Why not make a person who can run around real fast?
Charger
You can dash as a bonus action.
Thoughts? Today is simple, but simple isn’t bad!
Why not make a person who can run around real fast?
You can dash as a bonus action.
Thoughts? Today is simple, but simple isn’t bad!
yes, I still like feat treats. But I have an idea festina lente- hurry slowly!
Focus
Don’t rush and you will be surprised how good you can be at something. As an action, you can focus on a task. If you do, the next skill check you make will gain a bonus to the roll equal to 1/2 your proficiency bonus.
Quick Focus
prerequisite: focus feat
You’ve gotten good at focusing. Gain the following benefits:
Thoughts?
Let’s build off yesterday’s idea with a feat. I want to fling fighters and rogues around areas with the greatest of ease!
Jumper
You’ve gotten good at flinging yourself up high or across some distance! Gain the following benefits:
Too much?
How about a rogue who learns things?
You don’t need to be the quickest person, but you can be the smartest person in the room. Your goal is to find out how the world works. Now you’ve set off into the world to see what you can learn!
Contents [show]
Starting at 3rd level, you can use the bonus action to make a Intelligence(religion), Intelligence(nature), or Intelligence(arcana) check (DC 8 + 1/2 creature CR). If you succeed, you can make an sneak attack against the target without advantage or another ally engaged with the target.
You gain proficiency in religion, nature, and arcana. You may change what skill you choose for your expertise ability
Starting at 9th level, you gain expertise in either perception or in investigation. If you have expertise in either of these, you can choose a different skill to gain expertise in.
By 13th level, if you have already succeed on a check using your study ability against a type of creature, you always can make a sneaks against that type of creature in the future. For example, succeeding against a black dragon would allow you to always make sneak attacks against black dragons in the future, but you would need to make the check against green dragons as they would be a different creature type.
When you reach 17th level, you can help your allies with the skills you have learned. Once per day, as a bonus action, you can give any number of a use of your sneak attack damage bonus dice against one creature that you have studied before or have used your document ability with. For one bonus action, you can designate as many creatures as you want against a single target. Each creature can use your sneak attack against one target. Additional bonus actions are need to choose different targets. The ability to make a sneak attack goes away after one minute. Multiple creatures can sneak attack the same target in a tern using this ability. You are limited to one of sneak attack a target a round as normal. You regain this ability after a long rest.
Thoughts?
Howa bout some use of knowledge to make life better on the battle field? FEAT TREES ARE NOT DEAD TO ME! lol
Advisor
You are a guide for your friends. Gain the following benefits:
and how about we make it even better?
Improved Advisor
prerequisite -advisor
You’ve gotten quicker at telling others what to do. Gain the following benefits:
Thoughts?
How about some more crits in our life?
2nd-level enchantment
Casting Time:1 action
Range:60 feet
Components: V, S, M (an arrowhead)
Duration: Concentration, up to 1 minute
Choose a target that you can see within range. The target must succeed on a Wisdom saving throw or all attacks on the target are more accurate. Until the spell ends, increase the range of attacks that score a critical hit on the target by 1.
At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, you increase the critical range by 1 for every two levels above 2nd.
Thoughts?
I want to run some DnD without clerics. I don’t think we can now, but how about if we build in some healing like Pathfinder 2nd Ed?
Battle Healer
prerequisite -proficiency in medicine
You are a master a caring for those who need it in a hurry. Gain the following benefits:
Thoughts?
Made this for Starfinder, but I think it fits in Eberron as well.
Elite
You are just that good. You can spend a hero point to make two checks instead of one as an action when you use a skill with which you are proficient. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to three higher than the best check.
Thoughts?
Been reading some course work in anatomy. How about we dissolve or make some bones!
4th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 action
You touch a creature on a limb. If the creature fails a Constitution save, the body limb begins to either harden as extra bones begin to grow or bones begin to degrade. The creatures takes a -1 penalty to all actions, checks, and saves. At the start of the creatures turns, it must make another save. If it succeeds, the penalty is reduced by 1. If it fails, the penalty increases by 1. If the penalty would ever be equal to the creatures proficiency bonus, the bone growth or destruction is complete and the limb becomes useless.
A remove curse, regenerate, heal, restoration, dispel good and evil, or wish spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, increase the number of targets by 1 for each spell level above 4.
Thoughts?
Had a scene in my head where a person lured some people into the desert but then tried to enslave them. The captured turned the tables and dried their capture out using spells to get water and escape. Let’s make that happen!
2nd-level transmutation
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: Concentration, up to 1 minute
The touch a creature solidly with your hand and begin to pull the water out of them as water flows from them out into the area into a container of your choice within five feet. Make a melee spell attack against a creature within your reach as an action. On a hit, the target takes 2d8 fire damage, and for each hit point you drain, you gain 1 gallon of water that you can float to location within 5 feet. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 3rd.
Thoughts?