Saw the Lore Podcast and this stuck with me.
Wondrous item, very rare
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!
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.
Had it for Pathfinder, so how about for DnD?
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.
Keeping this trend alive
Improved Great Weapon Fighting
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.
More improved fighting styles!
Prerequisite(s): dueling fighter style
Never let an insult pass. Not one ro your character or your person. You gain the following benefit:
- Increase your Dexterity or Strength by one, to a maximum of 20.
- When an attack is made against you and it misses, as a reaction you may make a basic melee attack against the attacker.
Time to keep moving through the fighter styles. ON TO ARCHERY!
Prerequisite(s): archery fighter style
Aim for the right spot and they drop right away. You gain the following benefit:
- Increase your Dexterity or Intelligence by one, to a maximum of 20.
- When you make a ranged weapon attack, double your Dexterity modifier for damage.
Let’s walk through all the fighter types!
You are a wall for those under your protection. You gain the following benefit:
- Increase your Strength or Constitution by one, to a maximum of 20.
- When you use your protection ability, increase the AC of the target by 1d4.
Quick idea from a game I’m running.
Improved Two-Weapon Fighting
Prerequisite(s): two-weapon fighting
When you stab and you swing, you’ll be surprised how hard you can hit on that back-swing. You gain the following benefit:
- Increase your Strength or Dexterity, to a maximum of 20.
- When you hit with both attacks as part of your two-weapon fighting ability, double your ability modifier applied to damage on the second hit.
Working on a project, and this didn’t quite make the cut. How about a rogue that gets down an dirty.
You don’t work in the dark. You walk right up to somebody, face to face, and get to work. And that work is bloody. You might hate that work, or you might love it. You might be self employed as a bruiser, or you might be the hired muscle that a cartel throws at the mouthy. In either case you are the one who walks up close and hurts people.
Starting at level 3, you don’t have to stick to small tools. You can use any weapon to do sneak attack damage. The normal sneak attack rules still apply as the target must be unaware or you and an ally are both engaged with the target.
Right in the Face
At 9th level, you revel in the carnage of a fight. When you are engaged with a target, your sneak attack are now d8s instead d6.
At 13th level you’ve mastered getting people attention in a way they definitely don’t want. A number of times per day equal to twice your Strength modifier, when you make a sneak attack, the target must make Constitution saving throw (DC equal to 8 + Strength modifier + proficiency modifier). On a failure, the target is stunned until the end of your next turn.
When you reach 17th level, you’ve learned how to break bones all by yourself. A number of times per day equal to your Strength modifier, you may deal your sneak attack on an attack with which you would normally not be able to do so.