Daily Punch 7-12-19 Daemonologist Wizard arcane tradition for DnD 5e

Ok, let’s get back to fighting devils. How about a wizard that fights them by binding them?

School of Daemonologists

You view a hammer as a tool. You can build a church with one or you can kill with the same hammer. Demons and devils are just tools for you to use. Left unchecked they thirst for inocent blood and souls, but when properly controlled, you can build astounding things. They are your tools, and you are their wielder. Devils, demons, and the random daemon all fall under your toolbox, so you use them as you see fit.

Bound Servent

Beginning when you select this school at 2nd level, you gain a familiar fiend, as per the find familiar spell, except the familiar must be a fiend and can be up to CR 1. As an action on your turn, you can directly command the fiend to take an action of your choice. When you take a move action, your fiend takes a move as part of that action.

Bonus Spells

Beginning at 2nd level, you gain the following spells into your spell book:Protection from Evil and Good, Hold Person, Banishment, and Dispel Evil and Good. Your wizard level must be an equal level to a cleric who is able to cast these spells for you to cast these spells, but your training has granted you access to these spells when you are ready.

Powerful Weapon

Starting at 6th level, your bound servent can now be commanded by a bonus action and can be up to CR 2.

Daemonic Studies

Beginning at 10th level, you’ve studied enough fiend names that now you can recall them as part of your spells. Any spell that specifies a creature type can now be applied to fiends.

Diabolic Spellbook

Starting at 14th level, you pour power into your bound creature. It can now be a creature up to CR 4 and metamorphs into a CR 4 fiend of your choice. Furthermore, your find familiar spell now painfully carves your spellbook into the flesh of the fiend. You no longer need to carry your spellbook and can simply read the creature to prepare spells each day.

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Daily Punch 7-11-19 Sadist feat for DnD 5e

Welp if we’re going to do one side of the book of vile darkness, let’s hit the other.

Sadist

You’ve gotten used to bearing your enemies into submission, and now it’s pretty thrilling. When you do damage to a foe equal to your level, you gain advantage on your next attack roll on your next turn.

Daily Punch 7-10-19 Masochist feat for DnD 5e

I just started watching Kono Suba, and Darkness is one of the most interesting characters in this crazy anime. It reminded the Book of Vile Darkness. Let’s build on these idea.

Masochist

You’ve been beaten down a lot by life, and its something you’ve grown to be thrilled by. When you take damage equal to your level, you gain advantage on your next attack roll on your next turn.

Thoughts?

Daily Punch 7-8-19 Order of Hell’s Gates Paladin Sacred Oath for DnD 5e

Well DnD is going to fight some Devils, so lets make some characters that can do just that!  I always think paladins first, so here we go.

 

Oath of Hell’s Gates

The Oath of Hell’s Gates is an order dedicated to keeping the fiends of hell where they belong-on the prison that is hell by forming the literal Gate that holds them in.  Champions of this order form a bulwark to save any and all who fall afoul of devils by creating the walls that hold the horrors back.

Many who swear this oath are devoted to good gods regardless of law or chaos law focusing on the good they can do and the lives they can save.  Order is important to these champions but order at the cost of rightness is the way of the devils.  Seeing as they see themselves at the walls holding hell back they incorporate images of flaming gates  into their helmets or coats of arms.

Tenets of Devotion

Unlike other orders, these nights hold only two things sacred-help the helpless and stop the fiend.  All other goals are secondary allowing for a large amount of variability among their ranks as paladins of trickster gods mix with true knights of law and order.  All are bound by the cause of helping and defending, so disagreements among them, while often, are short lived.

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of Hell’s Gate Spells
Level Spells
3rd protection from evil and good, sanctuary
5th protection from poison, aid
9th remove curse, protection from energy
13th banishment, guardian of faith
17th dispel evil and good, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Shield: As a bonus action, you can imbue one shield with divine power.  This shield now floats freely near you and can move up to  up to 30 feet away.  This shield becomes a +1 magic shield if not already magical.  Each turn as a free action, you can choose one target within range and the shield will move to that target providing its bonus to AC as well as the same bonus to Dexterity saves to that target.  At level 7, your shield becomes a +2 magic shield, and at level 15 your shield becomes a +3 magic shield.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.  While this is in effect, you are still considered to be wielding the shield for all abilities and effects requiring you to be wielding a shield.

Exorcise. As an action, you present your holy symbol and speak a prayer censuring fiends, using your Channel Divinity. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.  This includes are targets that are currently possessing another creature in range.  Manifesting this power in this way causes the possessing creature to leave, but the possessed creature is freed from the possession.

An exorcised creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Protection

Starting at 7th level, you and friendly creatures within 10 feet of you gain the AC and Dexterity saving throws granted by your Divine Shield channel divinity power.

At 18th level, the range of this aura increases to 30 feet.

Shield the Weak

Beginning at 15th level, as a free action you can voluntarily take all damage a target under your Aura of Protection or Divine Shield would take.  You may not reduce this damage in any way if you choose to take this damage.

Wall for the Gods

At 20th level, as a bonus action, you manifest the true will of heaven to protect your people.  You become a sunburst of divine energy for as long as you can muster it.  All allies and yourself under the effect of your Aura of Protection become immune to damage, have advantage on all attacks, saves, and checks while enemies in the aura have disadvantage on all attacks, saves, and checks.  At the start of each turn, you take 30 radiant damage that can not be reduced, redirected, or prevented due to you manifesting pure divine energy in your mortal frame.  You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Daily Punch 7-4-19 Path of the Fallen Barbarian primal path for DnD 5e

How about a barbarian that fights demons?

 

 

Path of the Fallen

Just because your tribe lived in the wild does not mean your tribe was free from the evils of devils.  The devils just chose different ways to stalk your family.  You and your ilk learned to fight these monsters wherever they are from the planes of your home to the gates of hell itself!

Learn from your Enemy

Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage.  While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.

Frightful Aura

Beginning at 6th level, your rage frightens those are are not used to it.  Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw.  On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..

Magic Resistance

Beginning at 10th level, your rage flows into your weapons and your very soul.  You gain advantage on all saving throws against magical effects and spells while raging.  Your weapon counts as a +1 version of itself while you are raging.  If your weapon has a better enchantment that +1, use that instead.

Diabolical Apotheosis

Starting at 14th level, when you rage, you take on the visage of a devil.  You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.

 

Thoughts?