This cloudy glass orb is a size of a head. When placed on up to five feat of ground, 1 food to stone, or 1 inch of metal, the glass becomes instantly clear and you see through it into through the material. Then, you focus on an object in the room and summon it to you. It move at a rate of 1 foot per round floating to you. While you are silent, making no noise, it continues to float to you and will float through the wall. The moment you make a noise the object falls and the earthglass goes back to cloudy. You can use this item once per day.
Had an idea last night for Pathfinder, and think it might fit as well into DnD 5e as a feat.
Theory and Practice
Prerequisite: proficiency in arcana, nature, or religion Isn’t magic all the same thing, really? Gain the following benefits:
Increase your Wisdom or Intelligence by 1, to a maximum of 20.
You can use Intelligence(arcana), Intelligence(nature), or Intelligence(religion) in place of Intelligence(arcana), Intelligence(nature), or Intelligence(religion) for skill checks.
I miss the old days of 4e where a fighter could interrupt attacks on other people. Let’s make that happen!
Attentive
Each round as a free action you can choose one creature you are engaged with. If any creature targets your chosen creature with an attack and you are engaged with the attacker, as a reaction you can make an attack on the attacker.
Prerequisite: barbarian You we’re always just built thick. Gain the following benefits:
Increase your Constitution by 1, to a maximum of 20.
You increase your maximum hit points by 2 hit points for every level of barbarian you currently possess, and you increase your maximum hit points by 2 level you gain in barbarian in the future.
Prerequisite(s): great weapon fighting fighter style
The best defense is to hit even harder. You gain the following benefit:
Increase your Constitution or Strength by one, to a maximum of 20.
When an roll a 1, 2, or 3 on the damage die for a two handed weapon, reroll that die. If any reroll granted by this or your fighting style is a 1, that die counts as a 2.
Finishing the final words of the spell, you real back and punch the target in the head. Make a melee spell attack against the target. On a hit, the target takes 1d8 psychic damage, and the target has disadvantage on Wisdom(perception) and Intelligence(investigation) checks for one round.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
TL; DR– Solid semi-side episode of an awesome campaign. 95%
Basics– Time for Dawn of the Dead in Eberron? You’ve escaped from the Warforged with a magic talking box, but now the dead hunger for you in the Mournland. Can you get out, keep the box, and stop the dead from eating you?
Mechanics or Crunch– The crunch here is strong! It’s a fun adventure. Mechanically it works well. It might be a bit much for some players if they don’t think straight and want to do a smack down outside with an army of undead and don’t keep track of what’s happening with the NPCs. Overall solid, but sometimes the hint stick may be needed to help if the players just can’t keep themselves from killing themselves. 4.5/5
Theme or Fluff-Combine Dawn of the Dead, Evil Dead 2, and From Dusk till Dawn, and you have this adventure. It’s fun. It’s mostly a side adventure, but it doesn have a major plot tie in. Even the filler episodes of this campaign are fun. 5/5
Execution– PDF? YEP! Hyperlinked? No… I like these adventures. They are a blast to run as they read quick and I feel I can tie the player into the story. Reads quick, layout is nice, art makes me feel like it’s the 1920s between the wars period, and the additional newspapers are a great touch. Just give me my hyperlinking to move easily through the materials, and it would be perfect. 4.75/5
Summary-Oricle of War keeps delivering. This isn’t the main plot for the most part, but honestly you won’t care. Solid plot, decent mechanics, and a good execution make this an adventure to play if you want to get deeper into this campaign. 95%