Saw Tasting History, so now I have an idea for today!
Casting Time:1 action Range: 200 feet Components: V, S, M (arrow head made from a fingernail) Duration:30 days
You throw the arrowhead at a target in range making a ranged spell attack. On a hit, the target is pierced by the spell. Unless someone directly sees you throw the arrow, the target does not know they are affected. Each day at moonrise, the target must make a Constitution saving throw. On a failure, the target gains one level of exhaustion. This level of exhaustion can not be removed until this curse is lifted or the spell ends. If the target dies from this spell, no wound is found on the surface, but a hole from an arrow will be found inside the target.
The spell can be recognized with a successful Intelligence(arcana) or Wisdom(medicine) check. You can end the spell by making a Wisdom(medicine) check using the plants feverfew, red nettles and waybread as components in the treatment. A remove curse, greater restoration, or wish spell also ends it. In either case to end the spell, you must be aware that the target is affected by this spell.
More ideas for all the knowledge based characters out there!
Knowledges is power, but power not shared is useless. Knowledge must flow and be told. You and your god specialize in teaching others all the things you know. These insights will help you better understand the world around you and help all you serve better understand themselves and others. Go cleric spread the good words to others!
When you choose this domain at 1st level, you gain proficiency in a number of tools or languages equal to your Wisdom modifier.
Disciple of Knowledge
Also starting at 1st level, your wisdom helps with your knowledge. When you make a Intelligence skill check, add your Wisdom modifier as well..
Channel Divinity: Speed Learning
Starting at 2nd level, you can use your Channel Divinity to deliver a bold of knowledge to another. As an action, you choose one skill or tool you are proficient in and touch a creature. For 10 minutes, the target has proficiency with the chosen skill or tool.
Beginning at 6th level, when you do the help action with another character, in addition to advantage, they add your Wisdom modifier to the roll as well.
At 8th level, you learn how to now directly strike to a foes mind. Gain the eldritch blast cantrip as a cleric spell but instead of force damage it does psychic damage instead.
Starting at 17th level, when you see someone attempt a skill check with which you are proficient, you can spend a spell slot of the highest you have available so long as its level one, to give the target a reroll on the check. This may only be attempted once per check.
How about instead of a save we use a skill check? What do people say?
Casting Time:1 action Range:30 feet Components:V, S, M (a book) Duration: Concentration, up to 1 minute
You impart your knowledge to three creatures with an Intelligence score of 5 or higher and possibly overwhelm the target. Choose nature, religion, arcana, or history, and make an Intelligence check for that skill. Each target must make the check as well. If their check is lower then your check, they are stunned.
At the start of each of its turns, the target can make another skill check with the DC equal to your check to end the effect. On a success, the spell ends. Damaging the target instantly ends the effect.
When the effect ends, the next check the target makes using that skill is made with advantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number off affected targets increases by one for each slot level above 2nd.
None know what you found, but it offered you knowledge. Dark, fel knowledge that no one else knew. Knowledge is power and power corrupts, and this creature offered you enough knowledge to give you all the power you ever need. May you stay strong enough to not be completely corrupted by it.
Starting at 1st level, you gain a spell book and two 1st level spells and two cantrips from the wizards spell list. You can add more spells to the book as a wizard does from the wizard spell list. When you take a short rest you can prepare as many spells are you are able, but you must prepare individual uses of each spell. To cast a spell multiple times, you must have prepared it multiple times. You are still limited to your maximum spell level based on your level.
Learn Through Experience
Starting at 6th level, if you succeed against a save from the wizards spell list that spell appears in your spell book. You need not be able to cast the spell yet to add it to your spell book this way.
Starting at 10th level, up to a number of times per day equal to your Intelligence modifier, when you cast a spell you can gain advantage on the spell attack or cause one target to suffer disadvantage on a save against the spell.
Starting at 14th level, the dark master blesses you far beyond others that it controls and other warlocks who follow lesser masters. You can prepare one additional wizard spell that you know that is at the maximum level of a wizard of your level per day. You must have this spell in your spell book.
How about another item to help you learn really fast at a cost?
Lexicon of Learning
Wondrous item, rare
This small folio printed on silvery parchment with near indisipheral text. You must have training in survival, religion, history, arcana, medicine, or nature. If you spend an hour reading the text, a portion will start being something you can understand but that will fade and another section will be compressible. If you spend that time, you choose one of the listed skills you have, lose proficiency in that skill, and gain proficiency in a different skill from the list. This last until you spend another hour using this book again.
I like the Swing feat in Pathfinder 2nd ed. Let’s build in DnD 5e.
When you are engaged with two or more opponents, when you make a melee attack, you can make a second attack as part of the same action against a different opponent than the first. The second attack is made at disadvantage. When you gain additional attacks, you can make additional attacks from this fighting style for each attack you gain but the attacks form this style all occur at disadvantage.
Been thinking about an item to give your friends some help at a cost.
Rod of Exchange and Sacrifice
Wondrous item, rare
This obsidian rod has a series of arrows that point to both sides carved into it. Two characters can hold the rod and choose to either trade up to two different ability score points or one character can give up to two ability score points to a different character as an action. The trade must be voluntary, but outside factors can influence the characters. Two characters can only trade or give two ability points once or they can choose to trade the points back and rest the trade allowing for a different trade to take place.
Here is a quick one for the wizard with their nose in a book.
Books are far more dangerous when you know how to use them. Gain the following benefits:
Gain a +1 bonus to Intelligence(arcana), Intelligence(religion), and Intelligence(nature) checks .
If you succeed on an Intelligence check (DC 8 +1/2 creature CR) check against a creature as a bonus action, you gain a +1 bonus to attacks and increase the DC of saves for that creature by 1 from your spell and effects.