Dimension Door

9th    Creation, Bigby’s Hand

 

Bonus Skill and Spell

When you choose this domain at 1st level, you gain training in the Arcana skill and gain one cantrip on the wizards spell list.  At 6th level gain a second, and 12th level gain a third.  Unlike a wizard, you cast these and any other arcane spells you know using your wisdom as your spellcasting ability instead of intelligence.

 

Channel Divinity: Enhance magic

Starting at 2nd Level, you can use your channel divinity to enhance the next arcane spell you or another cast.

As an action, you can target you or another creature in 30 feet.  The next arcane spell cast by the target has the save DC increased by half your proficiency bonus or add half your proficiency bonus as a bonus to any attack made with an arcane spell.  The creature must cast a spell within in one minute of you using channel divinity.

Also, as an action, you can enhance an already active spell.  If you do so, the active spell gains a  bonus to its DC equal to your proficiency bonus for the duration of the spell.

A target may only benefit from your use of Enhance Magic once even if you use the ability multiple times.

 

Channel Divinity: Counterspell

Starting at 6th level, you can use your channel divinity to cast counterspell as per the spell with a bonus equal to half your proficiency bonus on the saving throw.

 

Arcane Blessed Strike

When you hit a creature with a divine spell or a creature does not save against one of your divine spells, you may cast an arcane cantrip as a free action against the same target.

 

Arcane Protection

At 17th level, you gain advantage on saving throws against arcane spells.

Daily Punch 8-25-14 Augmented Summoning Feat for DnD Next

Its an oldy but a goody-Augmeented Summoning.  Here is my take on it.

 

Augmented Summoning

What you create is just more powerful the other casters.  Any conjuration spell that you cast gains the following benefits:

  • The spell gains additional hit points equal to double your level.  You must split these hit points as equally as possible among all creatures you summoned.
  • The spell gains a bonus to attacks and skills equal to your proficiency bonus.  You must split this bonus as equally as possible among all creatures you summoned.
  • The spell gains a bonus to AC equal to your half your proficiency bonus.  You must split this bonus as equally as possible among all creatures your summoned.

 

Thoughts?

Daily Punch 8-22-14 Circle of the Beast Druid Circle for DnD Next

Druid without an animal companion?!  Let’s fix that now!

 

Circle of the Beast

Animal Companion

At level 2, gain an animal companion as per the Ranger Class rules (PHB p 93).

 

Share Spell

At level 6, gain the Share Spell class feature as per the Ranger Class rules (PHB p 93).

 

Distraction

At level 10, you may impose disadvantage on one saving throw, ability check, or attack of an enemy your beast companion is engaged with.

 

Dual Strike

At level 14, on a turn following a attack by your best companion, you gain advantage on the next attack roll or spell attack roll if you attack the same enemy that your best companion attacked last turn.

 

 

Thoughts?